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3dfx Unveils Info Regarding Voodoo 4 & 5

A reader wrote to us about the latest press release from 3dfx regarding the Voodoo 4 and 5. The V4 and V5 will apparently be released in March of 2000. The V4 will be single processor, but the V5 will have both a commercial and professional version, respectively supporting up to 4 and up to 32 VSA-100 processors, and up to 128 and 2GB of RAM each. The release for the V4 and V5 is rolled in with the VSA-100 talks - definitely worth checking out.

249 comments

  1. hella lame by Anonymous Coward · · Score: 0

    3dfx sux, first post (yet again) -- I suck worse.

  2. two news for the price of one by butfala · · Score: 0

    I'm posting for this one, hope it'll be replicated on the other :)

  3. 2GB of RAM!? by Anonymous Coward · · Score: 0

    Sweet moses! 2GB of RAM! Is that right!? hehehe

    1. Re:2GB of RAM!? by Anonymous Coward · · Score: 0

      Yeah, if you are using one of those 4-slot Quantum3D AAlchemy deck.

  4. Oh baby! by Rob+the+Roadie · · Score: 1

    For the consumer market, products based on the VSA-100 deliver from 333 megatexels/megapixels per second up to 1.47 gigatexels/gigapixels per second fill rates using 16-128 MB of video memory and one to four processors per board.

    This has got to be the greatest bit of kit I've seen in a long time!

    Powerful? Without question!

    Linux support? I sincerly hope so!

  5. post by Anonymous Coward · · Score: 0

    first

  6. we'll see...oh and NVIDIA rules by JEDi_ERiAN · · Score: 1

    we'll see when this board's released if it truly has these specs. plus, don't forget about nvidia, they have released new hardware so quickly this past year, i wouldn't put it past them to have a voodoo4/5 killer out by that time (or before). the geforce shows promise, but we'll have to wait until software is coded for these chips in order to see it perform in all of its glory.

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    This Post has been brought to you by the letter "E".
    1. Re:we'll see...oh and NVIDIA rules by Tarnar · · Score: 2

      And why is this insightful? Though I should point out in counterpoint of this previous post that nVidia has NEVER reached the hype of their products in the past. The TNT was supposed to be a TNT2. That's why they never released any GeForce specs until release was imminent.They didn't need to release 'real' specs though, they had Tom to blatantly plug the NV10 long before it existed.

      And on the other hand, 3dfx has never failed to meet their specs. Even though their products have severly lacked in many departments (AGP texturing, 32 bit colour), at least they didn't play the Hype Game that nVidia did.

      And I don't buy 3dfx products anymore. My first accelerator was an original Voodoo Graphics, that cost me close to $300(cdn). Since then it was an i740 (hey, I was on a budget) and now a G400. And the G400 is the best card I've ever had the pleasure of using, it's fast, pretty (environmental bump mapping BABY!) and more Open Source friendly (specs vs un-improvable open source driver). Granted, 3dfx is definitely the least open source friendly.

      Anyway, that was my rant. I'm happy now.

    2. Re:we'll see...oh and NVIDIA rules by James+Lanfear · · Score: 1

      3dfx fails to deliver in so many other interesting ways, though. IIRC, the Voodoo4 was supposed to be released last month, then this month, then 'really early next year', and so on.

      No hype? What about the T-Buffer? If you read over some of interviews with 3dfx's marketting people, you'd think it was the greatest innovation since VGA graphics. (And the Voodoo4 is the second coming, just so you know....) They may not be official hype-mongers, but 'unofficialy' they're just as bad (note: I said just as bad; I'm not defending nVidia, I'm attacking 3dfx).

      Not to mention dumb. (No, I don't give a crap about fill-rate, I want *quality*. 40 fps is fine, now give me 32bit color, dammit!)

      *coughcough* That was fun. Anyway, at this point I'm a dedicated nVidia owner, mostly because of my beloved Hercules TNT2. I would have gone with Matrox, but they were just half a generation down from what I wanted; the G600 (or whatever) will almost certainly be my next card, if it can do what I expect.

    3. Re:we'll see...oh and NVIDIA rules by Tarnar · · Score: 1

      Hmm. Granted, 3dfx has seriously fallen off the boat recently. They had the Best of the Best with the Voodoo/Voodoo2, but then the TNT came along and challenged them with not speed, but looks. T-Buffers are a joke. A product without 32 bit colour is a joke too.

      And as far as a half-a-gen behind, that was the G200. It was an ok card, but just didn't push the pixels or the triangles fast enough. Now, the G400 is one sweeeet product. And I don't even have a MAX, but it's plenty fast enough, even in 32 bit color on this Celeron 400. And DualHead.. Well, once you're used to 2 monitors, you won't go back. You said it yourself, if you're making 40 fps, you're happy. The G400 will do that for you, and look awfully nice too.

    4. Re:we'll see...oh and NVIDIA rules by James+Lanfear · · Score: 1

      No, I meant the G400. It has *almost* all of the features I want--and a hulluva a lot more than nVidia and 3dfx--but there's just a few things missing that I expect to see on the next card. Things I was actually somewhat suprised to see weren't included. Things I can't remember at the moment. Oh, well, there were important to me when I bought the TNT2 (instead of waiting for the G400).

      (Full-screen antialiasing would be nice (yes, I need it for some things). Some tweaks here and there, maybe geometry accel, though I don't really need it at this point.)

    5. Re:we'll see...oh and NVIDIA rules by spinkham · · Score: 1

      Umm.. The v4/5 will have 32 bit color.
      T-buffer is a nice feature I have wanted a long time, as non-anti-aliased renderings do tend to look pretty bad in game play.. It's not as great as 3Dfx hypes it to be, but is something I have been wanting for a while..
      If only there was a decent gpu attatched, but when I can get my 1ghz athalon by the time this comes out, fillrate and visual quality will be the issues I believe...
      Antialiased rendering at 1024x768 or above has the potential to have great visual quality and we know this card has fillrate. Have to see how xfree86 4.0 turns out, and what new products are on the table by then, though...

      --
      Blessed are the pessimists, for they have made backups.
    6. Re:we'll see...oh and NVIDIA rules by arielb · · Score: 1

      everything will still be blocky but you have faster sharper blocks :)

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    7. Re:we'll see...oh and NVIDIA rules by Tarnar · · Score: 1

      I was speaking historically. In fact, if you look at what I said, I made no reference to upcoming products at all. This will be 3dfx's first 32 bit output product.

      And a T-Buffer is a joke. Any OpenGL compliant card can do what the T-Buffer can do. Find tbluf.exe (I can't remember where I found it sadly).

    8. Re:we'll see...oh and NVIDIA rules by spinkham · · Score: 1

      "T-Buffers are a joke. A product without 32 bit colour is a joke too."
      Um.. Sorry, but T-buffers will only be in upcoming products. So you did reference them...

      I am not knowledgeable enough to comment on your t-buffer comment, but I know my current card doesn't do hardware anti-aliasing, the V5 will, and it's a feature I really want. You can comlain all you like, but it seems useful to me...

      --
      Blessed are the pessimists, for they have made backups.
    9. Re:we'll see...oh and NVIDIA rules by spinkham · · Score: 1

      Heck yeah!
      This card for me would be primarily playing quake2 and quake3.
      In these games, higher texture settings make things more realistic then the higher geometry settings, IMHO.
      My current V2 can't handle that, but this thing will be pleanty fast enough to run full detail @ 1024x768 for the two games I will play most in the next year, and do it darn fast..
      I think that Q3 looks pretty darn nice, not very "blocky" looking at all...
      Besides, by the time this card actually gets realeased, I'll be running dual 1 Ghz athalon's on my DDR SDRAM board hopefully, and will just need darn fast fillrate ;-)
      My processors will be faster then hardware t&l for the near future I think, in another year or two there should be a card with decent fillrate and fast T&L that I will buy...

      --
      Blessed are the pessimists, for they have made backups.
    10. Re:we'll see...oh and NVIDIA rules by Tarnar · · Score: 1

      My bad on the mixup of past and present, it's just that the T-Buffer stuff has been going around for a while now.

      'Hardware Anti-Aliasing' was a buzzword that was flying around a while ago in the 3D world. In fact, if I look on the back of my original Monster 3d box, antialiasing is on the feature list. One of the ways to antialias is by rendering the image at 4x the display resolution and sample down. Other ways exist as well.

      'Full Screen' antialiasing can be done many ways, and isn't a hardware feature as much as it is just something that takes a lot of fillrate. The tbluf.exe program I spoke of before did this too. There was a marked difference between the anti-aliased image and normal one too, it was quite interesting. All the T-Buffer features are simply fill-rate heavy features. However, being fill-rate heavy, this makes 3dfx ideal to deal with them, because they've always been about pushing pixels over anything else.

    11. Re:we'll see...oh and NVIDIA rules by Namarrgon · · Score: 1

      Besides, by the time this card actually gets realeased, I'll be running dual 1 Ghz athalon's on my DDR SDRAM board hopefully, and will just need darn fast fillrate ;-) My processors will be faster then hardware t&l for the near future I think, in another year or two there should be a card with decent fillrate and fast T&L that I will buy...

      I doubt that. OpenGL can only take advantage of one of your processors, and only one game (Q3A) makes any attempt to use the second CPU in any other way.

      And the GeForce T&L is *way* faster than anything else out there, up to the level of the SGI InfiniteReality2. Check out the Indy3D and viewperf benchmarks - the GeForce pushes more textured smoothed polys than anything else. Why do you think professionals spend $3k or more on a card with T&L a fifth the speed of the GeForce? Because even that is so much faster than the CPU, especially once you include physics, AI etc in the CPU load.

      --
      Why would anyone engrave "Elbereth"?
  7. >two news for the price of one by Anonymous Coward · · Score: 0

    Now look what you have done! You scared the other one away.

  8. Why is everyone so excited? by The+Wing+Lover · · Score: 3

    I can't figure out why everyone is so happy about 3dfx putting out another Voodoo chip. They're pushing a proprietary interface (Glide), where a perfectly good standard exists instead (OpenGL). They're using market pressure to get game manufacturers to adopt their standard, and lawsuits against developers who try to write Glide wrappers so that Glide-only games can be played on other video cards.

    Doesn't this sound a bit like another company that everyone is up in arms about?


    - Drew

    --

    - In Capitalist America, law violates YOU!

    1. Re:Why is everyone so excited? by redd · · Score: 1

      just a bit of pedanticism..

      Glide significantly out-performs Open-GL (open-gl is just too complicated, but I thought everyone knows this).

      As for the licensing.. I know :-(

      roll out crystal space.. :-)

    2. Re:Why is everyone so excited? by Haven · · Score: 2

      don't forget about the 3dfx mini-opengl driver.

    3. Re:Why is everyone so excited? by ddwalker · · Score: 1

      3dfx appeals to the greed in developers with their Glide API. By this I mean that the developers can port to Glide, and the framerates are 10-15% better than OpenGL or Direct3D. The reality is that if the developers want to kill the Glide API, they should just exercise some restraint and NOT code to it. Its not like 3dfx doesn't support OpenGL (although I have yet to see a fully compliant ICD, correct me if I missed it...since I use TNT's for development now) or Direct3D.

      As for being happy about 3dfx putting out another competing 3D Board...you better damn well believe I'm happy. I love competition...it makes BOTH of the leaders better in the long run. Think about how competition has improved those frame rates and image quality just over the past 3 years. (thats even in spite of an initial head start with Glide by 3dfx.) Simply amazing really...

      -- DW

    4. Re:Why is everyone so excited? by Anonymous Coward · · Score: 0

      > Doesn't this sound a bit like another company that everyone is up in arms about?


      Worse. MS hasn't gotten into the habit of suing people who write windows emulators.

    5. Re:Why is everyone so excited? by Anonymous Coward · · Score: 0

      > Glide significantly out-performs Open-GL (open-gl is just too complicated, but I thought everyone knows this).

      You have zero proof or even example to back this up. The glide API is almost identical to OGL.

    6. Re:Why is everyone so excited? by awyeah · · Score: 1

      I agree with you, somewhat. Frankly, I don't really care about the standards (Glide vs. GL vs. D3D etc)... as long as all my games run, look good, and are fast.

      What I'm interested in knowing is why people need so much dang speed! I don't know about you, but I'm perfectly happy with the 60frames/sec that my Voodoo^2 gives me in Quake II @ 800x600. And it looks fine, even on my 19" monitor.

      So now, what would any home user need 128MB of RAM on their graphics card for, at this point? Are the games really going to become so complex in the next couple of years that they would require that much RAM on board? I can understand why, in a professional/commercial environment, one might need a really high-powered video card... for special effects in movies, or just general professional graphics/video work. But how much RAM do you *really* need in your video card?

      --
      Why, no, I haven't meta-moderated lately. Thanks for asking!
    7. Re:Why is everyone so excited? by spinkham · · Score: 1

      128MB=32MB per SLI chip...
      It will act like a 32 meg card for the most part..

      --
      Blessed are the pessimists, for they have made backups.
    8. Re:Why is everyone so excited? by Danse · · Score: 1

      Does Win95/98 even support 128 megs of RAM?

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    9. Re:Why is everyone so excited? by Deosyne · · Score: 1

      Application design is not limited by the abilities of the programmers, but by the hardware that they have to develop for. You think that Quake 3 is impressive? Its not, really; Carmack and company have had to continually cut corners in order for it to be able to play on a large variety of hardware. Every time they think up a new feature that they can code in, they then have to go through the trouble of figuring out what is realistic within the bounds of the minimum hardware requirements that they set forth.

      With hardware, it is never a matter of what you need right now, but what is possible; I won't be impressed until folks like Carmack are complaining that they can't use the full capabilities of the hardware that is available, because they are too powerful. Until then, the hardware just isn't good enough.

      Deosyne

    10. Re:Why is everyone so excited? by fulgan · · Score: 1

      According to the 3Dfx FAQ, wich is all we have to go for now, the memory is shared except for textures. Therefore, 128 Megs = 128 Megs of video memory for most situations.

  9. The usual... by pen · · Score: 3
    Let's get this off our chests...
    • Linux support?
    • This is just another trick by Microsoft
    • Wow, I'd like to see a Beowulf cluster of these..
    Personally, I think that this is great... let's hope iD is keeping up and giving us RealGuts(tm) in Quake 4.

    Remember how the cheapo motherboards used to be able to allocate some of the system RAM for video RAM? It would be pretty funny if these cards could do the opposite.

    --

    1. Re:The usual... by jonnythan · · Score: 1

      That's great and all, but these little babies are wonderful Beowulf's by themselves :)))

    2. Re:The usual... by Anonymous Coward · · Score: 0
      RAM sitting on the PCI bus? Uh, no thanks. Not only do you have to go through PCI, but the PHB also (PCI Host Bridge, not the *other* PHB).

      AGP might be better for this, but still, isn't AGP optimized for writes? Most processor ops are reads so this would be ugly.

    3. Re:The usual... by Anonymous Coward · · Score: 0

      it was a joke...pay attention. The poster wasn't serious.

    4. Re:The usual... by Ziviyr · · Score: 1

      Hey, its a great idea. Probably slower than normal RAM, but ALOT faster than virtual HD ram... Just give it a priority inbetween those two. (Well, I dunno if windows/linux has RAM priorities like the Amiga....)

      --

      Someone set us up the bomb, so shine we are!
    5. Re:The usual... by Henke · · Score: 1
      Remember how the cheapo motherboards used to be able to allocate some of the system RAM for video RAM? It would be pretty funny if these cards could do the opposite.

      I assume it already can. Of all the video boards I've worked with, they've all had memory mapped frame buffers so if you want to, you can use it like any normal RAM. Although you wouldn't like to because reads from framebuffers are usually slow as hell (the cards are constructed for receiving a lot of writes, not servicing reads).

  10. SMP video by wakko · · Score: 1

    I've heard of SMP computers, but SMP video cards?

    Looks like we'll have to all compile our kernels for SMP machines now.
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    Lab test show that use of micro$oft causes deadly cancer in lab animals.
  11. Hehe...this guy's funny by Anonymous Coward · · Score: 0

    But I do like a sense of humor. It's nice to see 3dfx sticking to the Glide standard rather than some proprietary OpenGL nonsense that doesn't port anywhere. Every tried to run a TNT in anything except Windows? The 3D works like shit. Sure, Glide might be slower in Linux/FreeBSD than Windows, but it is a simple, fast, and more efficient protocol than the crap that nvidia is turning out anyday. But don't fret nvidia users, you own a very nice 32MB card that can do wonders on a 2D desktop...look at X go!

