[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.
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. 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.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.
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.
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.
I had a similar experience seeing Quake2 running with the Glide renderer (on a Voodoo2) for the first time It was amazing.