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3dfx

3dfx Interactive, Inc. was an American computer hardware company headquartered in San Jose, California, founded in 1994, that specialized in the manufacturing of 3D graphics processing units, and later, video cards. It was a pioneer in the field from the late 1990s to 2000.

3dfx Interactive, Inc.
IndustrySemiconductors
FoundedAugust 24, 1994; 29 years ago (1994-08-24)[1]
FoundersRoss Smith, Scott Sellers, Gary Tarolli
Defunct2002; 22 years ago (2002)[2]
FateBankrupt;[2] Acquired by NVIDIA Corporation
HeadquartersSan Jose, California, U.S.
ProductsVoodoo Graphics series
Website at the Wayback Machine (archived February 1, 2001)

The company's original product was the Voodoo Graphics, an add-in card that implemented hardware acceleration of 3D graphics. The hardware accelerated only 3D rendering, relying on the PC's current video card for 2D support. Despite this limitation, the Voodoo Graphics product and its follow-up, Voodoo2, were popular. It became standard for 3D games to offer support for the company's Glide API.

The success of the company's products led to renewed interest in 3D gaming, and by the second half of the 1990s, products combining a 2D output with reasonable 3D performance were appearing. This was accelerated by the introduction of Microsoft's Direct3D, which provided a single high-performance API that could be implemented on these cards, seriously eroding the value of Glide. While 3dfx continued to offer high-performance options, the value proposition was no longer compelling.

3dfx rapidly declined in the late 1990s and most of the company's assets were acquired by Nvidia Corporation on December 15, 2000,[3] mostly for intellectual property rights. The acquisition was accounted for as a purchase by Nvidia and was completed by the first quarter of their fiscal year of 2002. 3dfx ceased supporting their products on February 15, 2001, and filed for bankruptcy on October 15, 2002.[2]

Company history edit

Early products edit

First chips edit

The company was founded on August 24, 1994, as 3D/fx, Inc.[1] Ross Smith, Gary Tarolli and Scott Sellers, all former employees of Silicon Graphics Inc. They were soon joined by Gordie Campbell of TechFarm.[4][5] 3dfx released its first product, the Voodoo Graphics 3D chip, to manufacturing on November 6, 1995. The chip is a VGA 3D accelerator that features rendering methods such as point-sampled texture mapping, Z- and double buffering, Gouraud shading, subpixel correction, alpha compositing, and anti-aliasing. Alongside the chip came 3dfx's Glide API, designed to take full advantage of the Voodoo Graphics' features.[6] The company stated that Glide's creation was because it found that no existing APIs at the time could fully utilize the chip's capabilities. The DirectX 3.0 was deemed to be lacking, and the OpenGL was regarded as suitable only for CAD/CAM workstations.[7] The first graphics card to use the chip was Orchid Technology's Righteous 3D, released on October 7, 1996.[8] The company manufactured only the chips and some reference boards, and initially did not sell any product to consumers; rather, it acted as an OEM supplier for graphics card companies, which designed, manufactured, marketed, and sold their own graphics cards including the Voodoo chipset.[9]

3dfx gained initial fame in the arcade market. The first arcade machine that 3dfx Voodoo Graphics hardware was used in was a 1996 baseball game featuring a bat controller with motion sensing technology called ICE Home Run Derby. Later that year it was featured in more popular titles, such as Atari's San Francisco Rush and Wayne Gretzky's 3D Hockey.[9][10] 3dfx also developed MiniGL after id Software's John Carmack released a 1997 version of Quake that used the OpenGL API. The MiniGL translated OpenGL commands into Glide, and gave 3dfx the advantage as the sole consumer chip company to deliver a functional graphics library driver until 1998.[11]

Entry to the consumer market edit

 
The Diamond Monster 3D was the most popular graphics card using the Voodoo Graphics chipset.[12]
 