    1. Re:Hehe...this guy's funny by FauxPasIII · · Score: 2

      WOW !! You are amazing, I've never seen such a high concentration of incorrectness in one post. Let's do this blow-by-blow, shall we ?



      > It's nice to see 3dfx sticking to the Glide standard rather than some proprietary OpenGL nonsense that doesn't port anywhere.

      Glide is a proprietary interface owned and VIOLENTLY copyrighted by 3Dfx. They sue the ass off of anybody who tries to figure out how it works, make a wrapper, etc. Search the slashdot archives for details. OpenGL, on the other hand, is an open, FULLY portable to basically ALL platforms available, complete graphics API.



      > Every tried to run a TNT in anything except Windows? The 3D works like shit.

      Oh, then I guess the fact that I was just playing Quake 3 was just my imagination, because it looked great at 1024x768x32 bit color. I could have SWORN I got a TNT2.
      Try updating your drivers.


      > Sure, Glide might be slower in Linux/FreeBSD than Windows, but it is a simple, fast, and more efficient protocol than the crap that nvidia is turning out anyday.

      nVidia didn't 'turn out' OpenGL, SGI did. And Glide actually works FASTER in Linux than in Windows. Even when you're making concessions, you're blatantly wrong. Dolt.


      > nvidia users, you own a very nice 32MB card that can do wonders on a 2D desktop...look at X go!

      The only part of your post with a shred of accuracy. The 2D on this card is almost as impressive as the 3D.

      --
      25% Funny, 25% Insightful, 25% Informative, 25% Troll
  12. umh...crap? by marcos76 · · Score: 3

    3Dfx unveils good number for his new 3d architecture...but It lacks of geometric acceleration. Do you still want 200 fps at 1600x1200 32 bit with 3 big polys at each frame? :) No thanks, I prefer lower fill rate and higher polys counter.

    1. Re:umh...crap? by Wolfier · · Score: 1

      From today's observable trends, it is likely that we'll have 600Mhz as the lowest end in Q1 '00. By then the current generation of T&L chips
      will become less useful - but T&L-enabled games still won't be many by extrapolation. I think this is a waste - i.e. current T&L chips will become craps before enough T&L games are out.

      In a sense, 3dfx and Ati are "utilizing" Nvidia and S3 to stimulate more T&L-enabled game developments. THEN they'll introduce their T&L parts that will be more powerful than our future CPU's, while this generation's T&L parts will
      be eclipsed by the future CPU's.

      It is all about timing, and releasing a T&L part today is a waste.

  13. jaw drops by lubricated · · Score: 1

    This thing is incredible. My jaw dropped to the floor and didn't stop till it went down a few floors. This is the first time 3dfx will put something out that is good not only for gaming. They are using a completly new architecture this time. It's about time I was wondering when the kings of 3d would retake their crown.

    --
    It has been statistically shown that helmets increase the risk of head injury.
    1. Re:jaw drops by Anonymous Coward · · Score: 0

      huh? good not only for gaming? what else would you use this card for? It has a huge fillrate, but doesn't offload geometry processing from the CPU. Professional grpahics (cad and modelling) involve huge numbers of shaded polygons, but relatively little textures. Games on the other hand like a few big polygons with multiple textures. Games want fillrate, professional apps want triangle rate.

  14. About time. by Kid+Zero · · Score: 0

    I can't wait to see how this card works. It has to be better that Nvidia's unsupported T&L, Matrox's unsupported Enviroment Bump Mapping and the now ancient Riva TNT2 ultra. I doubt Nvidia will have anything out by then that can touch this.

    1. Re:About time. by Anonymous Coward · · Score: 0

      Er? Unsupported? Wow, didn't know I was doing unsupported OpenGL transformations. It's a wonder any of my programs run. Er, no, wait, someone forgot to label the post flamebait. Damn! I guess I didn't need to go recompile everything with the magic Transformation and Lighting flag set to true (DTL_FINALLY_SUPPORTED)...

  15. serious question by Bocephus · · Score: 1

    Tom's Hardware noted that the new parallel-processing video card from ATI, the Rage MAXX, has to wait 2 frames to accept a user input, as opposed to 1 for most single-chip solutions. Even though SLI has every chip working on the same frame, does it still suffer from the same delayed-input problem?

    It wouldn't have been a problem in the days of the Voodoo2 SLI setup, as any player with one could get frame rates typically twice as fast or faster than pretty much every 3D accelerator out there, so the 2-frame lag would be the same or less time as the single-frame delay. However, with the ungodly frame rates offered by a single GeForce 256 with Double Data Rate RAM, if there were a two-frame delay for someone with a Voodoo5 5500, in a LAN game of Quake III the Voodoo5 user would be toast.

    --
    "Even genius needs a competent technique."--Robert Fripp
    1. Re:serious question by Anonymous Coward · · Score: 0

      Simply said, no. SLI (Scan Line Interleave) is not the same process as the ATI cards are using. Basically, each cards is working on the same frame at the same time. One draws the even lines, the other draws the odd lines. So once a frame is done, you can have user input.

    2. Re:serious question by b0b0 · · Score: 1

      The Ge256 has proven itself to be no more then a logical extention of the Tnt2-line of cards. The drivers are even the same for both cards. My oc'd voodoo3 3000 is competitive with the ge256 up until >1280x1024, and my poor card doesnt have a fabled 'nVidia GPU'. 3dfx know what they are doing, and to all my fellow gamers out there, save your ducats until march. Quake3 or UT on a quad processor 128mb card? Oh ya.....

  16. What? by rikkitikki · · Score: 1

    Still no geometry acceleration?? Bah!

    1. Re:What? by Haven · · Score: 2

      That is an unfair moderation. That is an intelligent statement regarding what the poster wants. Who do you submit unfair moderations to?

  17. hrm... by Haven · · Score: 4

    Windows 95, 98, NT4.0 and Windows 2000 drivers Allows you to run the Voodoo5 6000 AGP with all popular operating systems.


    Okay, not only am I defending linux on this one, I am also wondering where the MAC drivers are. If 3dfx wanted to have some incredible benchmarks they should write a MAC driver and throw it into a G4. They say the Voodoo 5's aren't only for gamers, why not port the drivers to the most popular graphics design platform?

    1. Re:hrm... by randombit · · Score: 1

      One of the FAQs (check the website), says that both Linux and BeOS will be supported... so I'd imagine that eventually drivers for both will be released, though probably not as early as the Windows drivers. Also in the FAQ, there are no plans for Mac support at this time.

    2. Re:hrm... by Anonymous Coward · · Score: 0

      Unfortunately the cheap bastards at Apple have decided against endowing all G4 machines with AGP slots. The 350 Mhz machines lack AGP slots as they use the older Yosemite motherboard also found in the blue-white G3 Powermacs. So for 10 bucks that Apple is saving those who buy the lower end macs (there is a $800 difference to the next model up) get lower memory bandwith, no AGP slots, no internal firewire port. Probably other lackings as well but they evade me at the moment. A motherboard probably costs less than 30 bucks to manufacture, so Apple is really only to screw customers. Oh, BTW you have to buy the lower end model with a modem, you can't unbundle that. Considering that modem costs 100 bucks that's a major screwing i'd say.

    3. Re:hrm... by Anonymous Coward · · Score: 0

      why not port the drivers to the most popular graphics design platform?

      Because SGI won't release the specs? :o)

    4. Re:hrm... by The+Happy+Blues+Man · · Score: 1

      The problem being that the Sawtooth mb's (or the ones with AGP) weren't even ready when Apple started selling them. The only reason the lowest G4 model even started selling was because Apple used a modified Yosemite mb. The Sawtooth ones started shipping a month later.

      That's not to say that a price difference that large is justified, but it's not because they were cheap bastards that they did it that way. The Yosemite-like (aka Tikes!) mb's will be phased out soon.


      The Happy Blues Man

      --

      The Happy Blues Man
      I accept on blind faith that Cincinatti exists.
    5. Re:hrm... by suraklin · · Score: 1

      If you read their FAQ, they claim these cards will work with Linux, Mac, and BEOS

    6. Re:hrm... by Anonymous Coward · · Score: 0

      how soon? it's been months since Jobs offered the wonders of G4 and still their motherboard isn't ready. You know what shoving not-yet-ready designs is worse than being a cheap bastard.

  18. Why does anyone care? by jalefkowit · · Score: 5

    I fail to understand why this stuff excites people. I've always thought that the market for add-on 3D graphics cards was going to develop a lot like the market for add-on sound cards did, and so far I'm seeing nothing that indicates otherwise.

    What I mean is -- consider for a moment how the market for add-on sound cards developed. Up to 1992, sound on the x86 PC was basically nonexistant, unless you owned a flaky almost-compatible like the Tandy 1000. Then the multimedia tidal wave hit and suddenly there was consumer demand for hardware sound support -- and a market sprang up to fill the demand.

    Once the demand for sound cards sprang up, the market developed through 3 distinct stages in the next 5 or so years:

    1. Race for Market Position: Five thousand companies hit the market selling sound cards that are all completely incompatible with each other. Software developers pull their hair out trying to decide which to support. Consumers pull their hair out trying to decide which to buy. Eventually one (Creative Labs' Sound Blaster) ekes out enough sales to justify making it the default choice for software developers to support, which launches a virtuous circle of consumers buying it because that's what the software supports and developers supporting it because that's what the consumers have.
    2. Hegemony through De Facto Standards. Soon the virtuous circle described above means that, for good or ill, the Sound Blaster becomes the de facto standard in the marketplace. Other products either become Sound Blaster compatible or are consigned to the margins. Creative maintains its profit margins by releasing a new board every so often(SB, SB Pro, SB16, SB32), upping features and performance. But eventually the feature set becomes Good Enough (TM) for most users, and adding new features becomes a less and less compelling reason for consumers to upgrade. (In the sound card market, this happened, IMHO, with the release of the Sound Blaster 16.) This puts downward pressure on prices, which broadens the market for these Good Enough products (and strains the market for the latest and greatest), which leads to...
    3. Integration and Commoditization. The fact that suddenly the hardware is cheap enough for everyone to own leads to integration -- the Good Enough hardware starts to become part of the motherboard, and the software APIs get rolled into the OS. This effectively kills the mass market for upgrade hardware -- if you can get a Good Enough sound card built right into your PC at the point of purchase, why spend $200 for the Latest and Greatest, especially since you'll never use most of those snazzy features anyway?

    So this is where we are today in sound cards -- while a few enthusiasts care about buying the latest Sound Blaster Live! or whatever, the vast majority of users are happy with the 16-bit audio that's hardwired into their motherboards. It's Good Enough!

    And that's what's going to happen in the 3D card marketplace, IMHO, fairly soon. We've already passed through stage 1 (I remember agonizing over whether to buy a Voodoo1 or a Rendition Verite card) and stage 2 (with 3Dfx milking their brand name for all it's worth through the Voodoo3). But now Good Enough 3D hardware is starting to come integrated on motherboards, and 3Dfx's Voodoo-only APIs have been almost entirely forsaken in favor of Direct3D, which is integrated into the OS. I've run 3D games on cheapo PCs using this integrated hardware, and while the performance isn't great, it's Good Enough -- while the add-on card companies fight over which card can provide 80 fps in Q3Test, or other "features" which would be lost on the average consumer anyway. So watch for it -- in a year I'd be amazed if there's still a market for whizbang add-on cards. Most people will be just fine with the Voodoo2-level hardware they'll get free with their PC.

    -- Jason A. Lefkowitz

    1. Re:Why does anyone care? by Anonymous Coward · · Score: 1

      And nobody will ever need more than 640k...

    2. Re:Why does anyone care? by jonnythan · · Score: 2

      Dude...I don't want to touch any of that. First, your eyes can take in and process orders of magnitude more information, bit for bit, than the ears. Sound cards these days are approaching levels of auditory saturation...and pushing standard, affordable speaker setups to their absolute limits. Hence the leveling off of sound card innovation

      Now.....ugh. Your argument is the equivalent of saying that people will be happy with their PIII 550's next year and won't ever need to buy an Athlon 1 GHz. This...makes no sense at all. Video cards still have a LONG LONG way to go before they reach the maximum levels of performance they can acheive with monitors. Until we have a graphics card that processes information on a pixel-by-pixel basis with 64 million colors and real-world geometry at over 1600X1200 resolution with 60FPS we won't be anywhere near graphic cards levelling off.

      Sound cards have already pushed speakers to their limits . Video cards have a long, long way to go.

    3. Re:Why does anyone care? by jonnythan · · Score: 1

      That sounded bad...what I meant to get across was that video cards have a long way to go until they saturate the capabilities of monitors. This is already possible, but graphics cards can, in theory, virtually mimic the real world on a 2D surface given good algorithms and ample processing power. I'm not too sure about how this would be done...but they need tremendous amounts of power and clocks to mimic the intricasies of the real world . The evolution of graphical power will continue to move quickly and steadily as we progress, just as the power of CPU's will.

    4. Re:Why does anyone care? by Anonymous Coward · · Score: 0

      I disagree with you. Many of the key problems in computer graphics exhibit greater than linear complexity -- for instance, global lighting, shadows, multiple reflections. Additionally, the human visual system is extremely acute. For instance, it takes a number of hours for Pixar's rendering farms to output a single frame of Toy Story 2 and, while TS2 is startlingly realistic, no one would mistake it for reality. I think the hard-core gamers/graphics afficianados (sp?) are going to be willing to pay the $200+ premium for a high end card until the day comes when a computer can real-time render images of a comparable quality to live-action movies, which isn't going to happen anytime soon (I would guess not in the next decade at least). However, I agree that the public at large is not going to be joining that group -- as you say, a typical MB or bundled card is now as good as a 1-2 yr old high-end card. Additionally, between game consoles, sub-$500 PCs and the emerging thin clients, I think the $200 video card premium is going to start being a lot harder for non-fanatics to accept.

    5. Re:Why does anyone care? by jmatthew3 · · Score: 1

      yes, i'll agree with your assessment of the sound card market, and yes, there is always a group of followers who will be happy with older equipment, but graphics cards still have a long way to go before commoditization.

      it's much easier to reproduce a sound that sounds real than a 3d image that looks real, and it won't be for another 5-10 years that the video card market becomes totally commoditized.

      now, the low end is already that way, and will slowly continue in that fashion for some time.

      -jm3

    6. Re:Why does anyone care? by mikera · · Score: 2

      I agree with you about the initial stages, but not regarding the later ones. I don't think we are anywhere close to seeing commoditisation of 3D graphics cards. The point is that sounds cards are fundamentally simple. They pump out waveforms, and that's about it. The system isn't at all complex, and a 44kHz output is fine for human ears. Sound content is by and large recorded, so there's not a lot of scope for sound processing beyond a bit of filtering and a few special effects. It was obvious very early on that a CD-quality sound card was going to turn up soon, and that this would be enough for most people. 3D Graphics cards are a completely different ballgame. Sure, they need to be able to reach sufficient resolutions, bit depths and refresh frequencies. No problem, 1600*1200*32 at 60Hz is about as much as a human eye needs. That kind of spec can and will become a commodity. But 3D rendering is insanely complex. Nothing in the world is even remotely close to being able to render complex realistic scenes in realtime. Even having a pentium processer for every pixel wouldn't be fast enough to do complex raytracing. Even if we double rendering capabilities every year, we're still over twenty years away from being able to do this in realtime on a commodity platform. Point is, there will always be scope for enormous innovation in the 3D cards market to implement new techniques. There are unlimited optimisations and innovations to be made. 3D cards are all about producing an approximation of a visual scene, and the winner will be the card that makes the best approximations, the most "realistic" scene while maintaining some kind compatibility with standards. Take, for example, hardware T&L technologies. Good idea, now becoming feasible to implement. Once it catches on cards without it won't have a chance. But even hardware T&L will get replaced as cards start to implement scene description langauges etc. My guess is that you will see ever-more processing delegated to the graphics subsystem until you have what is in effect a fully programmable, dedicated graphics computer. These will become the standard, and start to ramp up ever more powerful specs, rather like PCs at the moment. Clearly the graphics supercomputer-on-a-card is a long way off right now. This means there is going to be technological "leapfrogging" for the forseeable future. Sure, some people will be happy once technology gets to a certain point. These are the people who are already content with a decent hi-res 2D card to do their wordprocessing and run a few business apps. But in the 3D arena, there will *always* be something that looks and feels a lot better just around the corner, and that is exactly what all the hardcore gamers will want to buy. Still, I reckon that the first device to create photorealistic 3D scenes in realtime won't be a graphics card at all. It'll be a very clever genetic algorithm that "paints" the scene. Just give me ten years or so......

