Computer Graphics World

Aug/Sept 2012

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■ ■ ■ ■ Storage Hunger The Game As studios produce even greater amounts of data in keeping up with the latest formats in media and entertainment, their need for more storage seems insatiable By Douglas King Storage needs have grown exponentially with the advent of more re- alistic gaming systems, 3D stereoscopic fi lms, not to mention 4k and now 6k single-fi lm-frame resolutions and 48 frame-per-second (fps) fi lm rates. Th e storage needs of studios, large and small, no longer deal in Many of us who have worked with computers for years can remember a time, not so very long ago, when hav- ing 100mb of storage on a disk was considered impres- sive; when we were amazed by the fi rst 1gb storage devices. Now, however, studios are creating that much data in one frame of animation or one scene of a game. megabytes or even gigabytes. We are now talking about daily produc- tion of terabytes and petabytes of data. How are studios dealing with this increasing need and the various challenges that come with it, such as latency and accessibility? Com- puter Graphics World asked Tom Coughlin, Pete Schlatter, and Jason Danielson, all leaders in the storage industry, questions that are on everyone's mind, to see what options studios of all sizes have today, and what they can expect in the future. With more than 30 years of experience with magnetic recording engineering, fl exible tapes, and fl oppy disk storage and rigid disks, Coughlin, founder of Coughlin Associates, has written market and 42 August/September 2012 Jason Danielson Pete Schlatter Tom Coughlin

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