A die shot of the Voodoo Graphics texture mapping chip

Towards the end of 1995, the cost of DRAM dropped significantly and 3dfx was able to enter the consumer PC hardware market with aggressive pricing compared to the few previous 3D graphics solutions for computers.[13] Prior to affordable 3D hardware, games such as Doom and Quake had compelled video game players to move from their 80386s to 80486s, and then to the Pentium.[14]

By the end of 1997, the Voodoo Graphics was by far the most widely adopted 3D accelerator among both consumers and software developers.[15] The Voodoo's primary competition was from PowerVR and Rendition. PowerVR produced a similar 3D-only add-on card with capable 3D support, although it was not comparable to Voodoo Graphics in either image quality or performance. 3dfx saw intense competition in the market from cards that offered the combination of 2D and 3D acceleration. While these cards, such as Matrox Mystique, S3 ViRGE and ATI 3D Rage, offered inferior 3D acceleration, their lower cost and simplicity often appealed to OEM system builders. Rendition's Vérité V1000 was an integrated (3D+VGA) single-chip solution, but it did not have comparable 3D performance, and its 2D capabilities were considered merely adequate relative to other 2D cards of the time.[citation needed]

Dreamcast edit

In 1997, 3dfx was working with entertainment company Sega to develop a new video game console hardware platform. Sega solicited two competing designs: a unit code-named "Katana", developed in Japan using NEC and Imagination Technologies (then VideoLogic) technology, and "Blackbelt", a system designed in the United States using 3dfx technology.[citation needed]

However, on July 22, 1997, 3dfx announced that Sega was terminating the development contract.[16] Sega chose to use NEC's PowerVR chipset for its game console,[17] though it still planned to purchase the rights to 3dfx's technology in order to prevent competitors from acquiring it.[18]

3dfx said Sega has still not given a reason as to why it terminated the contract or why it chose NEC's accelerator chipset over 3dfx's. According to Dale Ford, senior analyst at Dataquest, a market research firm based in San Jose, California, a number of factors could have influenced Sega's decision to move to NEC, including NEC's proven track record of supplying chipsets for the Nintendo 64 and the demonstrated ability to be able to handle a major influx of capacity if the company decided to ramp up production on a moment's notice.[citation needed]

"This is a highly competitive market with price wars happening all the time and it would appear that after evaluating a number of choices—and the ramifications each choice brings—Sega went with a decision that it thought was best for the company's longevity," said Mr. Ford.[citation needed]

"Sega has to make a significant move to stay competitive and they need to make it soon. Now whether this move is to roll out another home console platform or move strictly to the PC gaming space is unknown."[citation needed]

Sega quickly quashed 3dfx's "Blackbelt" and used the NEC-based "Katana" as the model for the product that would be marketed and sold as the Dreamcast. 3dfx sued Sega for breach of contract, accusing Sega of starting the deal in bad faith in order to take 3dfx technology.[19] The case was settled out of court.

New chips, competition, and decline edit

Development of Rampage edit

In early 1998, 3dfx embarked on a new development project. The Rampage development project was new technology for use in a new graphics card that would take approximately two years to develop, and would supposedly be several years ahead of the competition once it debuted. The company hired hardware and software teams in Austin, Texas to develop 2D and 3D Windows device drivers for Rampage in the summer of 1998. The hardware team in Austin initially focused on Rampage, but then worked on transform and lighting (T&L) engines and on MPEG decoder technology.

Acquisition of STB edit

3dfx announced in January 1999 that their Banshee cards had sold about one million units.[20][clarification needed] While Nvidia had yet to launch a product in the add-in board market that sold as well as 3dfx's Voodoo line, the company was gaining steady ground in the OEM market. The Nvidia RIVA TNT was a similar, highly integrated product that had two major advantages in greater 3D speed and 32-bit 3D color support. 3dfx, by contrast, had very limited OEM sales, as the Banshee was adopted only in small numbers by OEMs.[21]