    7. Re:Why does anyone care? by jalefkowit · · Score: 1
      Now.....ugh. Your argument is the equivalent of saying that people will be happy with their PIII 550's next year and won't ever need to buy an Athlon 1 GHz. This...makes no sense at all.

      But you're proving my point! Have you looked at the PC hardware marketplace recently? Most people are happy with P3 550's. In fact, most people are happy with K6-350s! All the action in the consumer marketplace is happening at the low end around cheap PCs, not at the high end around 1GHz Athlons. Nobody but a few enthusiasts (myself included) gives a hoot about 1GHz Athlons.

      Why is this? Because for the vast majority of computing tasks, a K6-350 is... Good Enough (TM). The increase in utility for the average user from a CPU upgrade becomes vanishingly small -- certainly smaller than the difference in price. And when an upgrade's cost exceeds its perceived utility, people won't make the upgrade -- which leads to commoditization and integration.

      Sound cards have already pushed speakers to their limits . Video cards have a long, long way to go.

      Again, the issue here is not theoretical limits of graphics processing. You could make sound cards that would wring even more accuracy and fidelity out of PC speakers if you wanted to. The issue is increase in performance versus increase in cost. Most people think they won't see enough of a benefit from a 1GHz CPU to shell out a premium for it; most people think they won't see enough of a benefit from a 256-bit Sound Blaster to shell out a premium for it; and soon, most people won't see enough of a benefit from a Voodoo6 to shell out a premium for that, either -- regardless of how many more polygons you can squeeze out of it. Once the hardware gets Good Enough, most people stop caring if it will ever get any better.


      -- Jason A. Lefkowitz

    8. Re:Why does anyone care? by jafac · · Score: 1

      Damn, when does a 42-karma slashdotter get to moderate again? I'd unload all my points on the post which is the parent to this one. It's pretty much the most insightful post I've read in a long time.

      Anyway, we've already seen some moves to Stage 3, Apple tried it with ATI, but got screwed, I think, because of ATI's crappy drivers (heh, I'll take any chance I can get to bash ATI), plus, it seems like ATI would still rather build cards than sell chips to stick onto Apple mobo's, probably because Apple was such a niche market for them anyways.

      Then Intel was also trying it, with their AGP nonsense, and their 3d graphics chipset that they tried to use to corner the markets so they could foist it onto mobo manufacturers as the "de facto" standard. This failed. I'm not sure why. Maybe it just wasn't "good enough" enough.

      What will suck about this integration of "good enough" hardware, is the proprietary API that will be tied to it, probably DirectX, which will prevent game manufacturers from taking the sensible approach and using a cross platform 3d API like OpenGL, or MESA, which will probably mean that most games will continue to be written for Windows first, and Linux and Mac will continue to be the afterthought.

      While Office98 and iMac have built Apple up an impressive marketshare recovery in the past few years, and all the press and business support have bolstered Linux, these platforms will not gain broad acceptance outside of their niche markets until the game-software availability problem is resolved. And for that to happen, there needs to exist a compelling cross-platform 3d API, that the game industry actually uses.

      For this, I'd say that Carmack is the industry leader, and a great example to follow. Not only does Id design GREAT games, but they do it in a manner which facilitates cross-platform adoption, which gives them access to markets that are otherwise not available. I hope that this is enough of a competitive advantage that it persuades other game developers to follow suit. (at least indications for Bungie are that they will be releasing Halo cross-platform, so that's an encouraging trend.)

      I wish I had a nickel for every time someone said "Information wants to be free".

      --

      These are my friends, See how they glisten. See this one shine, how he smiles in the light.
    9. Re:Why does anyone care? by spinkham · · Score: 1

      I agree. Soundcards can be compared much better to 2d cards, which have basically leveled off...
      All most sound cards do is d/a conversion and *very* minimal processing.. Sound cards are mostly analog devices with a d/a converter.
      2D cards are also the same sort of basic a very small amount of window processing, a d/a conversion, and analog components.
      3D cards, on the other hand, are very complex processors, in recent generations as complex as the recent geleral CPU's in our computers. Just as CPU's are getting pretty fast, but are not yet (nor ever will be, i suspect ;-) fast enough, current 3D cards arent, and are still evolving at least as fast, if not more, then CPU's are.
      However, you can also get less then cutting edge graphics cards (as well as CPU's) and still have a decent system.
      I for one am still using a Voodoo 2, and am only now, 2 years after the purchase, looking to upgrade. I also have my k6-2 300 from the same era running my gateway/server, though my main workstation has a celeron 400 on it (comody tech, bought darn cheap).

      --
      Blessed are the pessimists, for they have made backups.
    10. Re:Why does anyone care? by godlee · · Score: 1

      Whatever happened to the days when I was a kid and dreamt of the far away year 2000, where I could watch TV in real 3d made up of lasers and holograms. Here we are a month and a half away and all I have to hope for is a Voodoo5! (sigh)

      Then again those dreams may have come from my parents putting too much acid in my Froot Loops!

    11. Re:Why does anyone care? by irongull · · Score: 1
      No, it is not Good Enough(tm). When I can't tell the difference between looking out a window and looking at a monitor, then it will be Good Enough. And I don't think that the Sound Blaster 16 is Good Enough either. I used to have a very bah-humbug attitude towards the bells and whistles, but with my last machine I splurged and got an SBLive with a Dolby digital speaker system. When a thunderbolt cracks through the speakers, people turn and look outside for lightning. THAT is Good Enough, because it is almost indistinguishable from reality. I have found the 3D effects of Environmental Audio to be incredibly immersive. The more the game resembles reality, the easier it is to suspend your disbelief and really get into the game.

      While 3D graphics accelerators are very impressive these days, they are not Good Enough. When they can do realtime radiosity and raytracing (or something of similar quality) at a resolution that is below the physical limits of the human eye, that will be Good Enough.

      Even if you don't have the uncontrollable urge to play the latest and greatest game, you have to admit that the demand for The Next Big Thing has fueled a lot of innovation in the last few years. A number of the big players involved (Matrox, Nvidia, Creative, etc...) have released specs to their hardware and started open source driver projects. This lends industrial credibility to the Open Source model in general, as well as helping to make Linux a viable platform for gaming and more serious pursuits like graphical design. And that's a Good Thing(tm).

    12. Re:Why does anyone care? by aclute · · Score: 1

      I disagree. While there has been an explosion in the cheap PC market, the prices drops are the reasoning for this. People who would no longer be able to afford a PC, now can get one. And at the same time, top of the line is much cheaper as well, which means that *more* people are buying the best machines because they are no longer unobtainable and non-cost effective. Case in point. Just price out a computer for my mom, and the difference from a 500 PIII (the lowest that they were selling) to a 700 PIII was $250. That is not a big difference at all! (I remember when the difference between a P60 and a P 90 was $1000).

    13. Re:Why does anyone care? by SlaterSan · · Score: 1

      You site the sound integration as how things will be in the video card category, but there are some MAJOR differences. First accelerated video in home PCs is in an infantile state when compared with human vision. While we are very preceptive to sound, we are for a great deal visual animals.

      Soundcard technologies have leveled off because there is only so much quality you can represent that people can differentiate. Better speakers or headphones can only do so much. Audio comming from a computer can sound umistakeably like real world sounds.

      Video on the computer is FAR from being real world. Part of this is due to the technologies used (line scanning and refresh) compared to how vision works in the real world. Video processors have to try and emulate an analog world with a digital representation. For audio there is some cutoff as to how much you can sample before there's no difference between the digital and anlog signal.

      Vision doesn't have to have any such cuttoff because of how the images are interpreted. There are only a specific amount of colors we can see, but that's only one factor in graphics and video. You also have to think about motion blur and things of that nature. We barely understand how we see and interperate as humans much less being able to represent these virually.

      The only thing that would make improved video processors obsolete is some other type of sensory input which exceeds it in quality. Until then we'll still want better cards.

    14. Re:Why does anyone care? by turbohavoc · · Score: 2

      Just a note, 16-bit audio is not Good Enough...

      The human ear is limited to a dynamic range of about 120dB, and where 16-bit audio is theoretically limited to 96dB, and in reality the best consumer soundcards has a dynamic range of about 80dB due to noisy D/A converters...

      I didnt say the parent post says that current soundcards is good enough for absolute sound realism, its just some of the replies that does..

    15. Re:Why does anyone care? by mal3 · · Score: 1

      I agree 100%. I bought a SBLive and the DTT2500 speakers from Cambridge Soundworks. I still can't believe how much I love them. Dolby Digital 5.1 surround on my DVD's and EAX in my games. The difference is astounding.


      --
      Non gratis rodentus anus
    16. Re:Why does anyone care? by Anonymous Coward · · Score: 0

      Continous noice above 80db causes loss of hearing so who would want to play game sounds at 120db??

    17. Re:Why does anyone care? by Drayke · · Score: 1

      Here we are a month and a half away and all I have to hope for is a Voodoo5! (sigh)

      What I see, though, is that the Voodoo5 (especially the 32-processor, 2GB V5 - yipes!) may be one more step in that direction. In order to have video, 3D or otherwise, be anything more than a series of recorded frames, we still need that assembly of polygons (to allow true on-the-fly creation of the image).

      The other thing I see is that the Good Enough hardware may be enough for most people, but there are still enough hardcore gamers out there who will pay $200 for the AGP Voodoo3 just to have that extra degree of speed and quality, even if it does seem negligible to most. In my house we have six boxen we use to play EverQuest. The two most comparable machines perform identically in most respects, and most people would say they don't see any difference when running EverQuest at the same resolution (other than the fact that the All-In-Wonder Pro's brightness just bites). The fact is, though, I do perceive a noticeable difference in the frame rate and texture quality of the Voodoo3, and I'm willing to pay the extra $50 or $100 for that, because it's one less thing to distract me, one more thing that allows me to become absorbed in the game (hence less hack-and-slash and more real roleplaying, which is otherwise EQ's greatest weakness).

      Bottom line is, whether standard hardware levels out at Good Enough or not, vendors are still going to have enough of a market among the die-hards to keep making better and better products.

      -Drayke

      --

      -Drayke

      If all the world's a stage, it must have been an easy audition.
    18. Re:Why does anyone care? by mOdQuArK! · · Score: 2

      I'd agree with this - and take it a little farther. The market will hit that "leveling"-off curve when your eyes can't tell the difference between the display & reality (including the "3d-ness" of the images). This will include the processing required to make a 3d-world for each eye, and the display technology.

    19. Re:Why does anyone care? by Anonymous Coward · · Score: 0

      dB is a logarithmic scale...

    20. Re:Why does anyone care? by Apotsy · · Score: 1

      I agree that such consolodation might happen eventually, but it will take much longer than with sound cards. Sound cards aren't necessarily a good comparison, because they are primarily used for playback of pre-recorded media, whereas 3D cards are primarily used for real-time creation of interactive media. For playback, there isn't much that can distinguish one card from another, but for creation, there can be a big difference in quality from one card to the next.

      Another important point to keep in mind (another poster mentioned this) is that visual media provides so much more information than audio media that there are many more ways in which the quality can vary. The consolodation into commodity-style components for 3D cards probably won't happen as long as manufacturers can still come up with that extra "Wow!" factor that sets their stuff apart from the competition. There are enough possiblities with visual media to keep the 3D market going for quite a while yet.

    21. Re:Why does anyone care? by frogstomper · · Score: 1
      but graphics cards can, in theory, virtually mimic the real world on a 2D surface given good algorithms and ample processing power.

      What theory might that be? We're still far, far away from true photorealism in "unreal time".

    22. Re:Why does anyone care? by frogstomper · · Score: 1

      Do you mean to say that since PIII 550s have been around for months, and people still use them, they will never want a faster computer?

      Once upon a time, most people where satisfied with 16MHz 286en.

      Duh.

    23. Re:Why does anyone care? by Anonymous Coward · · Score: 0

      Well, Bungie are primarily Mac developers, so it wouldn't be surprising. ;) Also, they have said they're going to [release Halo for Mac & 'doze], which counts as a strong sign.

  19. Divided by Hobbex · · Score: 3


    Upon seeing the specs for that baby, part of me just screams I want it, but the other, more rational part of me wonders what the point really is.

    I mean, great: gigatexels per second. As much RAM as I currently have on my mainboard. Meaning what? I can now play Quake3 at 4,000*3,000 resolution? Yay. Yes, I know about anti-aliasing, but this is overkill for even that if not running very righ resolutions (1024*768 and above).

    Read my lips, 90% of all speed problems with games on current hardware is the geometry setup bogging down the processor. Unless you play at above mentioned resolutions, or happen to have dual athlon 700s and are playing at 100 fps already (and if I am right in assuming that this does not have a Geometry chip like the GeForce) this card will be exactly 0% faster for you.

    In my opinion Nvidia have taken a much wiser approach to the whole 3d acceleration concentrating on the weekest pointinstead of just pouring in endless amount of pixel fillrate that the processor can't render anyways unless you are stairing at a blank wall.

    -
    We cannot reason ourselves out of our basic irrationality. All we can do is learn the art of being irrational in a reasonable way.

    1. Re:Divided by jonnythan · · Score: 1

      This is great, and I totally agree with you, but I'd just like to know where your "90%" stat comes from.

    2. Re:Divided by DonFarfisa · · Score: 1

      I'm not trying to be flamebait, but I think most "hardcore gamers" decide how great a card is before they even try it. If the numbers are high, it rules. 2GB sounds awfully extreme to me, and can the architecture on the card handle all of that? I mean, what kind of game has 2GB of textures in it? I guess you could write several "versions" of each texture, but would that make it much faster than just re-rendering it? I'm curious to see if there's much difference. According to numbers, it should look amazing, but I'm not expecting much.

    3. Re:Divided by platypus · · Score: 1

      Well, you could implement a fully ram-caching apache in this thingy and blow nt in the next mindcraft test ;-).

    4. Re:Divided by spinkham · · Score: 1

      This is because each chip has it's own dedicated memory, in order to give decent overall memory rates..
      2GB/32 chips per high end card = 64 megs a chip, the max that the chips can address...
      The reason that they have the consumer market top out at 4 chips is there are diminishing returns with each chip..
      2 should be nearly twice as fast, 4 less then four times as fast, 8 perhaps 6 times as fast, etc..
      I don't believe with this architecture they can pull of very linear scaling.

      --
      Blessed are the pessimists, for they have made backups.
    5. Re:Divided by Cuthalion · · Score: 2

      I mean, great: gigatexels per second. As much RAM as I currently have on my mainboard. Meaning what? I can now play Quake3 at 4,000*3,000 resolution? Yay. Yes, I know about anti-aliasing, but this is overkill for even that if not running very righ resolutions (1024*768 and above).

      Actually, if you had been feverishly keeping up on hype for the last few months as I have, some of the features of this involve an accumulation buffer which will be used for doing motion-blur/depth of focus-blur. The way thse will be implemented is by doing multiple renders per frame, and this sure as hell uses a very high fill-rate.

      Further more, the number of pixels rendered per frame will often be significantly higher than the number of pixels on the screen as some polys are obscured by others - even if you fully z-sort your polys you can't be guaranteed to be free of having to draw over an old poly (which is why we have and need z-buffers).

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
    6. Re:Divided by barleyguy · · Score: 1

      I think that 3dfx is betting on fill rate over T&L, and I think they have a logical argument. On "slow" processors (500 mhz and below, I cringe when I call that slow, but anyhow.) the NVidia GForce card is king of the heap, but when you get to about 700 mhz, the ATI Maxx, with dual chips and high fill rate, actually blows it out of the water (I think it was ww.anandtech.com where I saw this, it you want to go look.) So the GForce is already being surpassed by CPU speed before it is even really released.

      With this new multichip capable architecture, 3dfx can create cards that scale with the new processors that are coming out in the next year or so. That way, they can ramp this design, and keep up in the market without spending a lot of time on R&D. Companies that go with T&L will have to make sure the T&L GPU speed keeps up with the new processors, or they will have a huge pile of "outdated" cards sitting in their warehouses.

      For the upgrade market, T&L is a great idea. It is also good for multitasking graphics environments, like 3D design. But for "hardcore gamers", that tend to have close to the cutting edge in CPU speed, a multichip high fill rate design is the best way to go. This is especially true for the graphics card manufacturer who wants to make a profit.

