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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."

69 of 390 comments (clear)

  1. Revisionist History? by Maradine · · Score: 4, Interesting

    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.

    --

    trustedworlds.net - gaming, security, and the gunk that lives in between

    1. Re:Revisionist History? by Anonymous Coward · · Score: 5, Informative

      What bullshit! The Rendition Verite supported bi & tri filtering, 32 bit color and a whole bunch of other 'now common' 3d features. The chip was well ahead of its time. It was the same problem nvidia first had. It had great features, but wasn't as fast as 3dfx. If Rendition would have released another card during the Riva128/TNT days (they did release the Vx2200.. which was nice, but a bit slow) with a tad more speed, we might be talking about Rendition, Nvidia, and ATi instead of just the latter two. All in all.. i can still remember playing VQuake, the first 3d version of quake, back when Carmack fully supported Verite and their far superior 3d technology.

      Any article which try to encapsulate the history of 3d cards but fails to mention the Verite cards is a piss-poor article right from the get-go.

    2. Re:Revisionist History? by merlin_jim · · Score: 5, Informative

      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

      And absolutely no mention of Matrox whatsoever... despite the fact that their add-on 3D accelerator was arguably superior to the voodoo, and the parhelia is the ONLY 3d solution to support 3 display devices.

      --
      I am disrespectful to dirt! Can you see that I am serious?!
    3. Re:Revisionist History? by Anonymous Coward · · Score: 4, Informative

      Check this one:

      http://www.accelenation.com/?ac.id.123.1

    4. Re:Revisionist History? by rsmith-mac · · Score: 4, Funny

      Agreed. You can't have a serious history piece without also including S3(and the world's first 3D decelerator) and Rendition. The article pooped out before I got to page 3, but I'm willing to bet they've also managed to skip the Intel i740, another decent but notable product.

    5. Re:Revisionist History? by sznupi · · Score: 5, Informative

      And I'll add only that Matrox basically invented (or at least first implemented in commercial product) video ram something like quarter century ago and that they had API capable of hardware accelerating 3d aps in a window in the times of win 3.11 (several years later Voodoo couldn't do it)
      And no mention about that company whatsoever :/
      But hey, what can you expect from (probably) fps kiddie biased negatively towards Matrox among others - because if he'd be JUST fps kiddie (not anti Matrox and...) he'd mention the fact that for ~half a year in 99 Matrox was the leader BOTH in performance and quality...too bad since then only the second holds true.

      --
      One that hath name thou can not otter
    6. Re:Revisionist History? by inteller · · Score: 2

      good god....was this written by a 3rd grader? Was 1996 the year the author was born? This article was horrible. Scant on tech specs, only covered the most popular fanboy cards....give me a break!

      No this isn't trolling, it is the truth!

    7. Re:Revisionist History? by NanoGator · · Score: 2, Insightful

      "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."

      Just playing Devil's Advocate here, but it wasn't until 3DFX hit the market that it became a mainstream gaming card. Creative Labs didn't invent the sound card, but they sure made that market blossom.

      --
      "Derp de derp."
    8. Re:Revisionist History? by Skuld-Chan · · Score: 3, Insightful

      Talk about revising history here's a few facts.

      A) the Verite chip had no opengl support - it could only run vquake - a specialy made version of Quark for the verite. And even then it was slow. Also it was kinda pokey for Direct 3D stuff as well.

      B) S3 also had no opengl support - and limited direct 3d support - most direct 3d games did not support it (for instance it didn't support uploading textures...)

      C) Matrox - except for high end equipment also wasn't nearly fast enough to play GLQuake. The Mystique is not nealy fast enough to play actual video games.

      Why do I keep mentioning Quake? I think in 96 is was the defining game. If your card could run GLQuake smoothly you were in the zone. And the only cards that could run it even near smoothly cost well over 2000 dollars. Don't believe me? This is actually all in the GLQuake readme (more or less)

      When my Intel P-120 first started GL Quake on the Voodoo 1 I just about crapped my pants. It was smooth, fluid and it looked awsome! No other video card at the time for 150-200 dollars could deliver those kinds of results.

  2. Only 1996 to the Present by dada21 · · Score: 4, Interesting

    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...

