3dfx: So powerful, it's kind of ridiculous (2023)
abortretry.fail
abortretry.fail
400Mhz Pentium 2
128MB
Nvidia Riva TNT
3DFX Voodoo2
CDRW (4x4x24 I think)
Syquest SparQ (Awesome, but had major issues)
Internal Zip Drive
Just a ridiculous system for the time. Quake 2 and Starsiege Tribes were really popular in our dorm and that system was just perfect for it. Also popular was burning lots of pirated games, so we'd order CDRs in bulk from this really random site overseas. High quality "gold" CDRs and they were far more reliable than any of the ones you'd find in stores in the US for about half the cost.Halfway through my freshman year I decided to swap the motherboard and CPU for a crazy motherboard/CPU combo. There was a brief moment where Intel Celerons didn't really prevent you from using them in a dual CPU setup, so I had two 366mhz Celerons overclocked to ~433mhz (sometimes up to 533mhz, but that was less stable) and started playing around with OSs like Linux and BeOS to actually take advantage of them.
edit: corrected the amount of memory
/end reminiscing about a simpler time
(also, shazbot)
I was also pretty good at a lot of competitive online games, so accusations of botting or other shenanigans got old.
Recently my ping to 1.1.1.1 went down to 12ms and I got excited.
I wish modern games would just include a Ping Lock toggle in the matchmaking. "Do not match me with anyone with poor connection quality" (>100 ping, >1% packet loss). With a big fat pop-up warning that it'll increase matchmaking times.
I think I still have a pic somewhere of the infamous NoFix scolding "LPBs"
"Shazbot!" "The enemy is in our base!" "Woohoo!"
Back then, updates over modem took hours to run, it was kind of crazy considering how many easily exploited bugs existed back then.
Anyone on IRC learned this pretty quick.
I thought my computer was up to date on everything, ran win2k, zone alarm firewall well configured, and someone on IRC said they had a script with all known exploits and I invited them to run it against me… they still managed to crash my computer.
Maybe it was an early metasploit?
I learned to never trust a computer.
Win2k had a few file/print services and similar on by default.
Very few people who didn't already play the earlier games have much stomach to figure out how to even move effectively across the map or hit anything moving at high speed, let alone do proper cap routes, chase, etc. I played Tribes Ascend for awhile and on most random servers you could play the first 2 minutes as a chaser to verify "yup there is nobody who knows how to move quickly", kill yourself over to chaser, and then end the game in like 4 more minutes when everyone else is just slowly messing around in midfield doing nothing productive. And I wasn't even any good lol, when I went into any semi organized pug I would get destroyed.
Half of HN alive at the time probably had that motherboard - ABIT BP6 was the reason I got my hands on a copy of W2K, and also started playing with Linux.
The only reason (I feel) all this stuff worked was because of how bad the P4 stank at the time, otherwise we'd all have been climbing the clock speed.
I got my kicks though with a BF6 and a 300A. Those were the times; atleast until the AthlonXPs (AXIA -- anybody?) were released.
For Intel, you just picked an Intel chipset and that was that.
* Rise: https://en.wikipedia.org/wiki/Rise_Technology
* NexGen: https://en.wikipedia.org/wiki/NexGen
* NatSemi: https://en.wikipedia.org/wiki/Geode_(processor)
* WinChip/Centaur: https://en.wikipedia.org/wiki/Centaur_Technology
* NEC: https://en.wikipedia.org/wiki/NEC_V20
And other more obscure options. Most were gobbled up by the other giants (AMD/ATI, Nvidia, Intel, etc).
Old games were decidedly single-threaded and built for a single-core world. It was only in the mid-to-late 2000s that games started to be more optimized for multi-core CPUs. And multi-CPU is even more difficult because there isn't any cache sharing.
However, once you got that working, you could play your game AND listen to music at the same time! Phenomenal.
It's impossible to run Windows as an exokernel, so you would inevitably gain some benefit (even if negligible).
I wonder if there something like this today you will have in college? Some low cost graphic card rigs? Or is it more like some cloudflare set-ups today?
I am starting to feel old.