      --
      --- "So THAT's what an invisible barrier looks like!" - Time Bandits
    7. Re:Divided by Anonymous Coward · · Score: 0
      With this new multichip capable architecture, 3dfx can create cards that scale with the new processors that are coming out in the next year or so. That way, they can ramp this design, and keep up in the market without spending a lot of time on R&D. Companies that go with T&L will have to make sure the T&L GPU speed keeps up with the new processors, or they will have a huge pile of "outdated" cards sitting in their warehouses.

      Hate to say this, but the T&L vs. scalability argument is rather weak. If T&L itself is _that_ non-scalable, the same can be said about every 2d/3d acceleration feature too. If 3dfx were true, then the most scalable, and the fastest video card for gamers would be none other than the plain old vanilla (S)VGA card. And besides, load balancing between CPU and video hardware can make graphics operations more scalable across different CPUs [1]. In fact, E&S REALimage series already does this [2].

      ----
      [1] http://www.es.com/wg/dynamicgeometry.pdf
      [2] http://www.es.com/wg/tornado.html

    8. Re:Divided by Hobbex · · Score: 2

      9&% of all statistics are made up on the spot.

      -
      We cannot reason ourselves out of our basic irrationality. All we can do is learn the art of being irrational in a reasonable way.

  20. Re:not new by Anonymous Coward · · Score: 0
    This 'SMP video' is not new at all.

    Look at the Voodoo 1 :
    - 1 pixelFX
    - 1 texelFX

    Now Voodoo 2 :
    - 1 pixelFX (but running a bit faster)
    - 2 texelFX (work on the same pixel, apply different textures, that's multitexturing)

    Voodoo 2 was just a 'SMP' version of Voodoo 1.

    ATI rage fury maxx use the same technique to boost frame rates (two Rage128 chips working in parallel).

  21. Details... and analysis by bwoodring · · Score: 3

    The page with detailed info concerning these boards is www.3dfx.com/prod/voodoo/newvoodoo.html

    The really interesting thing is that *once again* 3dfx promised us more than it will deliver. On the low end (Voodoo4 4500) these babies are getting smoked by the GeForce 256, which will be a half a year older! The GeForce can do 480 Megapixels per second, about 1.3 times as fast as a Voodoo 4 (which clocks in at 367 Megapixels per second).

    If the past is any indication it at least a few more months for the Voodoo 5 to be released (ignore what 3dfx says), by this time Nvidia will probably already have a better card.

    In summary, the Voodoo 4 is slower and less feature rich than the GeForce 256, plus is won't be out for 4 more months. It could take longer for the Voodoo 5 which will probably be an anachronism before it is released.

    Come on 3dfx! This is *not* the technology that will keep us ahead of the PSX2!!!

    1. Re:Details... and analysis by Anonymous Coward · · Score: 0

      "Come on 3dfx! This is *not* the technology that will keep us ahead of the PSX2!!!" The PSX2 has 2.4 Giga Pixel per Second fillrate with Z buffer and Alphablend enabled and a polygon reate of 75 million/sec. Some way to go yet :) The Graphics chip of the PSX2 ("Graphics Synthisizer") consists of 43 million transisters.

    2. Re:Details... and analysis by MassacrE · · Score: 1

      The GeForce 'chip' does 480 MegaPixels/sec, true, but without textures. The ram on the GeForce boards is not fast enough to serve textures at that speed. When the dual cycle ram boards come out , it will actually go at 480, but in the meanwhile this is a meaningless number - you are limited by the speed of texture and pixel data through memory before you get close to 480 MPix/sec.

      I would say they are the same speed (Before GeForce gets new ram), but that is disappointing considering that the 3dfx also cannot do geometry.

    3. Re:Details... and analysis by ostiguy · · Score: 1

      Just about every vid card maker over promises. Nvidia is the worst offender, as the TNT2 ultra finally provided what the TNT2 was promised to do. There will probably be a GeForce + or some such that will meet the published specs of the original press releases for the GeForce.

      S3 has done the same with their new chip as well, with lower mem and processor speeds than originally promised.

      matt

    4. Re:Details... and analysis by Anonymous Coward · · Score: 0

      I've heard a lot of people say that the GeForce256 is a superior piece of hardware, but I'm unsure about something -
      Are there going to be games that you can play with a VooDoo card, that you can't play with GeForce256, (and vice versa) because of the API the game is written in?

      (for that matter, how about the other popular video acc. manufacturers too; ATI, Matrox, etc)?

      For someone who follows the game/accelerator market closely, and plays games, this is common knowlege, but for someone who's not into games, but is looking to get started and purchase his first accelerator card - it's a confusing maze of twisty standards, all alike.

      Anyone care to run the lowdown?

    5. Re:Details... and analysis by James+Lanfear · · Score: 1

      The GeForce supports OpenGL and Direct3D, but not Glide, which happens to be the Voodoo's native API. The Voodoo supports all three, at varying qualities. So, if a game is released *only* under Glide, you won't be able to play it on a GeForce; otherwise, you're fine. Now, two caveats:

      (1) Very, very, few games are Glide only. Don't worry about it. The sole exception I know of recently was the initial Unreal Tounrey demo.

      (2) Creative Labs ships all of their cards with a Unified Driver that allows you to use Glide with a TNT/TNT2/GeForce. It works quite well, from what I've heard (again, on the UT Demo).

      As for the others, Savage seems to have a proprietary API of some sort. Then again, no one buys Savage ;-)

    6. Re:Details... and analysis by Haven · · Score: 2

      I bought a voodoo3 3000 becuase it supports 3dfxMiniOPENGL, Direct3d, and Glide. It also worked great under X (which the TNT2 didn't (at the time that I bought it)).

    7. Re:Details... and analysis by Anonymous Coward · · Score: 0

      sigh. for the last time, the PS2 does NOT put out 75 million polygons per second... that's just the theoretical limit of the systhesizer. The EE can only handle 66 itself, and this would be bare triangle with NO enhancement whatsoever. The realistic polygon rate of the PS2 is considered to be somewhere between 12-20 max; a number still ahead of current 3d cards but something that will probably be achieved soon. Like every other console, it will only be state-of-the-art for a short while after it's released. It might have some great games, but PCs will outmuscle it soon enough.

    8. Re:Details... and analysis by Anonymous Coward · · Score: 0

      sigh. for the last time, the PS2 does NOT put out 75 million polygons per second... that's just the theoretical limit of the systhesizer. The EE can only handle 66 itself, and this would be bare triangles with NO enhancement whatsoever. The realistic polygon rate of the PS2 is considered to be somewhere between 12-20 max; a number still ahead of current 3d cards but something that will probably be achieved soon. Like every other console, it will only be state-of-the-art for a short while after it's released. It might have some great games, but PCs will outmuscle it soon enough.

    9. Re:Details... and analysis by Anonymous Coward · · Score: 0

      Me again I know 75M is a theoretical figure. I was trying to draw attention to the fill rate

  22. Memory technology? by spinkham · · Score: 1

    I've been waiting to my old 90 Mpixel voodoo 2(which still is pretty decent on most games really)...
    If Linux drivers come out, I'll probably go for the Voodoo 5 6000 quad beasty.. That should hold out for a while..

    Anyone find anything on the memory technology yet?
    This card would have to have some massive memory bandwidth to keep up with those fillrates..
    I know even the sdram GeForce is memory bandwidth limited at much lower fillrate.
    It appeares that each graphics chip has its own dedicated 32 megs from the specs(with up to 64 being addressable by each chip), so that is one memory trick I'm sure they are using.. Any other details?

    (anyone notice that 3Dfx, long saying "32 bits doesn't make much difference" cuz they didn't have the technology, is now pushing it ;-)

    --
    Blessed are the pessimists, for they have made backups.
    1. Re:Memory technology? by spinkham · · Score: 1

      Ok, on page 54 of their quantum PDf presentation, it mentions the quantum 3D Alchemy (the high end cards with 8-32 processors) and it's memory bandwidth of "over 100GB/sec"
      I assume this is extrapolated from the 32 processor version, each with it's own mem interface..
      that means memory bandwidth per processor is about 3 GB second.
      Me thinks this will be a bit memory limited in games that don't use it's texture compression...
      However, if games start supporting 3dfx's texture compression, they should fly...

      --
      Blessed are the pessimists, for they have made backups.
    2. Re:Memory technology? by spinkham · · Score: 1

      It's sdram, they are betting on the sli effect to relieve their bandwidth problems.. I'm afraid that that's not gonna cut it though.. Sigh...
      MAybe the voodoo 6 will have ddrsdram and a gpu...

      --
      Blessed are the pessimists, for they have made backups.
  23. 24 bit depth buffer by FurmanJ · · Score: 0

    Unfortunately a 24 bit z buffer will not cut it for any sort of advanced application.

    Old SGI Indigoes (1991!) had 24 bit z buffer and one could frequently see through polygons.
    JJ

  24. Re: The answer by Anonymous Coward · · Score: 1

    Why should they bother writing MAC drivers when they don't even have an AGP slot to plug the card in ??

  25. Question. by Anonymous Coward · · Score: 0

    Does anyone out there have any idea what comes after geometry acceleration, if anything?

    1. Re:Question. by spinkham · · Score: 1

      More T&L...
      Right now is just a little triangle setup and lighting, there is much more that can be done in hardware..
      And we need faster T&l, faster memory interfaces, more fillrate, etc...

      --
      Blessed are the pessimists, for they have made backups.
    2. Re:Question. by Haven · · Score: 1

      speed

    3. Re:Question. by Anonymous Coward · · Score: 0

      Hardware b-spline surfaces and NURBs?

    4. Re:Question. by Anonymous Coward · · Score: 0

      I think that programmability of the 3d pipeline is the next big step after fillrate and T&L are solved problems. Programmability at the vertex setup stage (where transformation and lighting takes place now) and at the per-pixel level is needed. This hasn't been done by SGI before, so it will be interesting to see how the 3D card companies fare on this one.

    5. Re:Question. by Anonymous Coward · · Score: 0

      Hardware-based algoritmic texture rendering? No more texture maps for woods and other things, you write a formula for suitable patterns and the card will render a nice texture, which will never get blurred or jaggy because of scaling.

  26. I am... by Anonymous Coward · · Score: 3

    a typical Slashdotter...I will pay $5000 for a video card, but $40 for Word Perfect is a travesty, because I can't see the source code.

    1. Re:I am... by Anonymous Coward · · Score: 0

      Many /. of the old guard (as opposed to the teenage windows trolls that linux's increasing popularity has sent our way) understand the philosophy behind open source software. It seems that you do not. Most mature slashdotters would happily pay for an open-source product, not becuase they have to, but because they want to. This is actually pretty much like the closed source world, since the vast majority of people have copied their software from someone else, rather than pay the producer - but there's still plenty of people who pay the producer. They like having a printed manual. They like having support. They like having the software on its own CD, in case of system failures.

  27. Re: No by Anonymous Coward · · Score: 0
    All processors are working on the same frame.

    So you don't have delayed input.

    BUT performance wise, the ATI approach is better.

  28. Re:It appears you are a bit confused... by Anonymous Coward · · Score: 0

    You're the one who's wrong. glide is a proprietary API that 3dfx cooked up to lock people into their proprietary standard. While OpenGL is relatively new on windoze, it's the open standard the Big Boys use in the Unix world, for serious stuff.

  29. Current Generation Good Enough? by GoofyBoy · · Score: 1

    >But now Good Enough 3D hardware is starting to come

    For most people "Good Enough" hardware is here right now. A huge majority of gamers should be happy with the current generation of 3d cards, the improvements between generations are getting smaller and smaller. Also, the limiting factor in multiplayer is not the 3d card but your modem.

    Maybe its just me but pretty pictures are impressive for the first hour. After that I want game play. Its the software which is more important to me.

    I still have to go home and see how Q3Demo plays on my machine at home :)

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
  30. 3dfx picks the "right" features by billybob+jr · · Score: 1

    How do you know more geometry will be better? I'm not sure myself, but IMO 3dfx has been king, more or less, up to this point because they choose the best features to include. That is the heart of engineering. Deciding what to include and what to sacrifice, which trade-offs are the best trade-offs. Other manufacturers have included more and "better" features, yet when you look at price and speed and quality, I feel that 3dfx has been the best so far. Although the TNT2s are very good products also, and I'm sure the GeForce will be too.

    What makes geometry better than fillrate?

    1. Re:3dfx picks the "right" features by Anonymous Coward · · Score: 0

      For "serious" uses, and for more realistically curved oranic models, geometry is more important. If you're making a games card (and 3dfx is), then fillrates fine - after all, you'll mainly be rendering Metallo-Clank-o-Matic Killer War Robots etc. to a fullscreen display. However, in future, you may get more organic looking games. Kingpin, for example, looks way better on a Matrox G400 than a Voodoo 3. Of course, if no-one has high poly-count cards, then these games will be longer coming, because the market won't be there.

      Also, for real work, i.e. CAD and Film work, you want lots and lots of very small polygons.

  31. Multi-processor based video cards? by Cyberllama · · Score: 1

    I wonder if this heralds an era in which a video accelerator has several processors dedicated to individual tasks(i.e. one for bump mapping, one for texture mapping, etc.) We could be on the virge of very fast graphics indeed.

    1. Re:Multi-processor based video cards? by monstar · · Score: 1

      >We could be on the virge of very fast graphics
      >indeed.

      virge, LOL! please tell me that was intentionally funny (the virge being a highly crap excuse for a 3d card)

  32. Re: The answer by Haven · · Score: 2

    makes sense... but they could port the PCI versions...

  33. Re: The answer by nosferatu-man · · Score: 1

    Check your facts.

    --
    To spur "enterprise Linux," Big Bang, the distributed two-phase commit.
  34. Sound is different to 3D graphics by xmedar · · Score: 1

    If you have seen ray traced graphics and compared them to the current crop of 3D graphics accelerators then you will realise there is a huge difference in quality, and it will take many years for you to have that level of graphics in realtime, maybe then it will end up as an integrated part, I would guess we are 5 to 10 years away from that.

    --
    Any sufficiently advanced man is indistinguishable from God
    1. Re:Sound is different to 3D graphics by frogstomper · · Score: 1

      Even then, ray tracing is a pretty lame hack when compared with actual real life. When we have hybrid distributed ray tracing/backward ray tracing/raydiosity for arbitrarily complex scenes at, at the very least, 60 fps at over 1000 pixels per dimension, I might be impressed, for a while.

  35. multiple os support, pmesa? by Anonymous Coward · · Score: 0

    Yes read the FAQ, it says it will have beos and linux support! lets see if pmesa will support it.

  36. re: 'heart of engineering' by SethJohnson · · Score: 2

    That's what it might look like at face value, but I have found rarely that engineering makes these decisions:
    >because they choose the best features to include
    This is usually done by the marketing department, and often to the chagrin of the engineers, who would like to think they know better...

    Seth

  37. Nothing new. by Skinka · · Score: 2
    Examples of "SMP video".
    • Quantum's dual Voodoo1.
    • 3dfx Voodoo2 (SLI)
    • ATI Rage Fury Pro 128 Max Turbo Fast Thing, or whatever the hell it is called.
    • Bitboys Glaze3D (if/when it comes out).
    Everyone implements it bit differenty, but the idea of SMP Video is not new. CAD-people, who use cards that cost more than a decent car, have had this stuff forever.
  38. RE: YOUR an idiot. (was Re:Why does anyone care?) by Anonymous Coward · · Score: 0

    That made me laugh! Actually, you're an idiot for not knowing how/when to use the contraction of "you" and "are". Duh. Go back to grammar school.

  39. And the cycle continues... by Pufferfish · · Score: 1

    I can't see why people are up-in-arms about this paticular release, it's just the continuation of the graphics-card cycle. nVidia, S3, and the rest will continue to release new chipsets along with 3dfx. 3dfx is far from king of the hill: namely, they release products at such a slow rate that for much of the time it's better to get a TNT2 Ultra, for instance, instead of a Voodoo3.

    Sometimes 3dfx will be on top, sometimes nVidia will be reigning champion (the NV15 is in the works, i hear...)

    The Savage2000 and ATI Maxx are almost out...it really doesn't matter. These cards are way more powerful than anyone really needs, or will need, for a while. Until software comes out that really needs a couple hundred megatexels a second, I don't really care who's on top of the hill (and by that time, there will be even more powerful cards coming out)...

    --
    Then again, I could be wrong.
  40. Re: these cards come in PCI by SethJohnson · · Score: 1

    And not only that, but there are Voodoo 3 drivers available in Beta from 3dfx for those cards to run on Macs. I'd imagine they will continue evolving that code base to support the 4 and 5 cards on the Mac platform as well.
    Seth

  41. Yeeeow! by schnurble · · Score: 1

    OK. From the neat little Shockwave Flash thinger on the 3dfx website, it says "So powerful, it's kind of ridiculous." Actually, I find it highly ridiculous.