    1. Re:Only 1996 to the Present by shawn(at)fsu · · Score: 2, Interesting

      I had a paradise card. Wow that takes me back. When pictures almost looked like real pictures.

      --
      500 dollar reward for tip(s) leading to the arrest of the person(s) who stole my sig.
    2. Re:Only 1996 to the Present by Maradine · · Score: 2, Interesting

      What were the big players back then? Paradise, Trident, and Tseng, right? Man. MCGA rocked.

      --

      trustedworlds.net - gaming, security, and the gunk that lives in between

    3. Re:Only 1996 to the Present by vasqzr · · Score: 5, Insightful


      Back then, the hardware specs (so you could program the device) came with all the accessories you bought for your PC. Imagine that.

      Printers had a book with all the Escape codes, Video cards told you which modes they supported, modems had AT command set references...

      Try getting the specs to a PCI card nowadays....

    4. Re:Only 1996 to the Present by PainKilleR-CE · · Score: 5, Insightful

      It's basically just an article on the early 3dfx cards and then a quick skim of about 1/4th of nVidia's lineup and a love-fest with ATI's most recent cards.

      It almost sounds like the author only talked about the cards he owned.

      Just on the nVidia side, he barely mentioned the TNT and it's various derivatives, didn't mention the TNT2 Ultra or other TNT2 cards (except the baseline), and didn't mention that the GeForce 256 came in SDR and DDR versions, pretty much solidifying the future of DDR on video cards (because there was little other difference between the cards to explain the difference in benchmarks). Not to mention the later GF2 upgrades, the GF3, and the GF4.

      Even with his early mentions of ATI he missed the mark a bit. ATI wasn't aiming for the 3d market so much because they had a solid hold on the OEM market, which didn't care (at the time) about 3d. When the OEM's started to care, nVidia had their chipset ready in part because of their XBox work (or they got the XBox work because they were working on the chipsets for the OEM market, either way it wasn't long before they were releasing motherboard chipsets), and a solid hold on the lead in 3D graphics technology.

      Beyond that, he mentions that nVidia 'bought out 3dfx', which isn't quite right, since nVidia simply bought most of their IP and left the company to it's own devices (3dfx basically sold all of their assets and shut down).

      Overall, it's a very light article that could be surpassed by a quick read through the review history on most sites that review graphics hardware.

      --
      -PainKilleR-[CE]
    5. Re:Only 1996 to the Present by Isldeur · · Score: 2, Interesting

      I had a Sony VGA monitor, and my friends and I were blown away by some 320x200 x 256 color graphic of a parrot.

      Man - that brought a smile to my face. I remember that picture. And the clown? Remember the clown at 320x240? It could really show you what a good picture could look like even at that low resolution.

      I remember the first game I had to make use of that more (on a PS/2 Model 70): Mean Streets. Anyone remember that? Had a blast playing that Christmas morning.

      And then there was fractint, which could use "other" modes and draw fractals at beyond the 640x480 modes to things like 732x5??. Of course it took hours on the 16Mhz 386DX in that box.

      Ah, times were simpler back then... :)

    6. Re:Only 1996 to the Present by gfxguy · · Score: 2, Interesting

      Hercules was the defacto "professional" monochrome card. I remember my first PC, a buddy had a hercules card and I got some EGA card. He had to use some sort of CGA emulator to play games.

      It was a 10Mhz XT, Sweeeeeet!

      --
      Stupid sexy Flanders.
    7. Re:Only 1996 to the Present by SmackCrackandPot · · Score: 2, Informative

      That must have been back around 1989? I remember seeing the first 386's with VGA graphics, and the demos featuring 320x200 256 colour graphics of a castle. By 1990, my paradise card was superceded by a $700 Hercules Graphics Station Card (TMS34010 processor) with came with 1 Megabyte of VRAM (the double-buffering option cost another $300) and four 24-bit colour images; A head-scan, a party-pup (don't even ask!!!), a fashion model and somebody leaning out of a window. I managed to write a SGI image format viewer, and thought viewing SGI's "helping build a better dinosaur" advert was the coolest image in my collection. At this time, Windows 3.1 didn't support 24-bit colour 3D graphics, so the only way to write your own extensions using TIGA.