> Half of HN alive at the time probably had that motherboard - ABIT BP6
LOL. Yep. Me too.Cathode Ray Dude's channel has a great video about the history of this amazing motherboard: https://www.youtube.com/watch?v=UE-k4hYHIDE
I think for a while Intel started labelling the socket 370 celeron boxes as “for single core systems only”, but it was a lie.
Was that the BP6 motherboard from Abit?
I had that board, those processors and used to overclock them too.
Also ran Linux and BeOS on it (though IIRC you had to patch BeOS for SMP support).
Quake 3 ran so smooth on that machine, even without Q3s experimental SMP support enabled.
That was actually my all time favourite computer, even to this day.
I also had a TNT2 in an earlier machine, but the BP6 machine had a GeForce 3.
The board might have require a driver or patch, but SMP was BeOS's entire reason for being! The drawing of each window on the screen ran in a separate thread. It was their main selling point.
> As described elsewhere in this book, BeOS uses multiple processors with incredible efficiency. If you'll be running BeOS most of the time, you'll get more bang for your buck by getting two (or more) older processors than by installing one superfast CPU. Last year's 266 MHz CPUs will always be dirt cheap compared to today's 450 MHz CPU. Thus, when running BeOS, you could have 532 MHz for less than the cost of a single 450 MHz processor. The catch is that if you'll be dual-booting into operating systems that won't recognize a second CPU (such as Windows 95/98), you'll end up with half of your processor speed being wasted until you reboot into BeOS. Chance are that once you start using BeOS regularly, you won't want to use anything else, and you won't regret buying a multiprocessor machine.
This was also the same BeOS release that targeted Intel and ran off a virtual disk stored on a Windows FAT32 partition.
Even HDDs were smaller back then.
Convinced my parent's to buy a new PC, they organized with a local computer store for me to go in and sit with the tech and actually build the PC. Almost identical specs in 1998: 400Mhz Pentium 2, Voodoo 2, no zip drive, but had a Soundblaster Live ($500 AUD for this at the time).
I distinctly remember the invoice being $5k AUD in 1998 dollars, which is $10k AUD in 2024 dollars. This was A LOT of money for my parents (~7% of their pretax annual income), and I'm eternally grateful.
I was in grade 8 at the time (middle school equivalent in USA) and it was the PC I learnt to code on (QBasic -> C -> C++), spent many hours installing Linux and re-compiling kernel drives (learning how to use the command line), used SoftICE to reverse engineer shareware keygen (learning x86 assembly), created Counterstrike wall hacks by writing MiniGL proxy dlls (learning OpenGL).
So glad there wasn't infinity pools of time wasting (YouTube, TikTok, etc) back then, and I was forced to occupy myself with productive learning.
/end reminiscing
Also, the celerons of that generation did not have unlocked multipliers. The only way to overclock them was to overclock the front side bus, which also controlled memory bandwidth. The "standard" FSB speed was 66MHz. By overclocking a 300MHz CPU to 450MHz, you got a 100MHz memory speed. By overclocking a 366MHz CPU to 466MHz, you "only" got 78MHz of memory bandwidth.
My friend in college had one. Windows 98 didn't support SMP, so he had to run Windows 2000, which was based on Windows NT, and would be the basis for XP. Compatibility with games was sometimes...interesting. Windows ME came out about that time, but was absolute garbage. All of us either stuck with 98SE or experimented with 2k. None of us actually bought it of course...
Fun times.
In order to stop the overclocking, Intel decided to add some cache back to the CPU, but to save money, rather than using cache chips, they stuck a relatively tiny amount of cache directly on the CPU die, and released the now infamous Celeron 300A
Because the cache was on-die, it could overclock just as well as the previous celeron, but this time the 300A was faster than the equivalent Pentium because the on-die cache ran at twice the clock speed of the external caches
I think the PCI bus probably also typically ran at some fraction of the front-side bus. The common FSB frequencies around those times were 66 or 100 MHz which gave a standard ~33 MHz PCI bus frequency with a multiplier of 1/2 or 1/3. FSB frequencies that weren't close to a multiple of 33 MHz might have caused trouble with some PCI cards. Might have depended on how the motherboard or chipset handled the bus frequencies, too.