    Come on. Do we -really- need to be able to frag at 3200x2400x32bpp at 60 frames per second? Well, ok, I guess piping this to a 57" big screen TV would be nice.

    But seriously, isnt this approaching overkill? I find Quake II to be quite fun on a Voodoo3 3000 AGP. Granted, my shitty 14" monitor is the limit, and why I'm only running at 8x6. But alas.

    --
    "To err is human, to forgive is simply not my policy." --root
    1. Re:Yeeeow! by Anonymous Coward · · Score: 0

      I'm not sure where you pulled those figures from, but you're dreaming. This new series of cards 'were targetting 1024x768x32 at 60 fps' according to the interview with Scott Sellers on their website. I'm assuming this is with all their tbuffer-goodness enabled too(it must be for such sh*tty numbers!) Overkill??? Far from it. Try to run next-gen stuff on that voodoo3 kit of yours and you'll be a little disappointed. Trust me, I had the same card, and I was starting to see the limits of it. Graphics hardware will ALWAYS need to be faster because the software developers will fill the void with better textures/more polygons/higher resolutions/etc. If you don't believe this, maybe you should go back to playing Doom on your 386...

    2. Re:Yeeeow! by Snack+Cake · · Score: 1

      Do you seriously think that we have reached the ultimate plateau of graphics excellence, and there is nothing more to achieve? These boards aren't designed for playing Quake II at 800x600, they are designed for Quake III and other yet to be relased games. Current PC games still don't compare to the quality of demos for the PSX2, which itself isn't on par with the quality of movie effects or animation (eg, A Bug's Life, The Phantom Menace). Faster is still definitely better; the only question is whether 3Dfx is making there cards fast the right way.

  42. finally by Haven · · Score: 2

    now do we have the hardware to support Virtual Reality?

  43. Re:PCI Version Already Supports Macs by ecampbel · · Score: 2

    Macintouch is reporting that the PCI version is already supported by the company's existing Macintosh drivers. You can read the FAQ yourself. No doubt, if there is enough interest, drivers for AGP Macintoshes will be forthcoming.

    --

    Sig goes here
  44. Each are gambles by Stiletto · · Score: 2

    T&L is a gamble. High fillrate is a gamble. Bump mapping is a gamble. Any new feature a chip manufacturer puts on thier chip is a gamble.

    No one knows what game companies are going to try next.

    There is no way of telling whether hardware transformation and lighting is going to make any difference at all in future games. Sure, nvidia is going to tell you that future games will depend on it! There is no way of knowing that 5 gazillion texels/sec is going to really make much of a difference to future games, although 3DFX doubless wants you to think that. No one knows whether game companies are going to stuff their games with bump-mapped polygons, no matter how much Matrox tells you it's the truth.

    Point is, each of these hardware developers are hedging their bets, that game companies will favor their technology.

    As for us consumers, I would take a "wait and see" approach. I'd never go out and buy the latest and greatest until I see what games run well on them and what games do not run well on them. Specs from pre-released hardware are meaningless, and even released hardware that runs a FEW games spectacularly is nothing to base a purchase on.

    Look for the architecture that stands the test of time, and has support for the platform and games you play.

    1. Re:Each are gambles by billybob+jr · · Score: 1

      Exactly... 3dfx has done a good job in the past of making good trade off's in their design. I will definitely be waiting to see how these two technologies compare to each other before buying a card.

    2. Re:Each are gambles by ddwalker · · Score: 1

      Yes these are all gambles in a sense. But some things are not gambles. Anti-aliased polygons can make a scene look alot better (on the order of magnitude that bilinear and trilinear interpolation does) ... so I would consider this to be less of a gamble. I imagine that nVidia will support this soon. 3dfx may have just done it first. As for the "revolutionary" T-buffer [tm]...this is just the accumulation buffer, and I've been wondering when someone would support it. The lighting in T&L I think may be a bit more of a gamble. Most games still use precalculated lightmaps. I must admit that hardware lights looks really nice and allow for alot of cool effects, but the problem is the limit on the number of active lights in a scene (which results in the coder resorting to light maps again or perhaps implementing a partial lightmap/dynamic light engine.) As for the Transforms...this is a good idea and one that I think we'll see more of. I would wager that there will be a point when a 3d card has ALL of these nifty features in hardware (meaning everything that OpenGL can do and more is done in the hardware *drool*) but until then...we get to wait and see what the 3D card makers and game writers think is MOST important.

      So I agree that these things are all gambles in a way...but I think they are all bound to be supported by everyone eventually anyway...its really just a matter of priorities.

    3. Re:Each are gambles by Hobbex · · Score: 2


      Where I'm coming from on that:

      * I care about today
      * Most of us have good but not amazing CPU's
      (overlocked 366 celeries)
      * Only game worth playing is Quake3
      * At normal res, Q3 is geometry limited with above hardware.
      * Quake3 already supports T&L.


      -
      We cannot reason ourselves out of our basic irrationality. All we can do is learn the art of being irrational in a reasonable way.

  45. I saw nothing about fast writes by Alfthemack · · Score: 1

    In order to push that many pixels/texels fast writes will need to be enabled since the current memory bus is just too slow.

    Also, is the current PC-133 Mhz standard fast enough (for workstations not gamers) to send 2GB worth of textures?

    I don't know. That's why I'm asking you guys...

    --
    --Al
    1. Re:I saw nothing about fast writes by Anonymous Coward · · Score: 0

      it's fast enough if the textures are loaded into the card at startup and left there until you're done. I couldn't imagine having more than 2 GB of texture data loaded into a scene at once. I imagine just b/c I said that, it'll happen soon enough. Anyway, that card (32 processors from Quantum) is gonna be $40,000 (not kidding) anyway, so who cares. Are you gonna put one in for Quake 3?

    2. Re:I saw nothing about fast writes by spinkham · · Score: 1

      Note:
      Each processor will have it's own dedicated 64 megs or RAM in this system. If there are textures that are in more then one processors section of the screen, (basically guarenteed) then the texture must be in each one of the processors memory. I would assume because of this, max textures would actually be in the 128-256megs range. If you have a lot of large textures, could be as little as 64..

      --
      Blessed are the pessimists, for they have made backups.
  46. Re:STUPID IDIOT by Anonymous Coward · · Score: 0

    Winmodems do suck. Do you know what a winmodem does? It makes the CPU do the work that a $16 chip could do, for a 10% performance hit. Stupid, stupid, stupid. Also, winmodems destabilise your system, since they have to have priveleged memory and CPU time.

    BTW, USB mouse and keyboard support is in linux kernel 2.3 as strandard now, and can be patched into linux kernel 2.2 too.

    USB mice are superior to standard serial mice. (higher sampling rate). Winmodems are inferior to real modems. Your argument was, I hope, based merely on incomplete data, rather than any intent to disseminate misinformation...

  47. It's fillrate, not HW T&L by Anonymous Coward · · Score: 0

    I saw an interesting preview over on http://www.sharkyextreme.com/ this past week. The ATI Rage Fury Maxx (2 processors, each rendering a different frame) smoked the GeForce 256 in just about every test.

    Funny, that ATI card doesn't have hardware T&L that everyone's claiming is going to end world hunger and lots of other stuff. So, why's the ATI card faster? It's got way better fillrate (aka polygon painting) than the GeForce. So, as benchmarked, the GeForce may have a spiffy T&L engine, but it's crippled by its slower fillrate on current games.

    For now, I'd say that 3dfx is right: fillrate is king, T&L isn't worth spending the $ or transistors on until the fillrate problem is 'solved' (hah)

    1. Re:It's fillrate, not HW T&L by rikkitikki · · Score: 1

      Yeah, I remember that. Not really a good test of the NV10. They were comparing fill rates at 640x480. The NV10 shines in fill when you start doing 1024x768, 1280x1024, 1600x1200 etc. Also, I don't remember any of the tests taking advantage of hardware T&L. All the T&L code for those tests are done in software, even if you have the hardware for it. So, again, those tests didn't really touch anything the NV10 does well.

    2. Re:It's fillrate, not HW T&L by Anonymous Coward · · Score: 0

      Reading that Sharky article really made me gag. All the benchmarks seemed carefully tailored to generate better numbers for the ATI card. If you look at any other Fury Maxx review things are not nearly so slanted. I don't know if Sharky did that on purpose or if his choice of configurations was accidental, but frankly I have serious reservations about the quality of his analysis.

  48. What About When I'm Done Playing Games? by Nightspore · · Score: 2

    All of these Nvidia GeForce/3dfx Voodoo 4 and 5 boards are technically amazing but this level of consumer 3D hardware is in desperate need of a new killer app. I have a Voodoo 1 and I'll likely be more than satisfied with the performance of Quake Arena on that thing. I simply refuse to drop hundreds of dollars more to play games at higher resolutions/framerates.

    Why, when we all have a global network right in front of us that is ablaze with information and commerce, is no one strapping a hardware-accelerated 3D engine onto the net? When am I going to be able to navigate the web in 3D? When can I use my 3dfx or Nvidia board to do real work, or to shop, or to explore real information and news? Why is the web still 2D? Wake the fuck up. Screw VRML - I'm not even asking for any sort of server tech - just give me a fly-through 3D-abstraction of the HTML/XML content that is already there. If people know the engines are out there they will start to build for them.

    Bottom line - I won't give 3dfx or anyone else more of my money to play another FPS. I will part with more money for 3D hardware when I can use a Voodoo 5 6000 to give me an Ono-Sendai Cyberspace VII-like window into the net.

    Night

    1. Re:What About When I'm Done Playing Games? by bwoodring · · Score: 1

      Seriously dude, if you think you will be playing Q3 Arena with a Voodoo 1 with anything close to satisfying results, you are grossly mistaken, unless your idea of 'gaming goodness' is 640x480 at about 15fps.

    2. Re:What About When I'm Done Playing Games? by Anonymous Coward · · Score: 0
      When am I going to be able to navigate the web in 3D?


      Ever see HotSauce (a 3D browsing technology)? It sucked major phallic appendage. I seriously don't see how browsing in 3D on a 2D monitor will help you.

    3. Re:What About When I'm Done Playing Games? by holloway · · Score: 1
      So you want to fly 2d pages in 3d with (i'm assuming) some lines for page links? Firstly HTML is one way linking (ie, goto coke.com and you don't get links out to the millions of sites saying "this site powered by coke", only whatever they link to on the site)... the concept of webpages and the 2d graphics that are placed on them are best viewed in a flat, 2d, perspective. When they get some formats/protocols that effectively emulate a 3d world (not VRML! ;) then maybe we'll see a use for genuine fly-through 3d content but till then it's (and who want's to read a page at an angle rather than right in front of them?).

      I've been researching (or thinking over beers) about how a 3d web would be best used. A window in your browser that rendered the links in 3d by querying a search engine (like Google with the link=vote philosophy) would be useful.

      However, mostly, I think the web will go 3d through a hack of quake3, it's so much of an easier transition.

    4. Re:What About When I'm Done Playing Games? by Anonymous Coward · · Score: 0

      What's your gripe? These new cards keep coming out faster and faster than before. And yes the new cards are expensive, but by the time these puppies come out, you can get a TNT2 Ultra or a Voodoo3 for about $60. I bought my V3 2000 for $90, it should be plenty fast for me. I would go GeForce but stuck with PCI slots. :/ It's just like computers, the people with the money buy top of the line. Most other people buy middle to upper-middle. If new cards come out every few months, quit BITCHING! and enjoy! If you're wondering why I would buy these video cards and still have a PCI system. Well it would be a waste to get rid of my dual PII 400s'. :P

  49. Do game developers want fill rate or T&L? (more) by kinesis · · Score: 1

    Billy "Wicked" Wilson of Voodoo Extreme asked a bunch of high-profile devs exactly this question.

    The majority response, was that if they had to choose, they'd pick a card with accelerated geometry processing and a mediocre fill rate over a card with an insane fill rate and no geometry acceleration.

    What does that tell you about the direction the game developers want to go? They want to build games with higher-polygon engines/content. My guess is that's what we're gonna see.

  50. Idiot! You've been had. by Anonymous Coward · · Score: 0

    No one's that dense. This guy was yanking your chain.

    1. Re:Idiot! You've been had. by Anonymous Coward · · Score: 0

      Dude, I'm not sure they are...

      Some of these dicks are pretty anal about their choice of card.

      I suspect it's a phallic thing, you know how it goes, small penis, big car (or in this case card)!

  51. Caveats by TraumaHound · · Score: 2

    First some quotes (from the press release):

    Re: the Voodoo4
    The boards, which render two fully featured pixels per clock, will deliver between 333 and 367 megatexels/megapixels per second

    Re: the Voodoo5 5000/5500
    The board, which renders four fully featured pixels per clock, will deliver between 667 and 733 megatexels/megapixels per second fill rate

    Re: the Voodoo 5 6000
    The Voodoo5 6000 AGP, which renders eight fully featured pixels per clock, will deliver between 1.33 and 1.47 gigatexels/gigapixels per second fill rate


    Now, if you'll notice they state how many "fully featured pixels per clock" each card delivers. Also, notice that the V4 does 2, the V5-5500 4, and the V5-6000 8. Along with that, as I guess one would expect, the V5-6000 has double the fillrate of the 5500 which has double the fillrate of the V4.

    So? What's my point? Well, with the Voodoo2 -- which could render two pixels per clock -- the full fill rate was acheived only if the app was rendering two pixels per clock. (ie. multitexturing) If the app wasn't multitextured, the effective fillrate was actually only half the "marketing" fillrate. I think this was also the case with the Voodoo3, although I'm not positive.

    I'm not saying that this is definitely the case with these cards, but:

    Correct if I'm wrong, but I think these cards are still based on the same architecture as the V1, V2, and V3.
    3DFX is somewhat notorious for advertising the higher "marketing" fillrate as opposed to the true fillrate.
    The fact that they qualify the fillrate of each card by stating the number of render pixels per second kind of worries me.


    If this is the case, apps that don't take full advantage of the high end cards (ie. have less than 8 pass multitexturing) may leave you with nothing more then a glorified and expensive Voodoo4.

    1. Re:Caveats by Anonymous Coward · · Score: 0
      Actually each VSA-100 chip is rendering a group of scanlines, so the pixels are completely independant. i.e., apps don't have to use multitexturing to get the improved fillrate.

      Each VSA-100 renders 2 pixels per clock, but I don't know if that requires multitexturing. Somehow I doubt it at 14 million transistors.

    2. Re:Caveats by k_187 · · Score: 1

      OK

      V1 New Chip
      V2 2 V1's
      V3 overclocked banshee(remember that?)
      V4/5 new chip

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
    3. Re:Caveats by Namarrgon · · Score: 1

      The chips all work in parallel, rendering strips of the frame, so the fillrate will scale on any app. They're emphasizing the pixels per clock partly because nVidia are touting their QuadEngine(tm) that does 4 pixels/clock, and partly because their rendering pipeline has changed.

      There is a difference between the V2/V3 and V4/V5. When rendering single-textured pixels, one texture unit on the older cards sat idle, and they didn't really come into their own until the app did multitexturing. The new chips have switched to a dual pixel pipeline, similar to the TNT/TNT2, which allows two single textured pixels or (presumably) one dual textured pixel per clock. (Note that "fully-featured" does not mean "dual-textured", though they seem to want to imply that.) So their performance will halve when dual-texturing.

      Unfortunately (and no-one seems to have considered this), the memory is split between the chips too. This means the highly expensive V5 6000 with 128MB of RAM can really only use 32MB of RAM, and the V5 5000 can only use 16MB, which will certainly restrict its performance.

      Something else no-one has talked about anywhere is how seriously the anti-aliasing will slow things down. 3dfx have said there will be a performance drop, but skirted around how much. The fact is, it'll slash your fillrate by 75%! So your $300 V5 5500, with two chips and 64MB of RAM will perform at less than the speed of a 1998 TNT when you flick that switch. Sure, it'd look nicer, but I'd rather run faster at a higher resolution without AA - the edges look less jagged and you get more detail as well.

      As for the V4.. it will offer the same performance & features as a TNT2 Ultra does, only a year later and for over $50 more. I can't see anyone buying that at all.

      3dfx may regain the performance crown (for a month, until/if the Glaze3D comes out), but they're still 2 years behind in rendering quality. A year from now, hardware T&L will be the norm on all current chips, except 3dfx's. Glad I'm not a 3dfx shareholder (did you know their stock dipped $5 on the day they announced their new line? Ouch.)

