7 Years of 3D Graphics
xtra writes "At Accelenation they are running a nice timeline about 7 years of pc 3d graphics
contains much info and even talks about some of the not so well known players
anyone still remember rendition? or BitBoys?" How many cards on their
timeline chart have you used?
I was playing Elite in 1984. Damn, that was a fine game.
The months are just too short. I can count the number of days on one hand.
At the going rate, the board with CPU and chipset will be a daughterboard of the graphics motherboard. :]
A feeling of having made the same mistake before: Deja Foobar
Why only 7 years of 3D graphics on PC?
What about Stunts, Elite, and other 3D games?
Can graphics technology possibly get any faster? Well the GeForce2 GTS chip ran Quake3 at 80fps in May of 2000. Just twenty-two months later a GeForce4 Ti4600 can run Quake3 over three times faster. On that reckoning the GeForce6 in two years time should be running Quake3 at over 700fps. Is that fast enough for you!
Is there really much visual difference between 700 fps and 135 fps? I'm not really sure if the human eye can make the distinction. They're sure pretty-looking numbers, but do the results show for it?
And how long before video cards can render essentially photo-realistic graphics? Soon games will be more like interactive movies.
No mention of Tseng Labs. Maybe the 4000 chipset wasn't considered a Graphics Accelerator, but having one of those in a new 386DX25 was pretty cool and what I first played Return to Castle Wolfenstein and a few ID games on.
A feeling of having made the same mistake before: Deja Foobar
Heck, I still remember the "which is better, Silicon Graphics Reality Engine or Ferrari Testarossa?" threads in the USENET from the summer of 1992. Even the dual pipe / dual head SGI VGXT "Skywriter" from 1989 was pretty damned impressive. Even many, many years later.
You only need 16MB to handle th highest resolution computer graphics displays ever made.
The Rendition cards, like most cards, were quite good presuming that the folks coding the games knew how to utilize the power of the card. My personal favorite game (Grand Prix Legends) is a little over 3 years old but was written specifically for Rendition cards and Voodoo2 cards - OpenGL support was tacked-on later. And of the three, there was no doubt that Rendition was the best for that game. Nothing inherantly wrong with the cards, imo, but they just got done in by the Voodoo cards of the time (which, of course, got done in themselves not much later).
Anyway, thanks for asking if I remembered Rendition!
Cheers.
In a related note, what the hell ever happened to the Future Crew? Man, I remember waiting with bated breath for Second Reality to download over my 2400 baud modem.
--saint
History for Nerds.
Just seems to be allot of history stuff lately.
Get a free ipod.
"Motion blur".
Or how about "rendering passes"?
Or how about "anti-aliasing"? (Kind of cheating on that one.)
Or how about "soft shadows"?
In short, more is better. If you give me higher framerate, I'll figure out what to do with those extra cycles.
Education is the silver bullet.
My voodoo2 SLI still kicks all kinds of ass.
Amen, brotha... my only real PC at home is a PII/400 with a pair of Creative Labs Voodoo2 cards running SLI. Win98SE is stable (enough) for the few games and utilities I run on it. And 56 FPS in Quake2 and 41 FPS in Unreal is good enough for me.
Actually i think number 9 had the first 128bit graphics chip on board not 128 megs of memory.
again i could be wrong.
Don't forget http://www.scene.org as well :).
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
... it's time for the next wave of 3D.
I love playing with the SGIs at work and I enjoy playing with the wizbang PCs that my roommates and I have, but to be honest, I'm really not that impressed with modern gfx accelerators. The original geForce was pretty neat, and SGI's last big leap (InfiniteReality in '95) was cool... but golly, things really haven't changed much since Clark and his gang from Stanford opened our eyes to 3D in '82.
We've gone from cabinets to cards to chips to a single chip. We've added some gfx extensions and now do multiple rendering passes to make things look prettier... but really, nothing has changed much in the recent years. It's smaller, faster, cheaper. Steady evolution... but so is the scum growing in my bathroom sink.
Please excuse me while I yawn.
This is true for 2D displays, but when you start having double and triple buffering plus z-buffers it starts to add up. Then add the texture requirement and you can see why most newer cards have 64-128MB of memory on the cards.
Milalwi
I was playing tribes for the longest time, and voodoo2 sli got about 60-70fps in tribes. My diamond 8 meg tnt card couldnt beat it. Then my GF2 could, my GF3 ti500 not only beats it, I can turn on 4x anti-aliasing, and it looks smooth. Thou the game is better on 3dfx, the engine only renders it perfectly it under glide.