Of course the PCI bus should probably always run at 33 MHz but I think I saw it being modified with the FSB speed at least on some motherboards.
Big difference.
Based on the specs listed, OP was in college just before me or may have overlapped. The big gold CD-R stacks (you could bur in jewel cases, on spindles, or just gross stacks which were nice and cheap) were a huge thing with my group (who encoded to FLAC & MP3 -V0 and burned audio CDs relentlessly. We felt we were archiving our liberal arts college music library and radio library for the future! Who knows. Some of that "future" is still backed up and on hard disks, and I should migrate them to SSD or tape just on principle.
At that point CD-R were cheaper than CD-RWs, and because most archiving/distributing didn't require rewriting (not return-on-investment wise anyway), we just shared programs on CD-R as well. In some ways it was a beautiful technology! Particularly fidelity to a spec everyone tried to bend and break for a profit angle, when honestly, there was no point for many of us using CD-R
300Mhz PII - it came in a black cartridge thing.
NVidia RIVA TNT which used the AGP bus on the Intel LX440 mobo.
A whopping 128Mb of RAM and 8Gb HDD.
I recall using a program called WinSplit to split the Nvidia driver over several floppy discs on my bosses Win3.1 machine in the office. I didn't have internet at home and really wanted to play Jedi Knight and Battlezone.
I think any BX chipset motherboard would do it… but you may have to resort to messing with covering/hotwiring CPU pins.
When I got a real job next summer, bought an AGP Matrox Millenium G200 and after that the NVIDIA GeForce2, and never strayed from NVDA since!
But there was another game - Terminal Velocity - that actually looked a lot better with hardware rendering, although it was still slower than software rendering. So, I would run it with hardware rendering to enjoy flying and then restart the game with software rendering to actually fight the enemies. :)
[1] https://www.ixbt.com/img/r30/00/02/08/90/boxes.jpg
[2] https://www.reddit.com/r/pcmasterrace/comments/41r1wj/3dfx_w...
Bruh. That's like selling your bitcoins in 2009 for two pizzas.
Mine was the PCI version of the card. Crazy looking on Ebay how much even the bare card goes for now, let alone when someone has the full boxed set.
Not all of them...
https://www.techpowerup.com/333599/yeston-launches-radeon-rx...
https://minixpc.com/products/maxsun-graphics-cards-geforce-r...
The latter two were 2d+3d in one and well before any real competition.
Even then, I was still seeing most Desktops sold with spinning rust for several years later.
Debatable. I always preferred the crisp look of the software renderer to the washed out GLQuake. Same with Quake 2. I think it because textures back then were too low resolution so filtering just makes them look muddy.
It didn’t have a traditional 2D graphics core at all, so it needed another graphics card for rendering the desktop (any non-accelerated apps really), and this was connected to the Voodoo using VGA passthrough. There was a noticeable image quality loss from this arrangement.
A Matrox card would give you crisp VGA with nice saturation, but the 3D acceleration was nearly worthless. Choices…
gl_texturemode GL_NEAREST_MIPMAP_LINEAR
gl_ansio "0"
gl_round_down "0"
Or just entering those lines in the consoe, preceded by 'set'
Overall it looked better, but a lot of Quake 2 players weren't aware of a lot of the small details that were put into the textures.
But at the time, not having pixelated textures was the first thing people looked at when judging graphics quality. I remember that being a HUGE selling point of the N64 and something that made the console look almost a generation ahead of the PlayStation and Sega Saturn to kids back then.
Today, I think I prefer the PSX look, thoug. Maybe with Z-buffer correction to avoid the warped textures of the PlayStation.
Before unreal, I had a s3-virge for 2d and a powerVR 3d accelerator pair, and I was always flipping between software, virge and powerVR depending on game. Which at the time were largely hexen/heretic. The powerVR was higher resolution and clean/sterile but never seemed like a lot better experience.