      A rough sequence of the video standards would be:

      1981 MDA,Hercules,CGA (IBM)
      1983 PCjr (IBM)
      1984 EGA (IBM)
      1986 TIGA (Texas Instruments), 8514/A (IBM)
      1987 MCGA,VGA (IBM)
      1990 XGA, XGA-2 (IBM)
      1990+ SVGA,XGA,SXGA,UXGA (various manufacturers)
      1990+ VESA (manufacturers form consortium)

      The early 1990's was probably the time of greatest change, when all the manufacturers were trying to outperform each other on resolution, refresh rate, video memory size, and finally 2D acceleration. The resulting chaos and incompatibility between cards led to the formation of the VESA consortium.

      The mid 1990's were the time in which many of the innovators formed: 3Dfx (1994, from MediaVision) ,nVidia (1993), and Rendition (1993)
      NVidia introduced the NV-1 in May 1995,
      3Dfx introduced the Voodoo card in October 1996.
      ATI had been around since 1985, but didn't introduce the 3D Rage until September 1996 (but with No Z-buffer).
      Matrox introduced the m3D in 1997 (piggybacking onto a VGA card). ...
      Rendition introduces one of the first MiniGL drivers in 1998.
      By 1999, each company was releasing new graphics cards every six months.
      Any good gaming web site will give you the product history of each manufacturer.

  3. Nostalgia by CrayHill · · Score: 3, Funny

    Aahh, 1996...the good old days...

    I remember when we would write ASCII graphics contouring programs for line printers!

    1. Re:Nostalgia by Lumpy · · Score: 2, Interesting

      HUH? in 1996 I was playing 3d accelerated games on my Virge 3D card. 3d gaming was around for a while at that point...

      Bring me back to 1994 when the real 3d cards were $3000.00 and only in the CAD workstations.

      1996.. not long ago at all.

      --
      Do not look at laser with remaining good eye.
    2. Re:Nostalgia by AllenChristopher · · Score: 2, Funny

      His point is that fondly looking back on graphics cards in '96 is like anxiously checking Rolling Stone every issue to find out if 90's music is retro yet. Computers without monitors... now that's history.

  4. Well, sort of. by ultramk · · Score: 5, Informative

    The Voodoo card was simply a 3D graphics accelerator, which was plugged into a regular 2D video card; known as piggy backing.

    This isn't entirely correct, as any Voodoo 1 user could tell you. The card took up its own slot, and used a pass-through video cable to connect the monitor: When a Voodoo-compliant video signal was detected, it hijacked the output to the monitor and took over.
    Nice design, for the time. The best thing was, it was CHEAP for the time (considering the performance). I think I paid $199.

    M-

    --
    You catch enchiladas by picking them up behind the head and holding them underwater until they don't kick anymore -VeGas
    1. Re:Well, sort of. by daBass · · Score: 4, Informative

      What they also forgot to mention was that you could daisy chain cards to get even better performance.

      At the ISP I worked at I had two Voodoo 2 cards, which, on a lowly PII-350, ran Unreal Tournament with full detail in 1024*768 at a massive framerate!

    2. Re:Well, sort of. by PainKilleR-CE · · Score: 3, Informative

      Nice design, for the time. The best thing was, it was CHEAP for the time (considering the performance). I think I paid $199.

      The Voodoo2 cards started at $250 and $350 (or somewhere around there) for the 8MB and 12MB models, respectively. The only way to get the 1024x768 mentioned in the article was to have 2 12MB cards in SLI mode (which meant connecting the 2 V2 cards with a small ribbon cable between the two cards inside the case). Additionally, the pass-through cables that came with most V2 cards caused some degredation of the signal going to the monitor, so the graphics tended to be a bit dark, but was easily fixed by buying a better cable.

      The performance was definitely solid, though, since the V2 cards I had were originally passing the 2D signal of a Riva128, and then a TNT, and finally a TNT2Ultra was the card that made me decide to pull out the V2 cards (not to mention that the V2s I owned did not have fans on the boards/chips, which meant that one of them burned up within about 6 months).

      The combination of the lack of real OpenGL support, lack of 32-bit colour, and the speed of the TNT2 Ultra was what finally put 3dfx to bed, as the Voodoo 3 couldn't keep up and the Voodoo 4 was delayed far too long while 3dfx kept talking about how raw framerates were more important than features, and that no one could see the difference between 24-bit (the V3 supposedly output 24-bit colour through some tricks) and 32-bit colour anyway. Quake 3 proved them wrong quite quickly, as anyone could show with a few screenshots at the time.