:) With real 3dfx voodoo drivers just for that "Wow" old feeling. Of course if I want really old, i go dig out my c64 or Amiga500. Currently, I just run those under emulation.
I bought shogo in the old games area at the store, tried to play it, had to turn off zbuffer/wbuffer to play.
Kinda a shame, when your old games wont play on new hardware. Lucky I have a p233, voodoo2sli/tnt2/sb32awe/128 megs with win98
I still have nightmares about developing for the Rendition Verite 1000, which was a lovely graphics decelerator on anything faster than a P100. When we got our first batch of Voodoo 1's delivered, there was a brief but very ugly struggle to get our clammy hands on them. You ain't seen pathetic until you've seen geeks wrestling and squealing like stuck pigs over 4Mb graphics cards, let me tell you.
Question to anyone else who has developed 3D graphics: who did you find driving the demand? In our games house, there was a running battle between the programmers and the artists. Us code monkeys were forever on at the artists to cut down the polygon counts, but they kept trying to slip in models that were barely stripped down from the FMV sequences. In the end, we came to an equitable solution: they won, the game ran at 10fps, and all the programmers left.
I wonder how many other games were ahead of their time in that regard, and how many of them would be rescuable given cards that scoff at polygons and eat dozens of 256x256 textures before breakfast?
If you were blocking sigs, you wouldn't have to read this.
I think you mean the first consumer level graphics card to use a 128 *bit* data path. I remember seeing them bundled with Dells in the back cover of Byte a few years ago.
I was wondering if anyone had applied Moore's law to 3D graphics. A quick google search and...
d /F 00_Whi tted_slides.pdf
http://www.3dlabs.com/product/technology/moo resla.htm
Unfortunately it's a company paper and very biased towards the 3Dlabs Wildcat. That, and it's a bit dated. Then I found a Microsoft Research pdf:
http://amp.ece.cmu.edu/ECESeminar/slides/Whitte
it's an interesting read, but not 100% relevant. Anyone else have relevant info?
Yep, after all the fanboys started demanding the games in 3d, and then the game companies turned to supplying them, the effective graphic quality of computer games plummeted, and has only now maybe reached the beauty that we had at the pinnacle of sprite-based games. Sure, you could only see one side of the monsters, etc., but they were good-looking monsters - none of these chunky triangular-looking things that didn't even have fingers, toes, etc. and were plastered with dim-looking repetitive textures.
3d is almost getting good enough that I can stand to look at it. But for a while there, it really made games look a lot worse, just for some undefined promise of realism that was never really satisfied until maybe recently - those early 3d games just looked unrealistic in different ways than the 2d ones had. It's like the gaming industry fired anyone with taste and just kept all the techs.
OK, I think I'm done ranting now.
Your right to not believe: Americans United for Separation of Church and
Lambert shading is more primitive, essentially flat.
The living have better things to do than to continue hating the dead.
> You only need 16MB to handle the highest
> resolution computer graphics displays ever made
you will allways need more memory (in 3D graphics accelerators), even if the display resolutions don't increase. Lets say we settle for a nice 2000x2000 ish display. Thats 4M pixels, at 32-bit is 16MB for the display.
At least double (32MB) but preferably triple (48MB) buffer this so you can create a new frame while the old one is being displayed. Then we need a Z-buffer (or W-buffer) to hold the depth values (24bit values) for each pixel, so we know what is in front of what, typically you might want to do some stencil effects to (8-bits, can be packed with the Z-buffer) that would be another 16MB. Now we have the basics for a 3D graphics display and are at 48-64MB.
But we are not done yet, now for some more interesting effects:
- Texture memory. Typically use the leftover graphics memory and swap the rest from host memory (but we don't like swapping, so preferably all textures should be in onboard mem) 2-64MB
- 2x Antialiasing (1 Backbuffer + 1 Z-buffer 2*2*size of display buffer) = 64MB (4x antialiasing = 256MB)
- Shadowbuffer (rendering into a kind of Z-buffer from the lightsource to create realistic shadows) 16MB
- Accumulation buffer effects like motion blur (very expensive, a good blur could take 4 to 32 frames) or depth of view could make us want another 4-32*16=64-512MB
I for one could easily use more then 1GB of onboard graphics memory.
The first thing that jumped out at me was this interesting trend I see on the chart.