      Namarrgon
      (P.S. Seen this ad for a Voodoo6 8000?)

      --
      Why would anyone engrave "Elbereth"?
  52. The importance of PCI: dual-head kings of tomorow? by Ricardo+Casals · · Score: 0

    A lot of people don't realize how important PCI is for dual-head displays. And I really like 3dfx for maintaining PCI products around? Why? This way we can have dual-head displays with two graphics cards of the same quality, one on AGP and the other on PCI, and they deliver a great ammount of performance. Here is 3dfx, your dual-head display king of the next millennium. Nobody matches these babies. And that is why people shouldn't criticize PCI technology, until we can have two AGP slots (I don't see that happening in the mainstream any time soon). So stop bashing on PCI, it will take 3dfx where nobody else can go! :-)

    --
    yeah ... i'm going to have to go ahead and not put a .sig here, alright?
  53. Linux IS THE 3D POWERHOUSE by Anonymous Coward · · Score: 0


    good lord, now this news...is there any reason to doubt how much of a 3d powerhouse, Linux/INTEL really is??

    heck, a properly configured xeon machine with a TNT card smokes an SGI Onyx2 in most performance and 3d benchmarks. And SGI calls itself an innovator?? Please, theve done nothing for 3d/animation/graphics compared to what Linux has done for the world.

    Look for Redhat boxes to Invade the movie scene soon...

    1. Re:Linux IS THE 3D POWERHOUSE by asparagus · · Score: 1

      Hehe. I'm sitting here, rendering in 3dstudiomax. Linux has a long way to go...you've got pretty computers, but no high-end software to run. (Don't push POVRAY at me, either.) As far as dissing SGI...when was the first time you could build your TNT/Xeon? How long was the onyx2 on the market before that? Howver...this rendering i'm working on, at a piddly 640*480, 100 frames...is taking 20 minutes to do on a dual 500mhz p3 box. I would love to have dedicated 3d hardware that could kick out pretty images. Anybody else feel my pain?

    2. Re:Linux IS THE 3D POWERHOUSE by spinkham · · Score: 1

      Um, how about as renderfarms, just like Titanic used?
      I guess being used for Titanic, the most expensive movie made (as far as I know) is a small thing we should overlook..
      This was on Alpha, BTW, there is no reason to limit Linux to x86 floating point (lack of?) performance...
      AS for same architecture as xt's, you have no clue of what you speak. The internals are COMPLEATLY overhalled, and Linux isn't limited to x86 anyway..
      X86 just happens to give most of us the most bang for the buck right now.. If Alpha's were cheaper, I would buy one yesterday, and Linux would run fine on it..

      --
      Blessed are the pessimists, for they have made backups.
    3. Re:Linux IS THE 3D POWERHOUSE by spinkham · · Score: 1

      Did I mention that redhat was the distro. used by Digital domain? And that it was also used for a flock of Superbowl commercials? (the most expensive airtime on TV..)

      --
      Blessed are the pessimists, for they have made backups.
    4. Re:Linux IS THE 3D POWERHOUSE by spinkham · · Score: 1

      FreeBSD is also a good choice used by some companies though, for example it was used for the Matrix special effects..
      However, no 3D cards were used in this rendering, so this is getting really offtopic.. I'll stop now ;-)

      --
      Blessed are the pessimists, for they have made backups.
  54. Impressive...wrong, but impressive... by Anonymous Coward · · Score: 0

    About 8 months ago, I saw two guys kissing in the park. That was the gayest thing I had ever seen until I saw the junk you're blowing out your hole.

    Alright, here we go folks, one by one...

    Starting off, OpenGL is slow. Period. While the licensing issues of Glide are a bit iffy, it sure as hell beats the pants off anything else significantly. This isn't something too open to debate, as benchmarks that we don't see from Mindcraft show us over and over and over...

    3D works well with OpenGL in linux? Well that's news to my developer ears. I could have sworn the first thing you see in the video section of the UT demo readme is that anything attempting OpenGL is dog-ass slow. In fact, I seem to find that in _any_ game except Q3 (kudos to Carmack).

    Glide is faster in Linux? Okay, lemme think...no. It's cut down to about 3/4 of the Win9x speed. Sometimes worse. Ever tried, bub?

    I'm sure the 2D looks very nice, and I'm sure my 4MB generic Cirrus PCI card does a 1024x768x32bpp desktop just as nicely. Smart guy. No, just kidding. The poster that you're flaming might be a little out of touch, but come on man.

    1. Re:Impressive...wrong, but impressive... by Anonymous Coward · · Score: 0

      You really don't know what you're talking about.

      Glide is faster than opengl only compared to opengl on a card designed to run glide.

      A card designed for opengl, such as the ones we use for cad work

      Glide is faster on linux. Both 3dfx (and they should know) and the person who ported it agree on this.

      Also, no one believes you're a developer. Maybe one day, you'll notice how adults communicate. Get a life, kid.

  55. Re:STUPID IDIOT by bornholtz · · Score: 1
    Do you know what a winmodem does? It makes the CPU do the work that a $16 chip could do, for a 10% performance hit.

    Good. I saved $16. Why do I really care if it uses 10% of the CPU? My PC is idle most of the time anyway. Linux is single-user on my machine anyway.
    --
    -- Freedom means letting other people do things you don't like.
  56. Re:STUPID IDIOT by billybob+jr · · Score: 1

    Hmm...It's fair to say that most people don't use 100% of the cpu very often. Why is saving 16 dollars (manufacturer's cost, consumer's cost difference will be greater) at the expense of giving up 10% of your cpu so bad? It's not my choice personally. But for the general market, there's no reason not to save a few bucks and let a $50, 3 or 4 hundred mhz cpu do the work.

  57. Ray tracing? by Anonymous Coward · · Score: 0

    Genuine ray tracing, probably backwards at first, later forwards. Lots of parallelism, one or more chip/functional unit/whatever per screen pixel. Enough RAM to texture map the planet.

  58. Winmodems by Molly · · Score: 1

    I think the real reason that Linux has no drivers for Winmodems is not that they suck, but that the manufacturers have chosen not to make programming information available.

    I haven't ever used a Winmodem, so I don't know how hard they suck, if at all.

    Molly.

    1. Re:Winmodems by PCDoctor · · Score: 1

      That is why Winmodems aren't ported to *nix. Porprietary software that controls the chips (whether its Lucent or ConexantRockwell or even 3Com's Winmodem version) - In my testing so far WInmodems are OK but you have to have nearly perfect telco lines for them to work properly. I get 10 K better on my 3Com as opposed to my Lucent. Read my postings in comp.dcom.telecom.tech for my testing of modems with GTE soon to be Bell Atlantic

  59. It's still bad engineering by Anonymous Coward · · Score: 0

    Performance issues aside, Winmodems suck because they won't work without Windows, and their manufacturers won't give out enough specs to allow them to work with other operating systems. Is this a MS plot? Who knows. It seems like a better "low-cost" alternative would be to build the modem processor into the motherboard, like the sound chips and video processors on many bulk systems.

  60. Re:The importance of PCI: dual-head kings of tomor by Alfthemack · · Score: 3

    How you managed to avoid having your post not moderated to flame-bait is beyond me.

    Matrox offers an AGP card with two outputs. It's called the G400. Unlike the V4 and V5, it's already released and available.

    Anyway, I'm somewhat off topic. But, I needed to correct this. The issue with PCI is bandwidth and texture swapping. If the card truly can have up to 2GB of RAM, (Yes, there are many simulation visualizations and mappings that can use this.), you'll need more than the 533 MB/s provided by the PCI bus. Even full AGP 4x (w/ RDRAM) has 1.06GB/s. An approximately 2s delay is damn noticeable.

    If they can put multiple graphics processors on one card, why can't they put multiple output ports on the same card?

    --
    --Al
  61. Re: 'heart of engineering' by billybob+jr · · Score: 1

    Good point, the bottom line is 3dfx and nVidia and all the other companies are building these chips and cards to make money. 3dfx has gotten some bad press because they didn't include 32 bit color on their Voodoo3 line. To me, that doesn't seem indicative of a company that is throwing on features mindlessly to market their product. On the other hand, one could argue that 3dfx didn't include 32 bit color for other reasons. 1. 3dfx sucks, nVidia rules 2. they just missed the boat on this one I don't know which is the case, probably no one but employees of 3dfx truly know. I do like 3dfx, but my BS meter goes up a little when they rant about no one needing 32 bit color, 60 fps is more important. Come on, any company is going to say what they have is better.

  62. I hope the _best_ card wins by billybob+jr · · Score: 1

    Of course, if no-one has high poly-count cards, then these games will be longer coming, because the market won't be there.

    I truly hope that nVidia can gather enough support for the GeForce's geometry engine so that this battle is fought and won on which solution is technically better, not which company bullies the other better.

    1. Re:I hope the _best_ card wins by Anonymous Coward · · Score: 0

      Eddie Van Halen is the greatest fucking guitar player in the world!!!!

  63. You guys still just don't get it. by Anonymous Coward · · Score: 0

    When the V3 was introduced last year you all complained that it lacked 32bit color. Well I am still waiting for a game with 32bit color that I want to buy. (Don't say Q3 or UT, they haven't shipped) So lets clarify: The V4 is for people that what 32bit color and do not want to spend a lot of cash. It is NOT a Geforce killer. And wow it comes out just when the 32bit color games are coming out, bet it kicks tnt2 hands down. The V5 will be the fastest card on the market until the T&L titles start to come out. Which by that time the V6,V7 and Geforce2 will come out. Look at how well your TNT 1 does in 32bit color and you will see how well the Geforce will do when the real T&L titles come out. The Geforce is irrelevant. nVidia will replace it before it gets a chance to show how good it really is.

  64. Re: The answer by Haven · · Score: 2

    the G4's have a 133mhz AGP 2x slot

  65. 2GB/32chip reality check.... by danwatt · · Score: 1

    In case you did not read futher, the 32 chip version with 2GB of RAM will cost around $40k. Also, why in the world would you want one, unless you were rendering high quality video in faster than realtime.... The thing could render Toy Story (for the lack of a better example) in about 10-20 minutes. Also, if you do the math, it could run resolutions 4092x3072 in 30FPS, 32bit, or higher, but what monitor could support it. At least the thing does 32bit, finally. Im opting for the V5-6000 (AGP, 4 chip, 64MB), for myself, and I think it costs over $300.

    1. Re:2GB/32chip reality check.... by Anonymous Coward · · Score: 0

      heh. Are you crazy? No it COULD NOT render toy story in 10-20 minutes. The number of calculations required to render scenes like that in realtime FAR EXCEED the limits of any 3d hardware we have today. Those scenes require ray-tracing, radiosity, REAL reflection, etc. NONE of these things can be done by a graphics card in realtime and probably won't anytime soon. 4092x3072 at 30 fps? You MUST be nuts!! You can't just take the fill-rate and do a flat conversion like that. If that were the case, the geForce would be able to do faster than that since it has a higher fill rate than the number (377 MPixels/sec) you based your calculations on. btw, the V5-6000 is $600!!!! not $300. people get some facts before you blither out info on here!

  66. Re:The importance of PCI: dual-head kings of tomor by Mong0 · · Score: 1

    Why would you want to BUY TWO video cards to run dual monitor support when you can buy a Matrox G400 dual head and get dual monitor support from a single graphics card???

    --

    --- Errr......No I don't need more oral sex thank you, Windows goes down on me all the time.

  67. agreed: 3dfx NEEDS geometry setup by Hot+Rod · · Score: 1

    Geometry and lighting setup is extremely important. For my stuff, it is a very significant bottleneck. It is the perfect type of operation to offload to hardware. Not only is 3dfx missing out on that, they have been dicks about the source code. When they go down, they'll have noone to belame but themselves.

  68. It's not like Glide really matters anymore... by Anonymous Coward · · Score: 0

    Glide is going the way of most proprietary API's... the way of the scrapheap. Even Brian Hook, the author of Glide and former id programmer sees it as irrelevant.

  69. Linux supported - Daryll Strauss of PI by Anonymous Coward · · Score: 0

    Daryll Strauss, the developer responsible for most of the 3DFX driver code so far, wrote this in the 3dfx.glide.linux newsgroup; I'll preempt the first question: Yes, we'll be supporting them under Linux. - |Daryll

  70. I Care!!!! by billybob+jr · · Score: 1

    "All the action in the consumer marketplace is happening at the low end around cheap PCs, not at the high end around 1GHz Athlons."

    I understand what you are trying to say (I think), but the explosion in growth in the low-end is because the prices are falling. This makes PC's more accessible to people who aren't willing to spend $$$ on a computer. In other words, different consumers are buying the cheap PC's, not the older PC consumers who have been buying every couple years. And definitely not the hardcore gamer.

    I also believe that this enthusiast 3d market has a chance to expand and grow over time into more main stream. Sure, it's a toy now, but being able to render near photo-realistic worlds in real time in response to user inputs...that has potential. As the internet and technology grow and find new ways to solve problems, I think we may see some very neat applications for 3d technology.

    One final note, I just helped my girlfriend order a new Dell computer. It's not bottom of the barrel cheap, but it was only $1100. It included an Aureal 3d chipset sound card. Sound isn't a commodity. Common, "good enough" sound is a commodity

    1. Re:I Care!!!! by jalefkowit · · Score: 1
      I understand what you are trying to say (I think), but the explosion in growth in the low-end is because the prices are falling. This makes PC's more accessible to people who aren't willing to spend $$$ on a computer. In other words, different consumers are buying the cheap PC's, not the older PC consumers who have been buying every couple years. And definitely not the hardcore gamer.

      Exactly! Exactly! Yes, all the action is at the low end because prices are falling. Why do you think prices are falling? It's because demand for the Latest and Greatest is extremely soft. Nobody needs a 1GHz Athlon to do anything except play the most demanding games -- and the audience for the most demanding games is tiny. For every hardcore member of a Quake clan, there are ten people for whom "computer gaming" means firing up Deer Hunter for an hour a week. What's more, it's the Deer Hunter audience that is the one that's growing by leaps and bounds -- and you can bet that that audience isn't going to shell out $300 every year to get the Latest and Greatest 3D card. Hardcore gamers will? Who cares? "Hardcore gamers" are already an eensy tiny segment of the market.

      I also believe that this enthusiast 3d market has a chance to expand and grow over time into more main stream. Sure, it's a toy now, but being able to render near photo-realistic worlds in real time in response to user inputs...that has potential. As the internet and technology grow and find new ways to solve problems, I think we may see some very neat applications for 3d technology.

      OK, so we may see some neat 3D applications in the future that require massive polygon-pushing. Can anyone honestly say that we will see consumer versions of these applications within the next 3 years? If not, why should anyone pony up for the beefiest 3D card? Why not wait until these vaporous applications materialize and buy then, when the cards will be even beefier -- and cheaper to boot?

      One final note, I just helped my girlfriend order a new Dell computer. It's not bottom of the barrel cheap, but it was only $1100. It included an Aureal 3d chipset sound card. Sound isn't a commodity. Common, "good enough" sound is a commodity.

      OK, so you are too demanding for an el cheapo sound card. That's great. Heck, I'm too demanding for an el cheapo sound card, when it's my own money on the line. But don't confuse techno-literate Slashdot readers like you and I with the broad buying public. "Common, good enough sound" is plenty good for the Deer Hunter crowd, and common, good enough 3D will be good enough for them too.


      -- Jason A. Lefkowitz

    2. Re:I Care!!!! by billybob+jr · · Score: 1

      "so you are too demanding for an el cheapo sound card" no, it wasn't my choice. this is what comes with this particular dell computer. So sound cards are following a similar trend as video cards. Today's cheap and standard technology is yesterday's latest and greatest technology.

    3. Re:I Care!!!! by Anonymous Coward · · Score: 0

      Billybob Jr., I read one of your posts a few weeks ago and have been checking for you ever since, we seem to share the same views and ideas.. I enjoy your straight forward writing style very much. So, do you spend all of your time behind the computer, or are you available?

  71. GeForce meets original published specs by Bloody+Pulp · · Score: 1
    To the best of my knowledge, the GeForce meets the original published specs because they didn't publish any specs until the chipset was actually available. Nvidia learned something from the whole TNT thing.

    But one thing to note, Nvidia doesn't actually make cards unlike S3 and 3DFX. They just sell the chips to OEMs, and the OEMs set the final clock speeds, memory used, etc.

  72. HTML tags no longer supported by /.? by Anonymous Coward · · Score: 0

    Grumph! What happend to the HTML formatting I did?