      --
      -PainKilleR-[CE]
  5. Nice article and all.. by fault0 · · Score: 4, Interesting

    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.

  6. The Memories... Ahhhh by dolo666 · · Score: 4, Interesting

    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?

  7. FastSilicon.com by loconet · · Score: 2, Funny

    FastSilicon.com - not so fast anymore.

    --
    [alk]
  8. Lost $50 on that Voodoo II by WC+as+Kato · · Score: 2, Funny

    I remember when I was craving for a Voodoo card so that I could run Quake better. I finally sprung for a Voodoo II card when they had a $50 rebate. I was so excited to get online with my ISDN line and frag everyone in OpenGL graphics that I threw away my Voodoo II box along with its product bar code. No proof of purchase no $50 rebate. Doh! Damn, that hurt my wallet.

    --
    --- I'm Green Hornet's sidekick not Inspector Clouseau's!
  9. Blurb from article by Acidic_Diarrhea · · Score: 5, Funny
    From the article: "The cards released then were rather nuke warm. Nothing really special, nothing too different brought to the table..."

    Nuke warm cards huh? How many fans do you need for one of those?

    The Internet needs an editor or two hanging around.

    --
    I hate liberals. If you are a liberal, do not reply.
  10. Slashdotted by kinnell · · Score: 2, Funny

    Maybe they should change their name from fastsilicon to smokingsilicon.

    --
    If I seem short sighted, it is because I stand on the shoulders of midgets
  11. XGL? by Doc+Ruby · · Score: 4, Interesting

    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!

    --

    --
    make install -not war

    1. Re:XGL? by PainKilleR-CE · · Score: 2, Informative

      People say that the OS X GUI takes up too much CPU, while in fact it takes up almost none. All of the windows, shadows, etc, are being done with the video card though Quartz Extreme, no programming necessary from the app writer to take advantage of this either.

      This isn't quite true. Most of the desktop rendering is still done by the CPU in the same way that it was done before QE was added to OS X. It's simply the individual windows that are rendered by QE, and OpenGL handles the 'surface' which is handed to it by Quartz and QE. So OpenGL mostly comes in to handle effects (like Expose, the fast user switching animation, and the opening/closing animations) and shadows, QE handles the windows and passes the textures to OpenGL when an effect is needed, and the CPU still does it's thing for the desktop (until you hand off the desktop as a surface to OpenGL for the user switching animation).

      In other words, things that were basically eye-candy and were really slowing OS X down quite badly before QE are now handled by QE, but the base 2D engine that utilizes the CPU is still working the same way it does with most other operating systems.

      That being said, free eye candy is free eye candy, and although there are many people out there that prefer things to be stripped down, I'd rather have something with a little flash that can be done just as quickly.

      --
      -PainKilleR-[CE]
  12. An interesting tidbit. by MtViewGuy · · Score: 4, Informative

    I think what finally brought 3-D graphics acceleration into the mainstream was the introduction of graphics card chipsets that could combine decent 3-D acceleration with fast 2-D graphics all at once.

    nVidia's pioneering RIVA 128 chipset was the first chipset that could compare itself in 3-D mode against the vaunted Voodoo cards of that period; once nVidia unveiled the groundbreaking TNT chipset it was pretty much over for Voodoo's separate board approach. This is what spurred ATI into developing the Rage Pro and later Rage 128 chipsets in the late 1990's, starting the competition between ATI and nVidia that has lasted to this day.

  13. I had one by chunkwhite86 · · Score: 3, Interesting

    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.
  14. Memories... by vasqzr · · Score: 3, Interesting


    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.

  15. When will it go back to the CPU? by Thinkit3 · · Score: 2, Interesting

    At some point shouldn't we just have really versatile CPUs? All these 3D cards are just kludges that happen to be tuned for 3D processing. They can do other general purpose processing as well. Thus the CPU can do their processing, given enough versatility.

    --
    -Libertarian secular transhumanist
    1. Re:When will it go back to the CPU? by turgid · · Score: 2, Informative

      When your CPUs floating-point throughput is a factor of 1000 better, that's when. In other words, at the rate at which general-purpose CPU technology advances, you'll be at that level of performance in about 15 years.