:)
;) (Yeah .. I know. I'm biased. Nintendo Forever! :)
:)
The companies that have long red lines (meaning the time it took for them to ship since their announcements, ie HYPE) are all gone!
The ones that kept a relatively consistent schedule are still around. Once again, a smart business plan wins, not super-hyped, non proven stuff.
(On a side note, I wonder how long the line would've been for the xbox!
AirSpeak - http://itunes.com/apps/AirSpeak
Note the downward trend in those bars for product life there. They may not be entirely accurate, but note how the ATI and especially Nvidea bars generally get shorter and shorter....
Heh. Could this have any factor in their success?
Physics specalized processors? Can anyone show some nice linkage for them? That sounds like the next step for games today complete and utterly lifelike physics engines instead of scripted crap. Would make mapping much easier as well, imho. I know of geomod tech from the people that did red faction and freespace but what else is out there up to and including programs or languages for astrophysics and geomorphology simulations?
An Education is the Font of All Liberty
Wow, so you are still running that 386DX/25Mhz? Only way I could see you even attempting to play Return to Castle Wolfenstein is if you had it now. Of course, I would thinnk a 386DX/25Mhz would be incapable of playing RTCW, seeing as how the CPUI is so slow, likely wouldn't support enough memory, and no graphics card it could take would be supported for 3D...
XML is like violence. If it doesn't solve the problem, use more.
I still remember the first 3d hardware, and I still have a pc running with a matrox mystique and a 3dfx voodoo I...
...)
I had been involved in demo coding for a while as an high school student and we had managed to implement a 3d software engine which was working really fine, at higher resolutions as well. The most important thing is, we were having lot of fun.
Maybe I am getting wrong now, but I believe the first version of quake came out without any kind of 3d acceleration (everything was software made, they just wrote an almost perfect code
But one day, well, 3d hardware came out and the whole thing wasn't funny any more. In the beginning it was very difficult for a single person to develop something decent using 3d hardware (because of a lack of good docs), while big companies started to produce lots of games using 3d acceleration, which were very badly optimized.
Well, I don't know, I still think that 3d acceleration took away a big part of the intellectual work due to the optimization process of code in games. Of course there were and there still are exceptions.
Someone mentioned elite, etc. Yes, there was 3D graphics before there were dedicated processors on PCI/AGP cards for this purpose. Going by this ethos, shouldn't we also be celebrating the modularization of the sound support and serial line comms support functions of the modern PCs? Why is the birthday of the 3D card celebrated, and not the ISA/PCI/USB modem, or sound card? Or perhaps Mac users should celebrate the day the monitor was split off the case.
Any processor intensive application will spawn modular add-ons to take some of the burden off the CPU. So long as the task itself, of course, is generic enough to have a sufficiently large market. Basic economics.
By saying there was no proper 3D graphics before the advent of the accelerators, you are doing a great injustice to the demo scene as it was back then. Remember the 256 byte competitions? The 1 kb and 4 kb competitions? Now here were people who knew how to milk code for every iota of juice that was there. The (almost) forgotten art of Code Optimisation.
Heck, there was 3D graphics on my old Commodore 128; I still have Elite. What do you call the original Battlezone? The only difference was, there wasn't any specialised add-on card to do this task on the market back then.
I don't mean to disrespect current makers, researchers, coders, and gamers. I just think there's got to be many more significant birthdays to commemorate.
How about a feature on the demo scene on slashdot? The younger crowd will appreciate the demos, and we'll get these funny comments from the war-torn 386 vets about how they used to make their own transistors out of sand...
Blearf. Blearf, I say.
OK, he's talking about mainstream gaming stuff...
But there was some killer high-end stuff for the PC architecture!
Anyone remember the Intergraph workstations? They had custom 3d hardware. In late '98 (or was it early 99?) we had an Intergraph with Wildcat graphics. 16MB framebuffer and 64MB texture (I may have it backwards). Highly accelerated, and killer. We used it to run ballistics and weather simulations.
Fascism starts when the efficiency of the government becomes more important than the rights of the people.
I also remember the horrid Windows 3.1 drivers. S3 was known for the best drivers. My Trident card had lousy drivers as well. ATI was notorious for bad drivers, funny how that reputation lingers.
Bleh!