    It showed up in the preview, but not in the final post!

    NOTE: Each sentence should be it's own paragraph. The first one should be in bold italic.

    1. Re:HTML tags no longer supported by /.? by Anonymous Coward · · Score: 0

      Nevermind. Seems to be a temporary glitch.

  73. Finally their heads are out of their asses by Pascal+Q.+Porcupine · · Score: 2
    It took 3dfx long enough to realize that they needed to redo their 3D core, rather than keep on kludging on new features and marketing-hype to the same old tired Voodoo1 that, until now, all their chipsets have been based on. Finally they support real 32bit rendering, 24bit zbuffering, and stencils, which many programmers have been clamoring for for quite some time. Now maybe the 3dfx-induced standstill on game rendering technology can finally come to an end. 3D cards have had stencils, which are useful for several things (realtime, dynamic shadows being just one of them) for a couple years now, but nobody has yet to release a game using them; I have a feeling this is due largely to the fact that 3dfx owners would get hostile when their holiest card was no longer good enough.

    Finally getting rid of the 256x256 texture resolution limit is a Good Thing as well. Even Quake2 uses textures larger than that, and on the Voodoo[1-3] chips it just looked blurry and crappy because of it.

    That said, I wonder what sort of marketing spin 3dfx's wonderful PR people will put on this decision, when for the longest time they were constantly saying how worthless 32bpp rendering and large textures and the like were. I also wonder if these chips will have true accumulator buffers (the press release didn't say anything about this) or their bastardized, crippled "T-buffer" crap. I also wish they'd drop extending Glide (for a number of reasons) and only have Glide 3 for backwards compatability, especially since Glide can be relatively trivially implemented in terms of OpenGL and adding on more features to Glide to try to make it catch up will just cause more cumbersomeness and an even greater rift between their Windows and Linux support. (I feel even sorrier for Darryl Strauss if he's got to do even more for-free work on extending Glide for a relatively thankless company.)

    On the whole, though, 3dfx has a chance to actually redeem themselves with this new card. I hope they don't blow it; I'm all for giving them another chance. I just hope that they decide to actually have a good product instead of good marketing. For the longest time they seem to have just been resting on their laurels from having been the first usable (and not even decent) 3D card on the market. Maybe now that can finally change.
    ---
    "'Is not a quine' is not a quine" is a quine.

    --
    "'Is not a quine' is not a quine" is a quine.
    Quine "quine?
  74. Not quite what I was expecting... by Ibag · · Score: 1
    Sure, high fill rates are a good thing to have an all, but I am not sure I like how they are going about getting it. My problem with the card(s) (ignoring the lack of geometry support) is that they do it by means of multiple processors using SLI. If I do remember correctly, SLI does have some visual drawbacks which make it look like less than it should (thought I may have heard wrong). Having fullscreen AA might clear that up, but it isn't that they have a gigapixel chip on their cards but that they have several less powerful ones. I don't know. It just seems to underwhelm me (but duel Athlons are okay because single athlons are just plain wicked!)

    Ibag (I'll Buy A Geforce...with linux support, I do believe)

  75. What kind of monkey moderated this as Informative? by Anonymous Coward · · Score: 0

    sigh...

  76. Re:What kind of monkey moderated this as Informati by Haven · · Score: 2

    yeah... for real... if anything it should have been moderated interesting

  77. Physics processing by sklib · · Score: 1

    I think that the newer game consoles have this already, but the next great feat of accelerating games on a computer is a chip designed specifically to do the physics for you. Then we'd obviously need a standard world-description API, and then there'd be one more thing to fight over.

    I also think that a very cool thing would be to have a Dreamcast or PlayStation *card* that you insert into your computer. It could use the CD/DVD drive to read its roms, and then you can play some really cool-looking game while recompiling something, with a minimal drop in speed for each of them.

    --
    -S
  78. Linux IS THE 3D HOBBYHORSE by SkyWriter · · Score: 1

    In the words of the immortal Buzz Lightyear:

    "You poor, sad little man".

  79. Voodoo3 Glide drivers! by Anonymous Coward · · Score: 0

    Maybe we will have working Linux Glide drivers for Q2-3 for the Voodoo3 by the time the Voodoo4 and 5 come out. I bought my Voodoo3 because 3DFX had a good record of Linux support. I'm growing a bit tired of waiting for working Glide drivers!

  80. VSA-100 will support Linux... by ordord00 · · Score: 1

    According to FAQ #16 on 3dfx's FAQ page Linux will be supported along with BeOS... On the other hand, I really don't care because I will not buy one of these cards anyhow. Who integrates a DVD decoder on their card and doesn't put a TV out on the board because "very, very few end-users want to play PC games on a TV." Ok, fine. Gamers don't want to play the games on TV but what about those of us who would like to watch DVD's on our TV? Come on 3dfx, use your brain...

    1. Re:VSA-100 will support Linux... by spinkham · · Score: 1

      Well, it doesn't really have a DVD decoder, just does hardware yuv to rgb conversion, the absolute lowest level of DVD acceleration that is on every card made in the last year... this acceleration accounts for very little of the DVD decoding (somewhere around 10% or so I believe), and the majority must still be done in software.

      It's just basically a marketing buzzword check-off feature.
      (this is not to say there aren't cards out there that have more acceleration, some do have quite a bit..)

      --
      Blessed are the pessimists, for they have made backups.
  81. Impressibve specs BUT... by Anonymous Coward · · Score: 0

    of course the numbers are outstanding. But did you see the price of the flagship V5. $600!!! I'm really turned off by the PC gaming market. The turn-over rate for video cards is like 6 months and the price keeps going up. I bought a playstation for $250 its lasted me for years. When the Playstation 2 comes out, I will buy one and be set for gaming for the next 3-4years. Plus everytime I buy a playstation game, I know it will work. No do I have enough ram, a good enough video card, enough harddrive space. PLEASE! I program and surf the web on my computer. I game on my playstation. 'NUFF SAID!

    1. Re:Impressibve specs BUT... by spinkham · · Score: 1

      I bought a Voodoo2 about 2 years ago, it was about $120 at the time I believe, and it's still fast enought for me...
      In graphics hardware, you can skip 2 generations and buy the third, and save yourself a lot of money.. Just because some people always have to have the best, doesn't mean older stuff won't cut it...
      I have a celeron 400, 128mb ram (bought when it was cheap ;-), 32 cdrom drive, voodoo 2, 8 gig hard drive, all of which I picked up for about $500, and it makes a "good enough" gaming system (much better then the playstation), plus I can code, serf the web, etc on my machine also...

      (hint: always buy less then the best.. I bought my celeron 400 when 500 was the top of the line, and it cost 1/3 the price of the 500, for a small difference in speed. If you stay one or two behind the best, you can always have a "good enough" system for really cheap..

      --
      Blessed are the pessimists, for they have made backups.
  82. Pretty vs. Game Playing by billybob+jr · · Score: 1

    >Maybe its just me but pretty pictures are impressive for the first hour. After that I want game play. Its the software which is more important to me. I agree, that's why my favorite first person shooter is Starsiege Tribes, unfortunately win95/98/NT only. For those of you who like quake style games but find them a little boring this is a great game. The engine isn't nearly as good as quakes. But the gameplay is great. Typical games are capture the flag. Great weapons balance. Team play with vehicles and objectives that must be held and captured.

  83. Re:The importance of PCI: dual-head kings of tomor by Alfthemack · · Score: 1

    Oops... That should have been 1.6GB/s for AGP 4x.

    Standard AGP 2x (what most of you have) is 800MB/s.

    PC-133 RAM provides about 1.06GB if I remember correctly.

    Sorry about that.

    --
    --Al
  84. What drives the video card industry? by festers · · Score: 1

    Is is Office suites? Operating systems? The internet? The answer to all of these is no. What drives the 3d video card industry are the games. As long as game developers continue making games more and more complex, there will continue to be improvements in video acceleration. The reason I bought a Rendition v2x00 in the first place was to play Quake. You are foolish to think any gamer will be content with "good enough" when Quake 4 (?) or whatever comes out. The average consumer may be content with what comes in the box they buy at CompUSA...the person interested in games will never be content with that.

    --


    -------
    "Every artist is a cannibal, every poet is a thief."
    1. Re:What drives the video card industry? by Anonymous Coward · · Score: 0

      Yeah, and when these cards get good enough to render pr0n in realtime, watch them fly off the shelves!

  85. Drivers for all "popular" operating systems by Anonymous Coward · · Score: 0

    But they don't list Linux. Hmm, why should I spend $600-$700 for a piece of hardware from a company that doesn't consider my operating system of choice "popular"? Unless they change tune, Voodoo3 3500 will be the last card I purchase from them. Here's your chance to get my money, 3Dfx...

  86. Re:STUPID IDIOT by GoofyBoy · · Score: 1

    >Good. I saved $16. Why do I really care if it uses 10% of the CPU?

    It depends which 10% performance hit you are getting.

    Surfing: There is no problem with a 10% hit.
    Playing Online games: Big problems. Its worth paying the $16. Your PC is not idle when playing games, even when you are just standing still in a multiplayer game.

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
  87. The Quake Rule by schweda · · Score: 1

    Actually this is pretty insightful discussion about the evolution of graphics cards -- someone oughta compile an editorial with some of these comments. Beats the hell out of any off-kilter bizarro view of the industry by Dvorak or Berst.

    That aside, I gotta agree with a couple posters above who indicate that new features on graphics cards are a gamble -- T&L, Bump Mapping, etc.

    Myself, I pretty go by the Quake rule for hardware: whenever a new Quake is out, it's time to upgrade the mobo/CPU/RAM/Graphics/sound card configuration to whatever works best (i.e. way, way above the minimum requirements).

    I've done this three times now -- just finished my third major upgrade last week -- and it seems an okay rule-of-thumb -- especially with regard to graphics cards.


  88. Why I care by Crag · · Score: 2

    At a threshold of 3 I saw a lot of "so what" posts. Here's my response.

    Naturally, I'm all for a "let's just see when it comes out" attitude, but to answer the "oh great, even more texels" argument, remember that a massive fill rate means your geometry engine can have more overdraw without hurting performance. (Overdraw is where you "draw" multiple pixels into the frame buffer at the same place, and the one with the lowest "z" or distance from the observer is the one that actually shows up). If you had an infinite fill rate, you could draw the entire world as fast as your geometry setup would give you vertexes. Up until now engine designers have had to use tricks like BSP trees (ala DOOM) and Portals (Decent) to get overdraw as close to 0 as possible. With a high enough fill rate, you can get sloppy with your hidden surface removal and focus on other things. Of course, this is an over-simplication, but the point remains that more texels/s is not a bad thing.

    Also, CPUs are still getting faster and cheaper. It will not be unusual to see dual-processor machines in homes next year. With Athalon using Digital's bus technology, quad processor machines could become Christmas pressents in 2000.

    To answer the "what do I need 2G of textures for" question, think computed textures and textures with more information than use colors. If a texture has depth (bump mapping) or material information (alpha channel, refraction), it adds up. quake 3 uses 32-bit textures: 8 bits each for red, green, blue and alpha (transparency). Now let's immagine what we could do with another 32 bits: 8 bits of depth, 8 bits of reflection (I forget what this is called), and 16 bits for whatever effects would look good if they varied over the face of a polygon. Also, animated textures will quickly use up texture memory.

    Yes, what we have now is pretty cool. Yes, 3DFX is being unfriendly to open standards. Yes, other cards may be a better bet. No, this is not the end-all-be-all of real-time scene rendering. Personally, I can't wait to get my hands on almost any of the cards that's going to be coming out next year.

    Disclaimer:
    I do not work for or even know anyone who works for 3DFX. I know two people who work for Creative Labs, and they hate 3DFX.

  89. Long live the engineers! by Nehemiah+S. · · Score: 1

    If 3dfx was primarily motivated by their marketing department, they would have used 32 bit color on their voodoo3. Instead, they used 24 because you don't really need 32 bit. Granted that 32 bit produces slightly better image quality; given a choice between 2 cards at $125 that will do 85 fps (Q1 demo1) on a k6-3 450 at 800x600, one being a 24 bit card and one being a 32 bit card, I would choose the 32. But even today, almost a year after I bought my Voodoo3 3000, you have to spend $200+ to get similar peformance at 32 bit. And to be honest, I can't tell the difference between 24 bit color on my machine and 32 bit color on my sister's new p3 550 gateway box (on my .22 19" monitor). My eyes are pretty bad, but still...

    If 3dfx was primarily motivated by their marketing department, they would have also made 32 and 64 mb versions of the card as well, even though the increase in performance would have been negligible- just to sell more cards at a higher price. They didn't. Unlike some video card companies I might mention, they did the math and determined what the maximum memory required would be, then built the card. By building a little card and cranking up the real technology, they gave me a card that doubled the framerate I could get otherwise. Without tricking me. Without telling me that the V3 would make the net go faster.

    A definition of an engineer is "Person who uses technology to solve problems". This is as true in computers as it is in any other field. Auto engineers trade horsepower and cabin size for fuel economy; aero engineers doing cfd neglect certain terms in order to get 'viscous' solutions in weeks instead of years. I happen to have a lot of respect for the engineers at 3dfx because they were honest about the capabilities of their product; anyone can put all the bells and whistles on and charge you a fortune. Engineering occurs when you start adding constraints, forcing engineers to make design choices, and then have the integrity to state the limitations instead of hiding them.

    Thanks 3DFX.

    (Now if they would just fix the alt-tab bug in gl quake...)

    --
    ... and there is no doubt, that one day he will be
    where the eye of his telescope has already been
  90. What's really ironic by Robert+S+Gormley · · Score: 1
    Is that the card is a 3dfx. Using Glide. A rather "unfriendly" set of licencing conditions.

    *sigh*

    --

    Open Source. Closed Minds. We are Slashdot.

  91. Where 3dfx is going by netwiz · · Score: 1

    I see a few things here:

    1. It looks like this is an extension of the original Voodoo architecture, but with 32bpp rendering, T-buffer, LOTS more RAM, better Z-buffering, etc.

    2. I'm not really sure that geometry accel is a terribly important issue. Modern CPUs (P3/450) can push 100 FPS in Q3 right now. The limiting factor to date has been fillrate. If they can pull off what they say they can, you'll be getting 100 FPS in Q3 at _all_ resolutions. Also, increases in FP capacity in x86 or whatever CPUs will continue to allow more complex models, engines, etc.

    2a. Additionally, if you're using a geometry accel, you're EXACTLY LIMITED to the capacity of the chip. No faster CPU is going to give you better performance. What happens when your 10 MFLOP processor isn't enough for Q6?

    3. Metal process: It looks like that until they move to .18um processes, no single-chip solution is going to go faster than ~150MHz (safely). using the SLI-type design, 3dfx can ship faster solutions than the competition, using a cheaper process (.25um), with better reliability. Then when they have a cheaper .18 process, up go the clock rates and out comes a new board! Remember, for the V5 6k, clock rate increases are magnified by a factor of four!

    I think they've picked the right solution for the times, kept themselves from pissing off Intel (which Nvidia is sure to do), and delivered on their promise of but-kicking features and performance!

    1. Re:Where 3dfx is going by Anonymous Coward · · Score: 0

      2. I think that t&l is much more important than fill rate, Q3 doesnt use much polygons, but I guess that game which truly supports t&l and is running on geforce at 800*600 will be much more realistic looking than without t&l at 1600*1200. And of course you need 21" monitor to use 1600*1200, also increasing only resolution doesn't increase realism of the scene. 2a. What do you mean? Of course CPU matters but it matters a lot less, if you get 70fps with 400mhz why do you need more?

    2. Re:Where 3dfx is going by Anonymous Coward · · Score: 0

      > I'm not really sure that geometry accel is a
      > terribly important issue. Modern CPUs (P3/450)
      > can push 100 FPS in Q3 right now.

      I assume that a couple of the design limitations for Q3 was the polygon rates of the CPU and accuracy vs speed of lighting - hence lightmaps

      Hardware T/L and Geometry acceleration will release the designers from this limitation. We are talking a major imporvment in these specs, not just the doubling of them.

      Do the CPU numbing stuff (lighting and projection) in hardware. Doing otherwise is a waste - remember that the top CPU costs much more that the top 3D card.

      BTW I think that Motion Blur is marketing crap. Have you seen the screen shots? But the antialiasing looks nice though.

    3. Re:Where 3dfx is going by RelliK · · Score: 1
      2a. Additionally, if you're using a geometry accel, you're EXACTLY LIMITED to the capacity of the chip. No faster CPU is going to give you better performance. What happens when your 10 MFLOP processor isn't enough for Q6?