3dfx executed a major strategy change just prior to the launch of Voodoo3 by purchasing STB Systems for US $141 million on December 14, 1998.[22] STB Systems was one of the larger graphics card manufacturers at the time; the intent was for 3dfx to start manufacturing, marketing, and selling its own graphics cards, rather than functioning only as an OEM supplier. Purchase of STB was intended to give 3dfx access to that company's considerable OEM resources and sales channels, but the intended benefits of the acquisition never materialized. The two corporations were vastly different entities, with different cultures and structures, and they never integrated smoothly.[23]

STB prior to the 3dfx acquisition also approached Nvidia as a potential partner to acquire the company. At the time, STB was Nvidia's largest customer and was only minimally engaged with 3dfx. 3dfx management mistakenly believed that acquiring STB would ensure OEM design wins with their products and that product limitations would be overcome with STB's knowledge in supporting the OEM sales/design win cycles. Nvidia decided not to acquire STB and to continue to support many brands of graphics board manufacturers. After STB was acquired by 3dfx, Nvidia focused on being a virtual graphics card manufacturer for the OEMs and strengthened its position in selling finished reference designs ready for market to the OEMs. STB's manufacturing facility in Juarez, Mexico was not able to compete from either a cost or quality point of view when compared to the burgeoning original design manufacturers (ODMs) and Contract electronic manufacturers (CEMs) that were delivering solutions in Asia for Nvidia. Prior to the STB merger finalizing, some of 3dfx's OEMs warned the company that any product from Juarez will not be deemed fit to ship with their systems, however 3dfx management believed these problems could be addressed over time. Those customers generally became Nvidia customers and no longer chose to ship 3dfx products.[citation needed]

The acquisition of STB was one of the main contributors to 3dfx's downfall; the Voodoo 3 became the first 3dfx chip to be developed in-house rather than by third-party manufacturers, which were a significant source of revenue for the company. These third-party manufacturers turned into competitors and began sourcing graphics chips from Nvidia.[24] This also further alienated 3dfx's remaining OEM customers, as they had a single source for 3dfx products and could not choose an OEM to provide cost flexibility. With the purchase of STB, 3dfx created two cards targeting the low-end market, the Velocity 100, which has 8 MB of SDRAM, and the Velocity 200, which has 16 MB of SGRAM. The cards both used a chipset based on the Voodoo3 2000, and it was claimed that they were "underclocked".[25] However, it was revealed by testing that the Velocity 100 chipset has the same clock speed as a typical Voodoo3 2000—at 143 MHz—and that, while one of its two TMUs is disabled in OpenGL and Glide applications for memory management, it can be re-enabled to increase those applications' performance, and AnandTech found no side effects of enabling the component.[26]

As 3dfx focused more on the retail graphics card space, further inroads into the OEM space were limited. A significant requirement of the OEM business was the ability to consistently produce new products on the six-month product refresh cycle the computer manufacturers required; 3dfx did not have the methodology nor the mindset to focus on this business model. In the end, 3dfx opted to be a retail distribution company manufacturing their own branded products.[citation needed]

Delays edit

The company's final product was code-named Napalm. Originally, this was just a Voodoo3 modified to support newer technologies and higher clock speeds, with performance estimated to be around the level of the RIVA TNT2. However, Napalm was delayed, and in the meantime Nvidia brought out their landmark GeForce 256 chip, which shifted even more of the computational work from the CPU to the graphics chip. Napalm would have been unable to compete with the GeForce, so it was redesigned to support multiple chip configurations, like the Voodoo2 had. The end-product was named VSA-100, with VSA standing for Voodoo Scalable Architecture. 3dfx was finally able to have a product that could defeat the GeForce.[citation needed]

However, by the time the VSA-100 based cards made it to the market, the GeForce 2 and ATI Radeon cards had arrived and were offering higher performance for the same price. The only real advantage the Voodoo 5 5500 had over the GeForce 2 GTS or Radeon was its superior spatial anti-aliasing implementation, and the fact that, relative to its peers, it did not suffer such a large performance hit when anti-aliasing was enabled. 3dfx was fully aware of the Voodoo 5's speed deficiency, so they touted it as quality over speed, which was a reversal of the Voodoo 3 marketing which emphasized raw performance over features. 5500 sales were respectable but volumes were not at a level to keep 3dfx afloat.[citation needed]