But then there was unreal, the first game I think was absolutely better on an accelerator (voodoo2 in my case). Its also pretty much the last of the serious software renderers and outside of the voodoo's definitely did a better job with software lighting /texture mapping/etc than any of the previous (affordable) accelerators. Which is why I ended up finally replacing the powerVR with the voodoo2. The results were 'unreal'. Some of that might just be bias, I played insane amounts of doom/etc but never really got into quake. Quake just seemed like doom rehashed to me, so I was off playing warcraft/diablo/hexen/etc.
And frankly, outside of FEAR, I stopped playing 1st person shooter games for 20 years, the graphics improvements were so incremental, I just kept seeing flat low polygon models everywhere. And I don't think that looks good. Even after all the tessellation/bump mapping/endless tricks I kept seeing frames where I could play "count how many polygons are onscreen right now" games. Its gotten better the past few years, particularly some of the lighting, at least the screenshots/cut scenes are no longer obviously not in game rendering. The UE5 demo is slowly becoming reality in actual games, so maybe its time to revisit a few of them.
1. PC Speaker -> Sound Blaster: Most games that I had were instantly upgraded
2. Doom: my first "real" fluid 3D experience, with stairs, etc, compared to maze-like maps in Wolfenstein
3. Software Rendering -> 3dfx (Canopus Pure3D): Transparent water surfaces in Quake (if you re-vis'd the maps), smooth and fluid visuals, it was amazing.
The closest thing to this, in modern gaming, has been the boss fights in Elden Ring: https://i.imgur.com/gzLvsLw.mp4 -- visually, they are quite epic.1. Sprite-based -> 3D sandbox world (in my case: Stunts, F29 Retaliator, Gunship 2000, Wolfenstein 3D)
2. Hardware 3D rendering (I had the NVidia RIVA 128ZX)
3. Fast-paced real-time multiplayer (Delta Force: Black Hawk Down)
The 4th might be the usage of LLMs or similar technology for (mostly-)unattended content generation: NPC dialogue etc.
The software renderer has this gritty feel that is integral to the art I feel.
That said, the 3dfx was impressive at the time, and I was very jealous of my buddy who got one.
Would be a bit challenging with the palette but should be doable.
Latency would be slightly higher but I guess one could implement the important parts[1] of the software renderer on the GPU.
[1]: https://fabiensanglard.net/quake2/quake2_software_renderer.p...
I play on vkQuake with nearest-neighbor texture filtering, square particles, and the "classic" water warping effect and lighting effects, alongside 8x MSAA, 16x anisotropic filtering, high-resolution widescreen, etc. This keeps the art style consistent with the look of the original Quake, while still allowing for the benefits of hardware 3D acceleration.
I had a similar experience seeing Quake2 running with the Glide renderer (on a Voodoo2) for the first time It was amazing.
I can very clearly remember installing the card and then loading up 2Fort4 in the Team Fortress mod and suddenly being able to see THROUGH THE WATER.
Sniper's paradise!
But yeah, those lucky people with their DSL modems and 60ms pings would wipe the floor with us.
Nowadays, everyone has a < 10ms ping.
Plus all the weird behavior with packet loss. You could see each player's ping and PL numbers in the server player list. Those were the days.
But Tribes 1 was incredible in how smoothly it handled "larger" servers. It would be so chaotic.
I remember connecting to someone's machine and just destroying everyone. Afterward I got a message from someone congratulating me, but being incredulous about my ping time being 26ms.
I happened to be on the first floor in the first dorm on campus to get wired internet access, and they had an OC3 dedicated to it. Two months earlier there were 16 of us splitting that line, with public IP addresses. (Going back to dial-up after leaving the dorm was.. difficult).
So I told him, yeah I kinda have a ridiculous internet connection here at school. He was like, "no, you don't understand - it is my machine. I am playing on the server and your ping time is lower than mine!"
vis did a precalculation for where a level segment(the partition in binary space partition) could be seen from any other level segment. the end effect was that while glquake did have a option for transparent water, the geometry would not draw on the far side. making the effect useless without a bit of extra work. But I have to admit I have no idea if entities(other players) would draw or not.
update: found this https://quakeone.com/forum/quake-help/general-help/4754-visp...
Apparently there is a no_vis option to run without the visible set optimizations.
