I disagree.
Getting to market 2 years late was a major setback, but even if they had
made it to market on time, XSI would likely still have met an early
death due to technological decisions that were made.
XSI's core is COM/OLE, which is long deprecated by Microsoft. Finding
quality engineers who understand it and would still be willing to work
with obsolete technology was becoming a problem - and similarly why Modo
was likely retired. COM/OLE effectively made XSI a windows application
and not easily portable other operating systems. I don't know if the
move to COM/OLE was planned from the outset as part of the Digital
Studio project, or was a reaction to Maya making it to market first, but
either way it sealed the application's fate early on. Customers did not
want to use COM/OLE for plugin development as that was the original SDK,
and the backlash forced the addition of a pure C++ API, but the C++ API
had holes as certain features/access were never available forcing
developers to still jump into COM/OLE now and again as needed. The
NURBS modeling was the emphasis of XSI 1.0, but ImageWare, the developer
of the NURBS library used by XSI, was acquired soon after XSI hit the
market, and support for the library dwindled. mental ray was a powerful
renderer, but tightly entwined in the application, and long in the tooth
as faster competitors came online. While other renderers could be
adopted, mental ray could not be easily removed - as was demonstrated by
the XSI 6.0 debacle, which was effectively a repeat of the Creative
Environment 2.65 debacle.
XSI would've needed a major facelift along the lines of what Maya
received with it's parallelization upgrades. The user interface was
multi-tasking, but single threaded and a bottleneck to performance. The
custom hardware shaders and viewports were abysmally slow and usually a
version or two behind in API support. ICE was essentially an embedded
application with it's own proprietary architecture. The VBScriptand
JScript scripting engines were still on ECMA script 5.6 from the year
1998. You can band aid things only for so long before it catches up
with you. While XSI was in much better shape than Softimage|3D at the
same point in it's life, XSI still needed significant overhauls in key
areas to clean up the application. When 'Sumatra' was originally
pitched, it was pitched as a platform for 'the next 10 years', not
infinity. 10 years goes by quick.
Matt
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