GigaPixel and insolvency edit

On March 28, 2000, 3dfx bought GigaPixel for US$186 million, in order to help launch its Rampage product to market quicker.[27][28] GigaPixel had previously almost won the contract to build Microsoft's Xbox console, but lost out to Nvidia.[29]

However, in late 2000, not long after the launch of the Voodoo 4, several of 3dfx's creditors decided to initiate bankruptcy proceedings. 3dfx, as a whole, would have had virtually no chance of successfully contesting these proceedings, and instead opted to sell its assets to Nvidia, effectively ceasing to exist as a company. The resolution and legality of those arrangements (with respect to the purchase, 3dfx's creditors and its bankruptcy proceedings) were still being worked through the courts as of February 2009, nearly nine years after the sale. A majority of the engineering and design team working on Rampage/Sage who remained with the transition, were requested and remained in house to work on what became the GeForce FX series. Others accepted employment with ATI to bring their knowledge to the creation of the X series of video cards and the development of Crossfire, their own version of SLI.[citation needed]

The prototype Spectre 1000 cards were delivered to software developers mere days before declaring insolvency. The software team developed both device drivers and a binary-compatible soft emulation of the Rampage function set. Thus, there were working Windows NT device drivers within a few days of the power on of the Rampage system on the 2nd week of December, 2000.[citation needed] At the time of Nvidia's acquisition, 3dfx had already been developing the successors to Spectre. "Fear", based on a next-generation Rampage called Fusion, and Sage2. "Mojo" would combine both into a single die, implement tiled rendering, and showcase some advanced technologies from the GigaPixel acquisition.[30] The unreleased Spectre 1000 card, based on Rampage, would eventually be leaked and tested. Performance indicated that it would have struggled to compete with Nvidia's already-released GeForce 256, though the proposed Spectre 2000 and Spectre 3000 cards, which featured a combination of Rampage and Sage units, would have led the market until late 2002, with Nvidia's GeForce 4 series.[31]

After Nvidia acquired 3dfx's intellectual property, they announced that they would not provide technical support for 3dfx products. As of 2019, drivers and support are still offered by community websites.[citation needed] However, while functional, the drivers do not carry a manufacturer's backing and are considered beta software. For a limited time, Nvidia offered a program under which 3dfx owners could trade in their cards for Nvidia cards of similar performance.[32] On December 15, 2000, 3dfx apologized to the customers with a final press release.[33] In 2003, the source code for 3dfx drivers leaked,[34] resulting in fan-made, updated drivers and further support.[citation needed]

The 3dfx bankruptcy is in the United States Court of Appeals for the Ninth Circuit, appeal, Docket # 11–15189. Following is a clerk's order as filed in the docket:

[1 May 2012]. Oral argument in this case is vacated. Oral argument and submission of this case are deferred pending resolution of In re Bellingham, No. 11-35162 (Argued and Submitted October 13, 2011). The question in In re Bellingham is whether, or in what circumstances, a bankruptcy court has jurisdiction to enter judgment on a fraudulent conveyance action.[citation needed]

Although 1997 was marked by analysts as a turning point for 3dfx due to the marketing led by the new CEO Greg Ballard, there was criticism of Ballard's understanding of R&D in the graphics industry. Single-card 2D/3D solutions were taking over the market, and although Ballard saw the need and attempted to direct the company there with the Voodoo Banshee and the Voodoo3, both of these cost the company millions in sales and lost market share while diverting vital resources from the Rampage project.[14] Then 3dfx released word in early 1999 that the still-competitive Voodoo2 would support only OpenGL and Glide under Microsoft's Windows 2000 operating system, and not Direct3D. Many games were transitioning to Direct3D at this point, and the announcement caused many PC gamers – the core demographic of 3dfx's market – to switch to Nvidia or ATI offerings for their new machines. Ballard resigned shortly after, in January 2000.[35]