Matrox isn't going away because of the following key features:
1: The best multimonitor around
They starting it, they perfected it, they can do different resolutions under Windows 2000 (they were the first, if not only)
2: Excellent overlay charactaristics
Wanna use a TV tuner card at high resolutions? Ignore nVidia. From my experience programs that run overlay really like Matrox's card, w/ the DVD max feature that allows any overlay to be displayed on the secondary monitor you can port divx video out to the TV. Also, overlay works at much higher resolutions than nVidia solutions have. I don't want to turn my 19" down to 1024x768x16 bit just to watch a DVD, my 14" runs more than that.
3: Acceptable 3D performance, exceptional 3D quality
Although it's not the fastest card on the block, it will still play virtually all games atleast acceptably. And when you are playing them, they have a low amount of artifacts and the textures are well drawn.
4: 2D quality
Although it's much overlooked, it's what most people stare at a majority of the time. Matrox makes thier own boards so they can have a tight control over the filtering components.
I've used a couple S3 cards (low end), Permedia 1 and 2 cards, Riva128ZX, TNT, and TNT2, Matrox MGA, G400 and 450 cards. And so far I have to give props to Matrox for a product that matches my needs. Granted my needs are different from most.
(triple monitors w/ TV tuner and alot of video player programs)
If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
There are some serious omissions here.
To ignore the early GLINT work from 3DLabs and not give them their own column in the table is a bit unfair.
The Number9 stuff is missing (no great loss).
Other early work is missing, for example SGIs PC graphics card which predates all of this by about 5 years.
Has anyone tried to make a GPU for ray tracing? Good ray tracing scenes can be much better than the scenes drawn by polygon engines.
Yeah, it would mean a whole change of code for current software. D3D would have to change, or maybe have another API beside it, say DirectRay. But the rendering would really get better. Todays hardware should be able to handle the load. And they should scale well also. More GPU's equals more parallel rendering of pixels.
Imagine a truely ray traced virtual world. {shudder with anticipation}
There is nothing so silly as other peoples traditions, and nothing so sacred as our own.
I saw one once, at Case Tech, in 1969. About six racks worth of hardware. Nobody really knew what to do with it.
And thats why you shower regularly!
I thank you...
My first "3D" graphic card was the Voodoo2. For a while I resisted buying a dedicated 3D card, that was until I saw glQuake ;)
:)
:)
I have tried the ATi Rage 128, Voodoo2/3,nVidia Geforce 2 and nVidia Geforce MX. Without exception, all these cards perform better under Linux than under Windows.
No, this is not a troll. I have got people to try linux after they have seen TacticalOps running on my slackware powered laptop
The best example of this was running Return To Castle Wolfenstein on my Geforce 2. It played OK under Win2K (latest DirectX, drivers etc.) - but I had to run it at 800x600 for it to be playable. Running the same binaries under Transgaming's WineX, I could bump it up to 1200x1024 and get a better framerate than under windows at 800x600!
The best supported cards I have owned have been the nVidia cards. Regular driver releases available for both Windows and Linux from their web site - I challenge you to find another gfx card supplier that does the same!
Ok, so part of the drivers are binary only. I say : so what? Nvidia are good at maintaining them, they know the card best and seem happy to support us, so why moan?
Now I'm waiting for my Geforce 4 Ti4600 to arrive...
Yah, GPL was pretty much the ONLY reason that the Rendition card was able to stay around so long.
Pretty darn good game still, hell, damn GREAT game still, heh.
I remember a looking from at a screenshot from GPL printed on the then Highest Resolution Printer In The World(tm)Lexmark z(whatever). Damn nearly looked like a photograph.
When I saw screenshots of it directly, hell, it DOES look damn nearly like a photograph!
Whatever API they used and however it interacted with that chip was damn powerful, blew the living shit out of anything to come for another 2 years or so.
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Wasn't Mistery house on the Apple ][ the first 3D game of all time? It was published around 1980, I believe.
PPA, the girl next door.
-- I feel better now. Thanks for asking.
As a current user of a Matrox G400 DualHead AGP 32 MB card, I can definitely say that the 2-D graphics quality of this card--like all Matrox cards--is second to none. Not even the latest ATI Radeon 8500 series comes close to the amazing sharpness of 2D graphics that the Matrox cards now offer. I've seen the output of the better quality cards that use the nVidia chipsets and they (on the average) don't even come close to the crisp display quality you get from Matrox cards.