    2. Re:When will it go back to the CPU? by h0tb0x · · Score: 2, Insightful

      I like the paradigm the way that it is for the moment. Considering if they build all of this into our cpu's then any major graphics advance would probably require changing out your mobo and cpu - and probably cost considerably more. Using expansion cards makes sense and it leaves the owner free to use virtually whatever combination of hardware they require (ie: some cards come with video out and no video in) and lets you pick the features that you need in terms of cheaper cards that don't feature "extra" outputs or inputs. It also avoids you having to rip your entire system apart for one upgrade. Just pop out the card and drop in the new one. It will be a long long time before they can produce a really successful "all-in-one" solution for cpu/graphics processing.
      -------------------

      --
      The phone, the bane of my existance, rings. "Hello, Computer Room" I say, being helpful - BOFH
  16. Some egregious errors here... by Bagels · · Score: 4, Informative
    From the article...
    The GF2MX was a small step down, it cut off two of the pixel pipelines, and took the fill rates down to 350 pixels per second.

    Erm. That's not even enough to fill in a single horizontal bar of the screen (unless you're running in 320*240 resolution). Perhaps they meant megapixels? This was hardly the only such error that I noticed, though - these guys really need to have someone proofread their articles.

    --
    --- Bwah?
  17. Ah... those were the days :-) by turgid · · Score: 3, Insightful
    I remember when the PeeCees had EGA or lowly CGA (which looked terrible, by the way) or even no graphics at all other than the graphics characters available to MS-DOS. PeeCee graphics cards were expensive to get even rudimentary high-res and color (16 if you were lucky) whereas "home" computers like the Amiga and ST had higher resoltiom, greater colour depth and some hardware acceleration (blitting). These machines were never taker seriously because their advanced graphics and sound capabilities were considered frivolous in the busness world.

    The rest, as they say, is history :-(

    1. Re:Ah... those were the days :-) by Malc · · Score: 2, Informative

      You beat me to it. It's so sad when people got excited about PC graphics cards. It wasn't/isn't because they were good, it's because they were /finally/ able to start doing what other platforms had been doing for years. Even then, the performance was poor - that's just when they started being able to display the same number of colours. The lowly Commodore 64 had better graphics than a PC with CGA graphics!

    2. Re:Ah... those were the days :-) by Waffle+Iron · · Score: 5, Interesting
      It's so sad when people got excited about PC graphics cards. It wasn't/isn't because they were good, it's because they were /finally/ able to start doing what other platforms had been doing for years.

      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.

    3. Re:Ah... those were the days :-) by CaseyB · · Score: 2, Funny
      lowly CGA (which looked terrible, by the way)

      What are you talking about? On CGA, you had complete choice! You could use either the rasta red/green/yellow palette, or the nuclear pink/cyan/white palette! What more do you want?

    4. Re:Ah... those were the days :-) by QuietYou · · Score: 2, Informative

      Actually there were 4 planes, and you could set a variety of resolutions besides 320x240 by tweaking the vga registers. One of my favorites was 512x384 because it was relatively high resolution with square pixels, but unfortunately it didn't work on all monitors. 320/360x400/480 were pretty stable and were used in Quake. 320x400 was used for the Win9x startup screen.

  18. Orchid Righteous 3D (3dfx Voodoo) by malf-uk · · Score: 3, Interesting

    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
  19. Took my breath away.. by boogy+nightmare · · Score: 2, Interesting

    I remember plugging a 'piggy back' 12mg voodoo2 into my 4mg (or was it 8mg) Hercules graphics card, i remember installing UnReal and firing it up, when you get out of the ship for the first time and see that waterfall with the music playing i thought it was the most amazing thing i had ever seen. To this day it still ranks up there with the first time i saw a dinosaur in Jurassic Park and thinking 'this is the way to go' and being seriously in awe of all things to do with computer graphics.

    Now I have a 256mg geforcefx 5600 (some letters after it) and all games look amazing, in my other pc i have a 64mg geforce2 4400 (i think) and all games look good. Shame they dont play like Unreal did :(

    ps that voodoo2 is still going, its running on a p3 500 with a 8mg rage card, still can use it to play quake3 in a 800x600 res with pretty good textureing and fast as well :)

    ahhh any other memories or first time looks at the games that made you go 'ohhhhh thats pretty' ?