Product development history edit

Voodoo Graphics PCI edit

A typical Voodoo Graphics PCI expansion card consisted of a DAC, a frame buffer processor and a texture mapping unit, along with 4 MB of EDO DRAM. The RAM and graphics processors operated at 50 MHz. It provided only 3D acceleration and as such the computer also needed a traditional video controller for conventional 2D software.[15] A pass-through VGA cable daisy-chained the video controller to the Voodoo, which was itself connected to the monitor. The method used to engage the Voodoo's output circuitry varied between cards, with some using mechanical relays while others utilized purely solid-state components. The mechanical relays emitted an audible "clicking" sound when they engaged and disengaged.[citation needed]

Voodoo Rush edit

 
Intergraph Intense3D Voodoo

In August 1997, 3dfx released the Voodoo Rush chipset, combining a Voodoo chip with a 2D chip that lay on the same circuit board, eliminating the need for a separate VGA card. Most cards were built with an Alliance Semiconductor AT25/AT3D 2D component, but there were some built with a Macronix chip and there were initial plans to partner with Trident but no such boards were ever marketed. [36]

The Rush had the same specifications as Voodoo Graphics, but did not perform as well because the Rush chipset had to share memory bandwidth with the CRTC of the 2D chip. Furthermore, the Rush chipset was not directly present on the PCI bus but had to be programmed through linked registers of the 2D chip. Like the Voodoo Graphics, there was no interrupt mechanism, so the driver had to poll the Rush in order to determine whether a command had completed or not; the indirection through the 2D component added significant overhead here and tended to back up traffic on the PCI interface. The typical performance hit was around 10% compared to Voodoo Graphics, and even worse in windowed mode. Later, Rush boards were released by Hercules featuring 8 MiB VRAM and a 10% higher clock speed, in an attempt to close this performance gap.[citation needed]

Some manufacturers bundled a PC version of Atari Games' racing game San Francisco Rush, the arcade version of which utilised a slightly upgraded Voodoo Graphics chipset with an extra texture mapping unit and additional texture memory.[37]

The Voodoo Rush was 3dfx's first commercial failure. Sales were very poor, and the cards were discontinued within a year. [38][39]

Voodoo2 edit

 
STB Systems Blackmagic 3D in SLI

The 3dfx Voodoo2, the successor to the Voodoo Graphics chipset released in March 1998, was architecturally similar, but the basic board configuration added a second texturing unit, allowing two textures to be drawn in a single pass.[40]

The Voodoo2 required three chips and a separate VGA graphics card, whereas new competing 3D products, such as the ATI Rage Pro, Nvidia RIVA 128, and Rendition Verite 2200, were single-chip products. Despite some shortcomings, such as the card's dithered 16-bit 3D color rendering and 800x600 resolution limitations, no other manufacturers' products could match the smooth framerates that the Voodoo2 produced. It was a landmark (and expensive) achievement in PC 3D-graphics. Its excellent performance, and the mindshare gained from the original Voodoo Graphics, resulted in its success. Many users even preferred Voodoo2's dedicated purpose, because they were free to use the quality 2D card of their choice as a result. Some 2D/3D combined solutions at the time offered quite sub-par 2D quality and speed.

The Voodoo2 introduced Scan-Line Interleave (SLI), in which two Voodoo2 boards were connected together, each drawing half the scan lines of the screen.[13] SLI increased the maximum resolution supported to 1024×768. Because of the high cost and inconvenience of using three separate graphics cards (two Voodoo2 SLI plus the general purpose 2D graphics adapter), the Voodoo2 SLI scheme had minimal effect on total market share and was not a financial success. SLI capability was not offered in subsequent 3dfx board designs, although the technology would be later used to link the VSA-100 chips on the Voodoo 5.[citation needed]

The arrival of the Nvidia RIVA TNT with integrated 2D/3D chipset would offer minor challenge to the Voodoo2's supremacy months later.[citation needed]