The downside to running vis patched maps on a server is it used slightly more CPU than unpatched maps IIRC. Perhaps someone that ran more servers than I did (I ran two nodes on an Intergraph InterServe with dual P6-200s) could weigh in on what the impact was at scale.
Searching for "2Fort4" in YouTube yielded some interesting videos for people curious what the original Quake Mod version of the map looked like:
https://www.youtube.com/watch?v=bJh36LuKwVQ&pp=ygUGMkZvcnQ0
As someone who still spends at least 3 hours a week playing 2Fort on the current Team Fortress 2, it's fascinating to see how the core of the map is still basically the same after 20 years.
EDIT: Another video which goes into more detail about the history of each 2fort version, going back to its original inspiration from a Doom 2 level:
The video also misses that there was a pretty popular 2fort for half life 1.
Edit: typo
Shout out to any EG players!
AMD seems to run a better software shop, at least.
Unreal was such a beast back in the day that it completes beats Quake 2 and other contemporary FPS even on software rendering. TBH it still looks beautiful even by today's standards, if you ignore the low polygon counts.
I'm not a person who cares too much about graphics, even for FPS (I don't really enjoy most of the modern FPS except Wolfenstein, which has interesting gameplay), and I argue that too much graphics eye candies simply decrease the overall quality of the game, but 3dfx definitely was a huge bang back in the day.
For the most part we went from running the game at 320x200 or 320x240 to 640x480 in that first round of acceleration. I think in terms of % change it is a bigger leap than anything we've really had since, or certainly after 1920x1080.
So you suddenly had super smooth graphics, much better looking translucency and effects, and the # of pixels quadupled or more and you could just see everything so much more clearly.
I remember back in 1997, when Quake 2 was just out, I sit in a net bar (where you pay to use a computer) and played an hour of Quake 2 in software rendering. The game was interesting, but I felt a bit sick, half due to the resolution, half due to the almost infinite brownish colour. A girl behind me murmured, "This is not as half fun as Duke Nukem", and yeah I completely agreed with her.
I think I still agree with her somewhat. Quake 2 is a great game, but Duke3d is a fun one.
Quake2 was released at just the right moment to take advantage of both 3D acceleration and broadband Internet access. Playing a game of q2ctf, in 3D-accelerated 800x600 mode, with 60 ms ping was just fucking amazing.
Which Wolfenstein?
The 3dfx logo spining up when you launched a GLide game was something.
Unreal in particular was amazing, i remember as a kid just watching the lighting and the water.
At that time every light in a game had to be colored, just because it could be done. Small rooms with green, red and blue lights moving all over the place, so 90s.
I never had that "Wow" factor again, from there everything felt like incremental instead of revolutionary. How an absolute market leader disapeared in 2 years is incredible.
I think i only got the same wow factor the first time i tested a VR headset.
Or, too many times, it didn't, and I had to try again.
[0] https://riksrandomretro.com/2021/06/07/the-righteous-click
Wow what a trip down memory lane
Then again, I also have a solid case without windows. But there are plenty of SFF builders that would like a more reasonably sized upper mid-range card. I'm not suggesting that single slot is enough... but a 2-slot dual fan design should be suitable/sufficient for a stock-clocked 5070 Ti.
3dfx is founded in August 1994. The Sony Playstation came out in Japan in December of 1994.
It's heyday is roughly 1996-2000, less than 4 years. Then it goes bankrupt in 2002, just 8 years after its founding.
Within that time period we go from games like Sonic the Hedgehog 3 (released 1994), to Grand Theft Auto III (released October 2001). Just a massive amount of technological shift in a span of 6-7 years.
Feels like something is similar going on with AI right now. Compare the image generating DALL-E1 released in January 2021 to Google's Veo 2 released in January 2025. Just insane progress in 4 years.
i guess that's a thing of the past after quantitative easing scams and the latter capital shift. why fund a competitor if your capital is already riding there? not many people at the roulette anymore.
The contract with 3dfx was canceled leading to a lawsuit. Then Sega of America CEO disclosed they were abandoning the Saturn for the next gen console. The console did not release in Japan until November 1998 and in America until September 1999. The CEO of Sega of America Bernie Stolar was fired just days before the release, partially due to these shenanigans, and the Dreamcast as a whole was such a failure it nearly killed the company.