This is why I'm REALLY hoping that Matrox does make another stab at a high-end 3-D graphics card that can compete against the Radeon 8500 and GeForce4 Ti4200/Ti4600 series but still offer the unrivalled 2-D display quality Matrox is famous for. Using the modern 0.13 micron process to make the next-generation Matrox chip, they could easily offer industry-leading graphics acceleration and MPEG-2 decoding equal to that of the GeForce4 series. Such a card--even if it costs slightly more than the cards that use the GeForce4 Ti chipsets--would be instantly lapped up by gamers who want the clearest graphics display.
I agree with your assessment of Matrox cards.
I use a Matrox G400 DualHead AGP myself and frankly, I have YET to see a graphics card using the ATI or nVidia chipsets that match the amazing sharpness of the current Matrox AGP cards on 2-D graphics. These cards are perfect for business users, desktop publishers and CAD/CAM users, where picture quality takes precedent over 3-D graphics speed.
This is why I really want to plead to Matrox to develop a no-holds-barred 3-D graphics card that can match the ATI Radeon 8500 card and any card that uses the nVidia GeForce4 Ti4400/Ti4600 in terms of 3-D graphics acceleration and also assist in MPEG-2 decoding for DVD movies, but still maintain the legendary display quality sharpness Matrox is famous for. I can say that even if the resulting card costs slightly more than cards that use the GeForce4 Ti chipsets you know gamers are going to lap this potential Matrox card up in a New York minute, mostly because many gamers have been disappointed by the sub-par sharpness of ATI and nVidia chipset graphics cards.
You only need 16MB to handle the highest resolution computer graphics displays ever made.
:) However, any 3d rendering could theoretically be done in software and then (slowly) displayed on a 2d-only card, right?
This is true for 2D displays, but when you start having double and triple buffering plus z-buffers it starts to add up. Then add the texture requirement and you can see why most newer cards have 64-128MB of memory on the cards.
Technically, though, he's still correct. Sure, your card would be awfully slow playing something like Quake III without on-card memory for textures, etc.
I've accustomed to buying stuffs 1/2 to 1 a generation behind the technology and so far it saves me quite a sum and apparently I'm not missing much at all, since (surprise) games usually lag behind hardware advances.
Also, older cards can be sold off the usenet when you upgrade. Did that for quite a few times (I sold my stuffs at half the price I was going to pay for my upgrade, and it worked) until one day I decided to put all in-use hardware into my girlfriend's computer when I upgrade, then sell hers. This chain has been working pretty well.
well if you're only using Outlook and Word or Pine ;) then no.
However, you can really open your eyes by paying $10 for a used i740 card.
As an avid console gamer who had stopped gaming for a couple of years after the PSX succeeded the throne of console dominance from the Super NES, I understand _exactly_ what you're talking about. In my absence from the gaming world, I lamented the "death" of 2-D at the hands of ugly, boring, primitive 3-D graphics. Even within the SNES era, people raved over games like StarFox, a 3-D game which had very little appeal for me, but which for many was a vision of how games should look and play. Meanwhile, I foresaw that it would be many years before 3-D graphics would even approach the beauty of sprite-based graphics, and that's turned out to be true IMO.
However, it should be noted that there are examples of games that utilize 3-D graphics while maintaining 2-D gameplay and feel to great effect. One example that comes to mind for no real reason is ThunderForce V, which is a great horizontal-scrolling shooter (aka shoot-em-up or "shmup") that uses 3-D graphics which are small enough to be somewhat detailed. The kicker comes when encountering boss enemies, where the camera seamlessly zooms and rotates around the scenery from the standard side view, taking obvious advantage of the 3-D nature of the graphics.
I now happen to enjoy a lot of games that have made the switch, in all sorts of genres. Some quick examples include Mario (platformer), Zelda (action RPG/platformer), Final Fantasy (RPG), Hundred Swords (SRPG), etc. Street Fighter EX in any incarnation will never be able to replace its 2-D progenitor for me, but in many other ways, I've come to tolerate 3-D graphics in games where its usage adds more to the gameplay than it detracts from the visual appeal.
In this last regard, I think Nintendo's Legend of Zelda: Ocarina of Time was revolutionary for me (as it's the one game that brought me back to console gaming). It was full of rough graphical edges, but to be fair, its immediate 2-D predecessor on the Super NES used graphics that were small and fairly undetailed, and in comparison were less impressive overall at the time. Ocarina of Time is still beautiful, and 3-D graphics helped that game achieve incredible depth, as well as a fantastic sense of the sheer vastness of the game world.
< tofuhead >
It is still the dark of night.