Voodoo Banshee edit

 
Creative 3D Blaster Banshee AGP

Near the end of 1998, 3dfx released the Voodoo Banshee, which featured a lower price achieved through higher component integration, and a more complete feature-set including 2D acceleration, to target the mainstream consumer market. A single-chip solution, the Banshee was a combination of a 2D video card and partial (only one texture mapping unit) Voodoo2 3D hardware. Due to the missing second TMU, in 3D scenes which used multiple textures per polygon, the Voodoo2 was significantly faster. However, in scenes dominated by single-textured polygons, the Banshee could match or exceed the Voodoo2 due to its higher clock speed and resulting greater pixel fillrate.[citation needed]

Banshee's 2D acceleration was the first such hardware from 3dfx and it was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI. It consisted of a 128-bit 2D GUI engine and a 128-bit VESA VBE 3.0 VGA core. The graphics chip capably accelerated DirectDraw and supported all of the Windows Graphics Device Interface (GDI) in hardware, with all 256 raster operations and tertiary functions, and hardware polygon acceleration. The 2D core achieved near-theoretical maximum performance with a null driver test in Windows NT.[41][42]

Voodoo Banshee supports MPEG2 video acceleration.[43]

Voodoo3 edit

The Voodoo 3 was hyped as the graphics card that would make 3dfx the undisputed leader, but the actual product was below expectations. Though it was still the fastest as it edged the RIVA TNT2 by a small margin, the Voodoo3 lacked 32-bit color and large texture support. Though at that time few games supported large textures and 32-bit color, and those that did generally were too demanding to be run at playable framerates, the features "32-bit color support" and "2048×2048 textures" were much more impressive on paper than 16-bit color and 256×256 texture support.[44] The Voodoo3 sold relatively well,[45] but was disappointing compared to the first two models and 3dfx lost the market leadership to Nvidia.[24]

As 3dfx attempted to counter the TNT2 threat, it was surprised by Nvidia's GeForce 256. The GeForce was a single-chip processor with integrated transform, lighting, triangle setup/clipping (hardware T&L), and rendering engines, giving it a significant performance advantage over the Voodoo3. The 3dfx Voodoo3 2000 PCI was the highest-performance 2D/3D card available for the Apple Macintosh at the time of its release, though support from 3dfx was labeled as 'beta' and required a firmware reflash.[46] As game developers switched to DirectX and OpenGL, which respectively had become the industry standard and were becoming increasingly popular, 3dfx released its Glide API under the General Public License on December 6, 1999.[47][48][7]

Voodoo 4 & 5 edit

The Voodoo 5 5000, which had 32 MB of VRAM to the 5500's 64 MB, was never launched. [49]

The only other member of the Voodoo 5 line, the Voodoo 4 4500, was as much of a disaster as Voodoo Rush, because it had performance well short of its value-oriented peers combined with a late launch. Voodoo 4 was beaten in almost all areas by the GeForce 2 MX—a low-cost board sold mostly as an OEM part for computer manufacturers—and the Radeon VE.[50]

One unusual trait of the Voodoo 4 and 5 was that the Macintosh versions of these cards had both VGA and DVI output jacks, whereas the PC versions had only the VGA connector. Also, the Mac versions of the Voodoo 4 and 5 had a weakness in that they did not support hardware-based MPEG2 decode acceleration, which hindered the playback of DVDs on a Mac equipped with a Voodoo graphics card.[citation needed]

The Voodoo 5 6000 never made it to market, due to a severe bug resulting in data corruption on the AGP bus on certain boards, and was limited to AGP 2x. It was thus incompatible with the new Pentium 4 motherboards. Only a few more than one thousand units of the graphics card were ever produced.[51] Later tests proved that the Voodoo 5 6000 outperformed not only the GeForce 2 GTS and ATI Radeon 7200, but also the faster GeForce 2 Ultra and Radeon 7500. In some cases it was shown to compete well with the GeForce 3, trading performance places with the card on various tests.[52][53] However, the prohibitively high production cost of the card, particularly the 4 chip setup, external power supply and 128 MB of VRAM (which would have made it the first consumer card with that amount of memory), would have likely hampered its competitiveness.[51]