    --
    Kingdom of Loathing (www.kingdomofloathing.com) Addicted is me
  20. Could use more info by alpharoid · · Score: 2, Insightful

    Video card history going back to 1996 isn't really necessary -- if you're around 25 and bought the Voodoo 1 back when it came out, you can probably recite all the facts from 1996-2003 from the back of your head.

    And if it's just 3D chipsets that count, what about the [near useless] S3 Virge, before the Voodoo? What about the extra details, like 3dfx buying out STB to manufacture its own integrated 2D/3D solutions (Voodoo3 onwards), effectively pissing off an entire industry?

    Oh well. Maybe next time.

  21. "Video Cards" started in 1996? by green+pizza · · Score: 2, Interesting

    Does anyone else notice that this "Video Card" history starts off with about the 3rd consumer 3D accelerator? They didn't even mention the groundbreaking Rendition Verite. Nor any of the non-PC 3D systems that came before it (Jim Clark / SGI's Geometry Engine based systems in 1983 or the image processors from Evans & Southerland).

    And if it's a Video Card history, why no mention of EGA/CGA?

    Sounds more like "the 3D accelerator world since the Voodoo" history. It's articles like this that make me wish the slashdot editors would remember they have some readers that are older than high school age.

    [end rant]

  22. This days... by dark-br · · Score: 4, Interesting

    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.

  23. What? No mention of the IBM CGA card by pegr · · Score: 5, Interesting

    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!

  24. gaming hardware in servers? by jest3r · · Score: 2, Informative
    Sadly, the last card 3dfx constructed was the Voodoo 5 6000, which was rarely seen at all. That is rather hard to believe seeing that it's one of the biggest graphics cards I have ever seen. It's equipped with 4 GPUs (That's right, 4.) and 128 megabits of memory. This card was mostly only seen in servers though.

    This card was massive and would never have been used in a server.

  25. Not a complete history by any means... by Graemee · · Score: 3, Informative

    What about the early cards, TIGA, 8514/A & other 3D attempts like RIVA, Mystique, Virge? What about the cheats on PC benchmarks, back in VGA, now in 3D tests? What happened to Number 9, ELSA and other "Big" names in cards that are nolonger? Reads more like a Time magazine article then a serious attempt at a history of video cards Most glaring to me is the ATI 8500/Nvidia GF3 omission.

  26. The Monster3D memories by Obiwan+Kenobi · · Score: 2, Funny

    I had a 3dfx Monster3d (Voodoo 1) back in Winter 1996, when it first came out. I remember the passthru cable that connected to my turbocharged 2MB video card and my overclocked P150 (to a P166, yeah baby!), and I certainly recall the brilliance of GL Quake and the absolutely gorgeous Grand Theft Auto (1!) after it supported Glide.

    I also recall the controversy of transparent water in Quake and how that was considered "cheating" by en large. Those poor non-accelerated folks had to get in the water first to see anything!

    Me, I'd just wait until they all jumped in the water and fire off that Lightning Gun. Sure it's suicide, but is it really suicide when you get to roast at least 5 or more people at the same time? DM3, how I miss thee.

  27. Re:Bullshit by turgid · · Score: 2, Insightful
    Where I come from, it's PAL, not NTSC, which gave you 100 pixels extra vertical resolution. Anyway, the Amigas and STs had monitor outputs for serious use, and even the low-end ones could do higher resolution, with much better pucture quality, on proper monitors.

    EGA was expensive and slow compared.

  28. Re:Confusion with later Voodoo cards? by green+pizza · · Score: 2, Informative

    Which is a pretty simple way to get double the performance. I wonder why noone's done this recently

    They are, in the chip itself, sorta. Modern all-in-one GPUs have multiple texture pipelines, which does split some of the load on the silicon level. It's not SLI, but it's the same concept.

    The problem is SLI only doubles the fillrate. Both 3D chipsets need to work on the exact same dataset. SLI was a great boost back when 3D hardware was slow at texturing. These days the hardware can pump a couple thousand frames per second worth of textures, it's fancy multipass rendering and dynamic shaders (and to some extent, the geometry) that take up all of the frame generation time. SLI could speed some of this up, but it wouldn't help with most of the bottlenecks. It would be like putting new tires on a car that needs an engine tuneup.