Also no Internet because I hadn't gotten that far.
I ran back and forth to Steven's house and searched Altavista for the answers.
Good times.
of course i had to dual-boot windows so i could still program in vb6 and be a general shit on AOL
So the next best thing I could do was create a fake boot up image that just flashed up showing that the PC had a 3DFX card and their logo.
It made me happy
My computer couldn't keep the buffer filled unless I ceased all other activity, killed backgrounded programs, etc. I made a lot of coasters.
I've been thinking it was due to MMX for almost 30 years!
https://www.philscomputerlab.com/3dfx-voodoo-shootout-projec...
Everything we tried ran between "very bad" and "average", certainly not the "wow" we were led to believe from marketing. Then we tried something we had high hopes for: Trespasser, the Jurassic Park game (it would later come to be called the "arm simulator", but we didn't know this back then).
Trespasser ran appallingly bad with the Banshee. It sucked, plain and simple, almost a slide show rather than a game. We were sorely disappointed... with the Banshee.
It turned out much later that Trespasser was a very badly optimized game, and it had been an unfair test of the Banshee because the engine ran poorly on any 3D accelerator on the market.
But the Banshee's reputation was forever ruined for us. We still joke about this.
I remember thinking it was funny that gaming ultimately subsidized a lot of the major advances in ML for the last decade. We might be flipping to a point where ML subsidizes gaming.
So GPUs sold primarily for ML probably still make up a tiny share of the overall market, but I expect they make up a huge chunk of the market for cards like A100. Gaming hasn't been bleeding edge (in terms of requirements) for a very long time and card prices drop quickly, so there's just no point in spending that sort of money on a card for gaming.
I have a 3090 for AI and gaming and I haven't seen a reason to "upgrade" yet. In fact, I might try and get a 3090ti instead.
There's a chance that this year or the next one more GPUs will be sold for AI than for graphics.
There are plenty of games and graphics to play, all the way back to the Atari 2600, not everyone is playing the last version of Call of Duty, Cyberpunk, or whatever tops the AAA charts.
In fact, those integrated GPUs are good enough for WebGL 2.0, which I still haven't seen much that can top mobile games graphics in the last 10 years (done with OpenGL ES), other than demoscene reels on shader competitions.
Not everyone is hunting GPUs for AI, other than hyperscalers.
Additionally, maybe Linux users would be left out, everyone else is already migrating to NPUs, GPUs for AI is fighting the last war.
I guess some folks might suffer from FOMO, but that doesn't change the fact there are more games to play than most folks can achieve to finish during their lifetime, that aren't last generation AAA.
Also, especially in modern times, keep in mind how real inflation has been. That $900 PC from 10 years ago would be $1200+ today.
[1] - https://www.xda-developers.com/cheapest-pc-to-play-cyberpunk...
Using computers, not game consoles, for gaming was all over the place during the 8 and 16 bit home computing days, and the large majority eventually moved into Windows PC, as the other platforms died, that is why Valve has to translate Windows/DirectX if they want to have any games at all on their SteamDeck.
Consoles has been a niche market, at least here in Europe, mainly used by kids until they are old enough not to destroy the family's computer while playing games, given that many families only have one per household. And nowadays that roles has probably been taken over the tablets.
To the point that Playstation/XBox are now becoming publishing brands, as the exponential growth for selling consoles has plateaued.
PC gaming is going nowhere.
Love how there are 605 instances of the word “Sega” in this. Related:
https://segaretro.org/Press_release:_1997-07-22:_3Dfx_Intera...
https://segaretro.org/History_of_the_Sega_Dreamcast/Developm...
What if Atari had continued with its rasterizer chip from 1983s I,Robot? They also had their "mathbox" for geometry transformations since the late 1970's. They were well equipped technically to enter the broader 3D graphics market in some way but that never happened.
I don't think we'll see a generational leap like that in the future.
Glide was nuts on games that supported it - it was night and day. It took several generations of hardware for directX to surpass openGL.
