Video Card History
John Mathers writes "While searching the net for information on old Voodoo Video Cards, I came across this fabulous Video Card History article up at FastSilicon.com. It's nice to see that someone has taken the time to look back on the Video Cards that revolutionized the personal computer. Here's a quote "When 3dfx released their first card in October of 1996, it hit the computer world like a right cross to the face. That card was called Voodoo. This new card held the door open for video game development. The Voodoo card was simply a 3D graphics accelerator, which was plugged into a regular 2D video card; known as piggy backing."
I note that the history of this article starts in 1996 . . . one year after Rendition's Verite chip became the first consumer add-on 3D accelerator.
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I was excited to load this article up and hope to see my first VGA card by Paradise. I believe it was called Paradise 256K or something like that. I had a Sony VGA monitor, and my friends and I were blown away by some 320x200 x 256 color graphic of a parrot. Then we found a nude GIF. Whoa. I think I had that card about 2 years before any game really supported it, although Police Quest in EGA mode was nothing like we could imagine.
I'd love to see a history of all video cards for the PC platform...
but it'd nice to have a history of things before 1996 (i.e, pre-voodoo cards). Video card history between 1996-2000 was very well documented, perhaps thanks to all of the articles that came out near/after 3dfx's demise, and most of us remember everything within the last three years.
I remember my first Voodoo cardie. I was playing TWCTF alot with my buds, and many of them had fast systems (at the time) running glquake/glqw. Finally after being a software user for so long, getting decent lag-frags, I did the unthinkable and ditched the software client for some better visuals with my very own piggybacked Voodoo card, from 3dfx. Gaming has changed quite a bit since then, but you have to understand how much fun it was playing Quake in software mode. The mods were cool too, but everything about that experience was killer fast. Now since then, games have mostly slowed down on PC. Quake 2 and Quake 3 were much slower. The speed of play for TW back with software, was intense. You had to hold your adrenaline rush to the bitter end of any match. By the time I was playing for ZFA, everyone had a 3d card. I can remember the Q2 LAN parties when guys would show up with their configs all set for zero textures and no coloured lighting. The levels would all be just plain white, and guys would be saying how awesome it was they could get 100fps doing this. To me, it always took something away from the game to run configs like that, even if it could give you an edge in matches.
When I saw Quake 2 CTF for the first time at the Respawn LAN party, Zoid showed us on this decked out system, how totally amazing it was. I remember how georgeous q2ctf1 looked for the first time my eyes caught it. It was magic. I even wrote about it. You could never have seen it if it wasn't for the people at 3dfx, who pretty much paved the way for all the gaming rigs we've got now. It's a shame that the same people who built this dream had to shut their business down.
I guess, that's how we award our innovators today... with steady, constant competition, or you're out. Seems cold, doesn't it?
How long until history catches up with the X Windows System, and I can get an X server that renders entirely to the OpenGL API? I'd love all those panel edges, drop shadows, animated buttons, textured skins, and other 3D "embossed" window decorations to come from my video card. The X server code could be much smaller, factoring out all the rendering code that it could reuse by calling the OpenGL API. And the X graphics primitives could become unified behind a widely cross-platform API, already implemented by blazingly fast hardware in the most competitive market in computing. And once XGL implemented the current style of X server display, we'd have an open, popular, and modular platform for experimenting with 3D spaces for "desktop" visualization. Let a thousand raytraced xscreensavers bloom!
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make install -not war
I had one of these original Voodoo I PCI boards. It had a VGA passthru connector on the back. The card didn't even have any heatsink or fan at all on it! I remember it ran at 43 Mhz or something like that, but I had overclocked mine to a whopping 47 Mhz! I glued a motherboard northbridge heatsink to the Voodoo chip to dissipate the extra heat, but I lost the neighboring PCI slot due to the size of the heatsink.
Ah... those were the days.
I'd rather be a conservative nutjob than a liberal with no nuts and no job.
We sold Diamond Monster 3D's like hotcakes back at Best Buy in the mid 90's.
Then the Voodoo Rush came out. All in one. It stunk.
Then the Voodoo II came out. Remember you could buy 2 of the cards and some games (SLI) would run faster than with just one!
Then they did the combiniation card again...Voodoo Banshee. Worked pretty well.
Then NVIDIA wiped them off the face of the earth.
Now there was a card that announced it was taking over the monitor - the not-so-delicate *clang* as its mechanical switch moved.
R Tape loading error, 0:1
I have never understood how this breed of cards exists to this day. Really... the difference between a "stock" GeForce and a workstation class Quadro GeForce... just doesnt justify the cost difference anymore.
When you go back about 3 or 4 years ago... when you contrasted a Oxygen video card, or a FireGL vs a TNT or 3DFX card, you could see where the extra money went. But now, todays commerical grade video cards are more then capable. In fact, alot of people I know that work as graphic artists, use traditional Radeon or GeForce 4's in their workstation machines. Outside of say... Pixar, I just dont understand people buying the workstation class cards.
What? No mention of the IBM CGA card that you could destroy by putting it into video modes it didn't support? One of the few circustances in which PC hardware could be broken by software. That in itself should be worth mentioning!