  29. Re:Quake 1 without Voodoo? by akiro · · Score: 2, Informative

    iD released a win32/OpenGL version of quake as unsupported, though free, software a couple of years after the original, called GLQuake.

  30. Re:Bullshit by Malc · · Score: 5, Informative

    EGA with 16 colours better than a Commodore Amiga? HAHAHAHA. In Ham mode, the Amiga was kicking out 4096! 16 colours are just garish. The Atari ST lead the charge, then the Commodore Amiga. The performance of the VGA graphics on my 386DX25 were dreadful. I added extra memory to my Paradise card so that it could handle 256 colours @ 640x480 under Windows and you had to watch it draw the screen line-by-line. The Commodore Amiga had been blowing it away for years by then. And for those who cared about improving the image on the Amiga, most of them went for a SCART connection rather than wasting their money on a monitor. PC owners didn't have a choice.

  31. Not accurate. by El_Ge_Ex · · Score: 2, Informative

    NVIDIA bought them out in December of 2000.

    This text has some flaws... Nvidia didn't buy 3dfx nor its assets. It won them in a lawsuit with 3dfx.

    -B

  32. Matrox by mr.henry · · Score: 2, Funny

    If you trying to decide between an ATI and an Nvidia, don't forget Matrox! Both ATI and Nvidia have been busted for pumping frame rates, but not Matrox! Sure, you may only get 15-20 fps, but at least you know your Matrox got them honestly. They will look really beautiful too.

  33. I'm happy with ATI & Linux by green+pizza · · Score: 2, Informative

    http://www.ati.com/support/driver.html

    ATI generally releases an new WHQL Windows driver about once a month and a new Linux driver about every 6 weeks. I've had no problems with their XFree86 4.3 driver. They don't have a FreeBSD driver, though, but I guess a PowerBook would give somewhat of the same experience (BSD-based OS, XFree86-based X envrionment, Radeon 9600, plus Quartz/DisplayPDF and access to Mac apps). Mac OS X also has the ATI (and nVIDIA) drivers built-in and are updated with the software update utility.

    ATI's Windows drivers are offically updated once in awhile, and are generally rock solid, but there are occasionally problems that aren't resolved for months at a time.

  34. Re:Quake 1 without Voodoo? by B1ood · · Score: 2, Informative

    i'm aware of two 3d accelerated versions of quake for windows back in the day: vquake, for rendition's verite line of cards, and glquake, which worked with any opengl compliant video card. glquake at first was used almost exclusively with 3dfx voodoo boards and so people thought it was 3dfx specific. in fact, 3dfx's voodoo card only supported a subset of the opengl api, hence they provided a "mini gl" driver that implemented only so much of the spec as glquake required. if you're fiddling with it today and don't have a voodoo card, you should remove the opengl32.dll in your quake directory - if memory serves, the one that came with glquake was 3dfx specific i believe and will load before your systemwide opengl library. both vquake and glquake were true win32 apps, so nothing of the dos based origins of quake should keep it from running in XP. and if it doesn't, i'm sure somebody out there has fixed it (the source is gpl'd now after all) and provides a patch and binaries for XP.

    --
    Note to self: pasty-skinned programmers ought not stand in the Mojave desert for multiple hours. -- John Carmack
  35. Re: 12mg by turgid · · Score: 2, Funny

    You had a 12 milligram graphics card?

  36. parallel graphics pipelines by green+pizza · · Score: 3, Informative

    It is possible to scale performance that way, but the result will be less than double the frame rate, simply because the time to generate a frame does not scale linearly with resolution.

    To do 60 frames per second, you have roughly 16ms to generate a frame. A couple of those ms will be gobbled up with I/O transactions and various wait states, so you're already at the point where double the power is only going to result in 1.75x the performance. This will also be highly dependant on how well the 3D code can be parallelized (are there a lot of read_pixels callbacks that require both GPUs and both banks of memory to talk to each other? etc).