Vodoo 3 3000 16MB AGP with blue IBM Ramdac.
AMD AthlonXP 1600(PR) absolutely stable OC'd to 1800(PR), later on 2100 because undervolting to 1.38V!1!!
3x 512MB (1.5GB!!!) NEC Virtual Channel Memory (VCM) 133MHz SD-RAM DIMMs
Some SCSIs dangling from a NCR/Symbios Logic controller
Some VIA Board I can't exactly recall, except that it supported that NEC VCM and the NCR/Symbios Logic from its BIOS, and ran really well.
A 21" Hitachi Superscan Elite/Supreme? (With all rectangular buttons, including power, not right on the front bezel, but down below that,slightly recessed) doing 1600x1200 at up to 85Hz, without annoying Trinitron wires! :)
Mostly running NetBSD (otherwise FBSD & Gentoo), whose XFree86 or early Xorg made full use of the Voodoo for 2D-accelleration, absolutely fluid 'desktop' (mostly KDE3) :)
Supercrisp picture thanks to the IBM-Ramdac.
Such Flashback. Much Instagasm
And trying to make your own board in that moment, was just an incredible self own.
ATI built their own boards too at the time (e.g. https://en.wikipedia.org/wiki/Radeon_R100_series#/media/File...), so the strategy of wanting to control more of the value chain doesn't sound that misguided to me. Not sure when ATI stopped doing that - was it after they were acquired by AMD in 2006 or before?
If you listen to the Computer History Museum interview, many of these providers jumped ship.
Also the bought a board provider that wasn't very successful, and their resulting boards weren't very successful either.
They knew it was a matter of time before their advantage eroded. I think what really did them in was DirectX, they stuck with Glide and allowed NVidia to develop a proper implementation of the new Microsoft thingie which was heavily marketed to developers. Their moat became a prison.
They simply didn't focus enough on the next generation chip.
That’s probably why you remember it being a post-processor. It didn’t apply effects to the 2D signal, but it needed it for all non-accelerated programs.
3dfx also supported more blending modes than most competing cards at the time. That could be why the snow effect didn’t work on your card.
The brutal story of Creative v Aureal is interesting.
The grossly oversimplified version being Creative ripped them off, sued them into bankruptcy, and then bought them cheap in a bankruptcy sale thus avoiding any real penalties for it, getting all their IP, and destroying the only real competition.
The V5 was the largest card I'd ever seen that wasn't a motherboard, and it ran every game I wanted to play for years!
Were they exposed to early versions of the Playstation? It wasn't publicly released until after 3dFX was formed.
While working at Virgin games in 92 we did see some demos of 3D gaming, but I can't recall who the manufacturer was.
https://archive.computerhistory.org/resources/access/text/20...
very good background on the founders up to and at the creation of 3dfx... some really interesting stuff in there.
Quite sad day for me, even if in hindsight it was for the better, given how everything went afterwards.
It felt that I got the lesser product, only because of a little motherboard issue.
Ended up getting a GeForce a couple of years later. Still wanted a Voodoo 3, but they were a little too expensive.
I had a Voodoo Banshee which was a fairly decent card (not quite as good as a Voodoo 2, but better than a Voodoo Rush as a combined 2D/3D card). Paired to a Pentium P133 - very overkill on the GPU. Ended up using the same card on a AMD K6-2 500 in the end which was a bit more evenly matched.
Then ended up buying a cheap Voodoo 5 5500 after they went under (only paid £50 for it).
Sadly both of them went in a dumpster a long time ago. Wish I'd kept them both. I ended up moving to nVidia cards for a while, then had an ATi Radeon. Nowadays I just run a Macbook Air for my personal machine - life got in the way of much gaming!
The Pure3D was the real winner here, it took Quake from "meh" on the average PC to flat-out amazing. Even on dialup, I got quite a lot of mileage out of that setup.
Nvidia did sprinkle 3dfx's technologies across their products where it made sense, and many of the 3dfx folks continued at Nvidia for some time.
I remember at the time things were moving somehow chaotically.
Also puzzling why 3dfx didn’t start to support DirectX in parallel with Glide.