OTOH, most of the peers of the early PCs had total crap text modes; they couldn't do what the PC could do. (Yes, this includes the Apple. There were no Macs yet.) This is one of the major reasons the PC ended up dominating; text mode was simply more important. Remember that back then most all business use and a good amount of home use was in text mode (word processing, spreadsheets, financial, etc.).
The original IBM PC and its clones usually came with a specially designed monochrome text mode monitor with relatively high resolution (720 x something, no dot pitch to worry about). The monitors had a very long persistence phosphor that totally eliminated flicker. The monochrome text-mode video cards had a very nice serif font stored in their ROMs. IBM's intent was to recreate the feel of their expensive dedicated mainframe text terminals.
This setup had a very high quality feel, and you could stare at it all day without getting eye strain. Early color graphics monitors, OTOH, were horrible at showing text. This was compounded by the crappy fonts that were shipped with most early graphic OSes. This made most of the PC's early competitors pretty useless for doing long stretches of serious work.
IBM's attempt to provide color graphics did suck big time [*]. Originally, you had to buy two graphics adapters and two separate monitors to get text and graphics on the same machine. One of Compaq's claims to fame was getting the patent on unifying the PCs high-quality text mode and its graphics modes on a single graphics adapter and monitor.
[*] The original 16-bit color mode of the EGA cards and VGA cards must have been designed by somebody who was high on crack. You can't get at the pixel memory without setting up a bewildering array of registers that control mandatory and mostly non-useful logic operations on your bits. The memory is accessed as 4 independent planes, so you have to unnaturally slice every pixel up into individual bits and have a PhD in boolean logic to get them on the screen as you intended. It easily could take a newbie a whole day of reading manuals and hacking before they could get a single white dot on the screen.
Yes he should have had Matrox listed.
However, Matrox has shown one thing since the days of Millenium cards... and that is they don't care about the consumer market.
They left the consumer behind to go for the business market and it has done them well. As for 3d gaming, they were irrelevant back in the days of 3dfx because 3dfx marketed their cards and their API to the people that mattered; developers.
Matrox has had superior technology a lot of times, their problem is it rarely does anything people really want. (and a handful of geeks doesn't count)
* Winners compare their achievements to their goals, losers compare theirs to that of others.
Some of my favorite cards were the 'decelerators' such as the Yamaha device. They hadn't yet figured out how to do 'perfect scan' so if you rendered a pair of triangles with a common edge then the pixels on that edge would be rendered in both triangles. If you rendered a square tesselated as triangles in the obvious way then the corner pixels were rendered 6 times. I had arguments with the guys about performance. They told me my drivers sucked as I couldn't match their laboratory performance. It's astonishing that a company could bring a device as far as first silicon without knowing how to rasterize a triangle correctly! Even without such mistakes they were still slow as the PCI bus was no way to send 3D instructions, geometry and textures anywhere. It would often take longer to format the data and send it to the device than simply rasterize directly to screen memory in software - even on early Pentiums!
Then there was the first nvidia card that you may or may not know about. My God this thing was bad. Now I can't remember the exact details (this is many years ago) but it was very like the Sega Saturn's 3D system. (I don't think there's a coincidence here, the card came with a PC version of Virtua Fighter so I guess Sega and Nvidia were working together). Basically it was a sprite renderer. A square sprite renderer. But it had been hacked so the spans of the sprites could be lines that weren't raster aligned. So you could render twisted rectangles. With some deviousness you could render polygons with perspective and you had a 3D renderer. But it basically always 'pushed' an entire sprite. So it was pretty well impossible to do any kind of clipping. It was next to impossible to map the functionality to any kind of 3D API and so could only run applications dedicated to it. Again they complained that we were unable to write proper 3D drivers for their card. Admittedly their design did at least allow some games to run fast but I'm still amazed by the lack of understanding by the early nvidia guys. So when they eventually overtook 3dfx I was completely blown away.
And then there was the question of APIs. In the old days there was no Direct3D. There was OpenGL but most PCs were a long way from having the power for a full OpenGL implementation. Early on only one company was interested in OpenGL - 3dLabs. They were the only company who understood what they were doing on PCs in those early days. So there was a variety of APIs: Renderware, Rendermorphics, and BRender among others. Rendermorphics was eventually bought by MS and became Direct3D. The first few revisions were terrible but as they always do MS eventually 'got it'. Renderware is still going. They are part of Canon. Anyone who knows Canon will be aware that they patent everything. If you dig out the early Canon patents you'll find they patented fast rendering of speculars by a technique which meant they didn't actually move as the viewpoint move. (If you know 3D you should be laughing loudly right about now.) But Renderware did get their act together and now have a 3D API that runs on a few consoles. And some of the earliest and coolest 3D hacks were first patented by them. BRender just disappeared though Jez San, the guy behind it, recently received an OBE for his influence on the British computer games industry. (Gossip tidbit: at one point SGI were looking for a 3D API for PCs and chose BRender over OpenGL for their FireWalker game development system.) If you dig into the pre-pre-history of 3D accelerators you'll see that San's company, Argonaut, developed the first commercial 3D accelerator (though not PC card) - the FX chip for the SNES, used for Starfox.
And this is all from memory so please accept my apologies for errors and post corrections!
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