    This has actually been done by SGI for awhile now. A couple years ago they took their Origin 3000 architecture and stuck on dozens of V12 GPUs and tiled the graphics for higher performance. That concept has been tweaked for their Onyx4 sytems... one large single computer with up to 34 ATI FireGL X1 GPUs. 16 GPUs work on each display in a 4x4 grid. Each GPU generates its 400x300 piece and 16 of those are composited in real time to make up a 1600x1200 display. I believe the biggest such machine to date has 32 GPUs powering two zippy fast 1600x1200 displays and 2 GPUs driving an additional 4 lesser powered displays. SGI gets quite a speedup by doing it that way, with 16 GPUs per display, but there's also a lot of overhead (even more in SGI's case, with 34 AGP 8X busses in said system). Their implementation of OpenGL and OpenGL Performer is tweaked for this, though.

    So yeah, it can be done, but the fact that the GPUs will spend a significant amount of time doing non-rendering tasks (I/O, waiting for data, copying the final result to frame buffer, etc) means that you won't see a nice linear scaling. The cost of making custom hardware and custom drivers also adds up. With top-end PC 3D accelerators costing $400 already, I can't picture many users shelling out $1000+ for a dual GPU card.

  37. DirectFB - OpenGL? by Doc+Ruby · · Score: 2, Informative

    Looks like DirectFBGL is 16 months old, although XDirectFB has a v1.0rc5 that's only 6 months old. I can't tell how you'd "make install" the two together, and whether existing apps would "just work", but someone else seems to be working on it.

    --

    --
    make install -not war

  38. Those were the days ... by Animedude · · Score: 2, Interesting

    As others said, it's sad that the "video card history" on that page only starts in '96. There were several other important 3D cards before the Voodoo1. Of course the Voodoo1 really DID revolutionize the way games were played. As soon as the first serious 3D cards came out, you basically selected the card based on which one had working "3D patches" for the games you wanted to play. I remember back then buying a Matrox Mystique because they offered a working 3D patch for Tomb Raider. I already had the game and it played halfway decent on my S3 card (in 2D mode). Then I plugged in the Mystique, applied the 3D patch and whoa - smooooooooooooth graphics :-)

    The only problem was that not enough games HAD 3D patches. A standard was missing. No game company wanted to write 3D patches for ALL the cards out there. Then the Voodoo1 came along, and it was WAY faster than anything else, and they had Glide (which apparently was pretty easy to program for). Suddenly, almost all new games came out with 3dfx support - and you had games you NEVER could have played on the old 2D hardware. The funny thing was, once you had a 3dfx card in your machine, the processor power was not that important anymore. The only thing which mattered was that you HAD a Voodoo card in there. No voodoo - no serious gaming. Voodoo in there - happiness :)

    Well, then Quake and Quake2 came along, and you all know the rest.

    The only thing to remember is that the Voodoo1 DID revolutionize gaming. It was a quantum leap. Either you had one, then you could game. Or you did not have one, then you wanted one.

  39. Matrox put themselves in obscurity. by Shivetya · · Score: 4, Interesting

    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.
  40. Please Mod Up - Fastsilicon.com Response by johnthorensen · · Score: 4, Informative

    Hi, Just got done instant messaging with the editor of Fastsilicon.com, Nathan Odle. He asked me to post here that he's pretty frustrated that the article was released without his editing, it wasn't ready yet and would have been quite different had his red pen gotten ahold of it. You can read the other articles on the site and see that this is the case - Nathan's standards for the content are VERY high, some heads are going to roll because of what happened here. I ask you ALL to check out the other content there, it's definitely well worth reading.

    -JT

  41. There's so much missing by exp(pi*sqrt(163)) · · Score: 3, Interesting
    For example there was a fascinating pre-history of graphics cards from before they were released to the general public. Many developers on /. were surely involved in developing for these things even though they never finally made it to market. Many companies were involved before the appearance of the 3dfx chipset: Cirrus Logic, Yamaha, LSI, Oak, 3dlabs, Nvidia and so on.

    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!

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  42. Away from "Accelerated"? by Enonu · · Score: 2, Interesting

    With today's CPUs having more than enough power for most tasks done by the average user, when will we get to the point where we don't need a video accelerator? The six month cycle makes upgrading to a new video card an expensive and risky proposition afterall.

    For example, I wonder how many FPS a P4 3.2 or an Operon can pump out @1024x768x16bit in Q3 with only software rending.