      That's a very good point. I actually thought about that myself, and eventually concluded that this is a *good* thing. Here's why:

      The once-allpowerful mid-range pentiums (anywhere from 133 to 233) are still perfect for just about anything, given enough RAM. The one thing that they can't do well is 3d graphics, due to the weak FPU. However, if you can offload *all* graphics work to the video card, then you could still use the same CPU and enjoy much better graphics. That is what 3d accelerators did in the first place, and NVidia has taken it a step further.

      Suppose I buy a kick-ass gaming system now. A year from now it will no longer cut it for the newest games, but will still be perfect for general use. At that point, I'd much rather spend $300 on a new video card that does all the graphics then $150 on a cheaper card + $500 on the new CPU + board...

      --
      ___
      If you think big enough, you'll never have to do it.
  92. Because of the 3D holy grail by pm · · Score: 1

    ...which is real-time 3D raytracing (or something similar) at 60 frames per second, 32bits per pixel, at 1600x1200 resolution. Although personally, I would go for 1024x768 resolution.

    Your analogy with sound cards is a good one except that sound cards have pretty much achieved their goal: essential 20 or more digital channels, 44.1kHz stereo or four speaker out. With 3D video cards, I personally think we are still five or more years off for the goal.

    Currently real-time rendering in 3D games and applications is done with relatively low polygon counts, shadows are done using a hack (if they are done at all), reflections are also done using a hack. Shapes are confined to rectangular solids, or now, bezel curves. Ideally, the the gaming developers and players would like real-time rendering at high resolutions using extremely high polygon counts (infinite would be ideal), and realistic shadows, reflections and shading. We are a long way from this goal. Look at the very best rendered still images on PC, and then compare them to a game like realtime Quake3 (pretty much state-of-the-art for PC's). There's a huge difference.

    Sound card technology is essentially commoditized because sound cards have no more technical hurdles to complete. 3D video cards are 3-5 years away from this state, and big leaps forward in technology (such as the Voodoo5) are exciting because they take us one step closer to that goal.

  93. I understand it by Anonymous Coward · · Score: 0

    fine. I use what works, open/closed source, free or fee based. I don't treat it like some sort of religion.

    1. Re:I understand it by ErikZ · · Score: 1

      >I don't treat it like some sort of religion.


      That reminds me, I overslept last Sunday (coding all night) and missed mass. Can we have a second mass at a later time? Don't forget people that we're holding a bake sale next Tuesday and the money will go to the EFF. :-)

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
  94. I can see the hordes now... by Robert+S+Gormley · · Score: 1
    "NVidia's gonna be smoked..."

    "GeForce eat your heart out. 2gb, 32 processors"

    "This is the kinda stuff dreams are made of come Q3"

    Of course this is all true.

    Question: how many gamers, hardcore or otherwise, can justify FORTY THOUSAND dollars on a video card? Yes. 40,000. That's the topend model's anticipated asking price. 2gb of ram don't come cheap, which should have been the first clue. The second being how much cards are these days with one or two of these 'chips' which I admittedly don't know too much about.

    --

    Open Source. Closed Minds. We are Slashdot.

  95. actually... by RelliK · · Score: 1

    actually, 3dfx cards can only do 16 bit color, not 24 bit.

    --
    ___
    If you think big enough, you'll never have to do it.
    1. Re:actually... by Anonymous Coward · · Score: 0

      3dfx marketroids claim "22-bit" colour - because of pixel dithering and post-output interpolation - i.e. they blur the image a bit, giving the illusion of higher colour depth. Tossers.

  96. Simple. by Chris+Johnson · · Score: 2

    Don't think 3200x2400x32x60: think 1024x768x32x60...
    ...with five specular highlights from five dynamic lightsources, flickering of torchlight on faces and more sharply from metal surfaces, and every barrel or crate or object slightly different from having each one overlay about three slightly different 'dent' or 'dirt' layers.
    I take it you don't read Cinefex ;) if you did, you'd know that this is _precisely_ what ILM did to make the battledroids photorealistic- they were all identical models, but you had the texturemap for the robot, and then five different overlay textures putting different patterns of dirt and wear onto the droids- which were applied in combinations, of course.
    'Cinematic' means impressive- means multitexturing that would _choke_ a GeForce (or indeed a Voodoo3, but that's a given). It means the modellers will still be caring about polys, but the _skinners_ can go HOG WILD. Surfacing is not merely choosing a really big texturemap- talk to rendering people- overlaying translucencies and transparent textures is when you start getting really startlingly impressive effects. This throws the door _wide_ open for really amazing stuff. Polys aren't everything (it should be OK on polys anyhow, but polys aren't everything).

  97. Re:PCI Version Already Supports Macs by mrwiz · · Score: 1

    I have a g4 450 with an AGP slot and have had a v3 3000 AGP card sitting in it for weeks now without a problem. The "PCI" Mac Drivers also work for AGP ports. Something about AGP being a proper subset of PCI, but don't ask me. I just know it works. ::grins::

  98. SLI means Simple Largely Inefficient by Anonymous Coward · · Score: 0

    For a powerful design like Voodoo 4 and 5, having 32 processors working for the same frame is an extremely wasteful design. They should have tried AFR (not the ATI's flawed AFR, but the one that rasterizes the screen as soon as a screenful of data are received).

  99. MINE. *grab* by Chris+Johnson · · Score: 2

    *g*
    Seriously. It's coming out in PCI, I want that because I'm hanging onto my nice old powermac for a while. I know _exactly_ what to do with all that texture bandwidth- multitexturing babeee! *g* forget polys. You'll end up with really boringly textured well sculpted shapes- geometry is NOT the weak link. I've appreciated the 3dfx strong points even through the drawbacks of 16/22 bit color- I've seen the transparencies and shading and tonal values looking better at 16 bit than the competition at 32 (not always, but in a number of cases, and always due to the 32 bit card drawing washed out tonal values). Now that 3dfx is ready to do the card with antialiasing that works with all my existing games, and with so much texture memory and fill rate that you could use it for fscking _filmmaking_ without it breathing hard *hehe*, well, I'm there. Build it, I'll buy it. My voodoo2 needs replacing, and I've never been more pleased that I didn't start planning to try and get a GeForce or something.
    The output of this card _will_ look better than GeForce, by an order of magnitude. That's a prediction. That's also assuming a lot of multitexturing, but hey- if it's good enough for ILM, it's good enough for _you_ ;)

  100. 24bpp and 32bpp are very similar by schmitthead · · Score: 1

    There isn't really a difference between 24 bit colour and 32 bit colour. They both have 8 bits each of Red, Green, and Blue. In a 32-bit mode, the extra 8 bits are your alpha channel. If you have equal 24-bit and 32-bit acceleration, you get the same performance for less RAM. You might even get slightly higher performance because you blit one less byte per pixel to your frame buffer in 24-bit mode.

  101. Why mess with Vodoo by Anonymous Coward · · Score: 0

    Who cares about video cards I am telling you that macos x in it's internal builds has support for Altivec, and I have heard of framerates over 120fps, with the standard video, imagine something highend. Figure it out, altivec+OpenGL+Quartz+Purchase of Raycer+Pixar and Jobs+Apple's history in the graphics business+NextSteps superior 3D=the best graphics systems out there.

  102. General OGL question by scrytch · · Score: 2

    Microsoft's Direct3D has been tracking the latest developments in cards: D3D 7.0 will have direct support for lightmaps and stencil buffers, for example.

    Where is OpenGL headed? Is anyone furthering its development? Is it going to track the features it needs to stay competitive as a games API?

    Otherwise we're stuck with Glide and D3D. Talk about a Hobson's choice.

    --
    I've finally had it: until slashdot gets article moderation, I am not coming back.
    1. Re:General OGL question by Zenki · · Score: 1

      OpenGL has a means to allow venders to include their own extensions. For example, right now, multitexturing is implemented as an extension that has a standardized interface.

      So, even if OpenGl doesn't advance beyond 1.2, vendors still have the freedom to add their own extensions.

      However, I don't see this as the case, because the OpenGl ARB is still around, and I'm pretty sure they'll have 1.3 coming "soon."

      Then again, you can regard the relative stability of OpenGl as evidence of the amount of intelligent thought that went into the development of it :P

    2. Re:General OGL question by Doctor+Bob · · Score: 1

      On the IRIX side, we have many of the SGI-specific extensions that bring OpenGL up to par with the original top-flight IrisGL spec (Onyx RealityEngine2 was the last time I saw that bar go up). I'd like to see every one of those extensions move into the mainstream, even if they're only supported in hardware (check downstream of www.sgi.com if you're curious about what I talking about).

      My personal favorite is one that you never ever hear about because, as far as I know, no PC graphics solutions have ever made it work: multisampling. Def: hardware supported, full-framebuffer antialiasing using (get this, my favorite part) _one_ extra line of code.

      Basically, the big boxes allowed you to use a small primary display area multiplied several times throughout the (not visible) framebuffer - each rendered at a slightly different viewpoint. These images were then all composited in hardware into the display area for each frame before showing up to you as a beautifully smooth image (I generally used 4 samples per pixel, sometimes higher than 120 frames per second). And, for other graphics guys, this is not the same as the accumulation buffer - this all took place at the hardware level, no programming required.

      Why is this relevant to gaming? Well, hell, if you could have a jaggie-free display without having to look up (or debug!) a single antialiasing algorithm, wouldn't that be good and stuff? ;-)

      Are we likely to see this on a PC board tomorrow? Probably not. Is there any reason to _not_ include the necessary entry points in the standard OpenGL spec? Likewise, probably not. Eventually hardware will catch up (I hope).

      --
      -- Doctor Bob
  103. T & L???? by k_187 · · Score: 1

    T & L is all nice and good but all I want is a little hardware T & A

    --
    11 was a racehorse
    12 was 12
    1111 Race
    12112
  104. Try this mindset on for size.... by theSpartan · · Score: 1

    2 points to make here....

    if T & L are not that important in a product, then
    why are other manufacurers now adding it to their
    consumer/gaming cards (yes I know that it has been
    in professional cards for some time)?

    Also,
    3dfx has now gone OEM. They are thinking WAY TOO
    corporate for my tastes, great products notwithstanding (still pro Nvidia here). The
    numbers may be just a bit off, but you'll get the point:

    the same year that the voodoo2 sold 5 million units, ATI sold 25 million of their crappy little
    cards through OEMs, and yes, ATI is under the impression that their cards can play games well.

    Starting with the TNT, 3dfx has been thinking of new ways to get your money with only small
    increments of innovation/features in their products.
    Is there anyone left anymore that cares just a bit
    more for the respect of the community/public than
    how much profit the quarter brought in?

    3dfx is a great company, as is Nvidia, but people,
    you must know that you vote for something in the market everytime you spend your dollar.

    Thanks for your time.

    --
    ...used to be a library...now it's just a mind-cemetary
  105. 4 x AGP coming in Rev 2 G4's by Bora+Horza+Gobochul · · Score: 1

    As a note, the Rev 2 G4's (supposedly due sometime in April/May) will have 4x AGP... I'm still building a fantasy system based on the nVidia simply because Halo by Bungie is supposed to be a supporter - but we'll see... 2 GB of VRAM certainly sounds impressive !

  106. Disappointing... but I never buy 3dfx products. by Anonymous Coward · · Score: 0

    1. No T&L. Sure, it may only be useful for games after 3-6 months, but this is exactly when the Voodoo 4&5 will launch, and Quake 3 already plays faster with NVIDIA and S3 products even now.

    2. AGP support is still crippled. AGP execute mode is non-existent, just like Voodoo3. Although the local memory is supposed to solve this problem, this solution is not cheap enough to enter low cost market. On the other hand, AGP4x support does not include fast write to compete with NVIDIA.

    3. While others have put motion compensation (and ATI also includes iDCT transform) into the chip, the only video acceleration VSA-100 has is planar to packed-pixel conversion, which only offloads a little CPU resources.

    4. Multiprocessing uses the inefficient SLI. Although it has pretty balanced load, AFR offers similar results with greater efficiency.

    5. Single clock is used to control memory and core, which leaves a little control for overclockers.

    To sum it up, with exceptions of texture compressions, T-buffer support and highly parallel SLI setup (required for using T-buffer), VSA-100 is just what Voodoo3 should have been for many months ago. And even that, it fell a little short over TNT2, and certainly too late to compete with NVIDIA and even S3 for single-chip setup.

    As for killer bandwidth goes, it works great with 1GHz Athlon, but for those who have less cutting edge CPUs (ie most of us), T&L is a much better gaming choice. And for those who don't play games, GeForce 256 works greater and definitely cheaper than $10k graphics workstations too.

  107. Glide Source in 3dfx new kits? by Anonymous Coward · · Score: 0

    There's some new driver on 3dfx's website that is a .src file. Are they opening Glide up????

  108. Yur mama sux by Anonymous Coward · · Score: 0

    Shuddup you sycophantic "Geeforce is gonna change the wurld" toadie

  109. Re:umh... sycophantic response? by Anonymous Coward · · Score: 0

    Hello. It's called lasting value. Five years down the road, you can plug in the Voodoo 5 and get your Pentium VI to pump out 100 times the performance than if you plugged in your Geeforce accelerator. Yeah, it's a stretch, but I haven't thrown away any old Voodoo 3d cards lately. It's called scalability.

  110. Have you asked yourself WHY you want Geometry Acc? by Anonymous Coward · · Score: 0

    To play the new games with geometry acceleration that don't exist yet. By the time they do exist, the main processor will be able to pump out more polygons. Geometry acceleration is like MMX. It ain't worth shit unless you actually code for it. T&L? How about T&A? I can implement software lighting the way I want to... not using those stupid dinky 8 hardware lights.

  111. Rock City!! by Whoever · · Score: 0

    #include


    /*
    All the better to frag you with maaaaytee. Harharharharhar.
    */

  112. Rock City!! by Whoever · · Score: 0

    Crud I should have used preview.
    Forgot about slashdot html syntax.

    #include ""


    /*
    All the better to frag you with maaaaytee. Harharharharhar.
    */

  113. Rock City!! by Whoever · · Score: 0

    Wow... I am having serious problems today. The preview actually showed the include line, but when I posted it wasn't showing up. Sorry for all this interruption... I was just trying to be funny, but the attempt(s) failed horribly.

    #include linux/mean_pirate_voice.h


    /*
    All the better to frag you with maaaaytee. Harharharharhar.
    */

  114. Re:umh...crap? 1st Generation. by KillerJim · · Score: 1

    Yea.. I totally agree T&L is a waste - Its only the 1st generation of this technology and 3dfx are wise to let Nvidia and GeFarce simulate the market whilst developing a powerful T&L engine.

  115. 24bpp is usually slower by Nicolas+MONNET · · Score: 1
    32bpp: RVBa RVBa RVBa RVBa RVBa
    24bpp: RVBR VBRV BRVB RVBR VBRV BRVB

    Think word alignment.

  116. Re:Have you asked yourself WHY you want Geometry A by Anonymous Coward · · Score: 0

    The geometry calculations would be handled IN SOFTWARE but the 3D API in use (i.e. OpenGL or Direct3D). The game uses the 3D API, and that can make use of whatever acceleration is availiable in hardware, since for the game there is no difference at the API level.

  117. Re: The answer by Darby · · Score: 1

    We need a new moderation category.
    Something like, "idiot", or "misinformative",
    or "dead wrong".
    Macs do now have an AGP port.


    Who is the worthless moderator who marked this informative?!?
    ---CONFLICT!!---

  118. Re: Dreamcast/Playstation card by Anonymous Coward · · Score: 0

    Ever hear of a Console System call 3DO? It was pretty bad ass in the Console market for a little while, but then it died. I think it was creative that made a 3DO card that could do just that (im not sure creative made it, I think they did) Im not saying that either will die (Dreamcast maby?), But why spend money on a gaming computer ($1000) and an addon card ($100) just to play inferior games? Sure it would be nice to have all thouse extra games, but they really cant commpare to most PC games just because they cant suport many things, like Mutli-player, Updates, New Maps, etc... So why get hung up on the inferior stuff, if you have the PC take advatage of it.

  119. Re: Imagination! by Dean+Siren · · Score: 1

    I think hardware limits depend not on market share but on what software developers want to get done. Today's hardware may be capable of 8-speaker 3D sound and photorealistic 3D graphics at 120 FPS, but if developers have no need for it - perhaps they're more into interactive smell or force feedback - then the hardware guys just aren't going to put it in. Technology only exists to assist the rest of society, after all.