Products edit

Model Launch Code name VGA1 Fab (nm) Bus interface Memory (MB) Core clock (MHz) Memory clock (MHz) Core config2 Fillrate Memory Direct3D support
MOperations/s MPixels/s MTexels/s MVertices/s Bandwidth (GB/s) Bus type Bus width (bit)
Voodoo Graphics October 7, 1996 SST1 add-on 500 PCI 4, 6, 8 50 50 1:1 50 50 50 0 0.8 EDO 128 3.0
Voodoo Rush April 1997 SST96 500 PCI 4, 6, 8 50 50 1:1 50 50 50 0 0.4 EDO 64 3.0
Voodoo2 March 1, 1998 SST2 add-on 350 PCI 8, 12 90 90 2:1 90 90 180 0 2.16 EDO 192 5.0
Voodoo Banshee June 22, 1998 Banshee 350 AGP, PCI 8, 16 100 100 1:1 100 100 100 0 1.6 SDR 128 6.0
Velocity 100 July 26, 1999 Avenger 250 AGP 2x 8 143 143 2:1 143 143 286 0 2.288 SDR 128 6.0
Velocity 200 Never released Avenger 250 AGP 2x 16 143 143 2:1 143 143 286 0 2.288 SDR 128 6.0
Voodoo3 1000 March 1999 Avenger 250 AGP 2x 8, 16 125, 143 125, 143 2:1 125 125 250 0 2, 2.288 SDR 128 6.0
Voodoo3 2000 April 7, 1999 Avenger 250 AGP 2x, PCI 16 143 143 2:1 143 143 286 0 2.288 SDR 128 6.0
Voodoo3 3000 April 7, 1999 Avenger 250 AGP 2x, PCI 16 166 166 2:1 166 166 333 0 2.66 SDR 128 6.0
Voodoo3 3500 TVsi April 7, 1999 Avenger 250 AGP 2x 16 166 166 2:1 166 166 333 0 2.66 SDR 128 6.0
Voodoo3 3500 TV June 1999 Avenger 250 AGP 2x 16 183 183 2:1 183 183 366 0 2.928 SDR 128 6.0
Voodoo3 3500 TV SE June 1999 Avenger 250 AGP 2x 16 200 200 2:1 200 200 400 0 3.19 SDR 128 6.0
Voodoo4 4000 Never released VSA-100 250 AGP 4x, PCI 16 166 166 2:2 332 332 332 0 2.656 SDR 128 6.0
Voodoo4-2 4000 Never released VSA-101 180 AGP 16 ? ? 2:2 ? ? ? 0 ? SDR 128 6.0
Voodoo4-2 4200 Never released VSA-101 180 AGP, PCI 16, 32 143 143 2:2 143 143 ? 0 ? DDR 64 6.0
Voodoo4-2 4200 Never released VSA-101 180 PCI 32 166 166 2:2 166 166 ? 0 ? DDR 64 6.0
Voodoo4 4500 October 13, 2000 VSA-100 250 AGP 2x[54]/4x,[54] PCI 32 166 166 2:2 332 332 332 0 2.656 SDR 128 6.0
Voodoo4 4800 Never released VSA-100 250 AGP 4x, PCI 64 166 166 2:2 333 333 333 0 2.656 SDR 128 6.0
Voodoo5 5000 Never released VSA-100 x2 250 AGP 4x, PCI 32 166 166 2:2 x2 664 664 664 0 2.656 SDR 128 6.0
Voodoo5 5500 June 22, 2000 VSA-100 x2 250 AGP 2x,[54] PCI 64 166 166 2:2 x2 664 664 664 0 5.33 SDR 128 6.0
Voodoo5 6000 Never released VSA-100 x4 250 AGP 4x, PCI 128 166 166 2:2 x4 1328 1328 1328 0 10.66 SDR 256 6.0
Spectre 1000 Never released Rampage 180 AGP 4x 64 200 400 4:4 800 800 800 0 6.4 DDR 128 7.0
Spectre 2000 Never released Rampage + Sage 180 AGP 4x 64 200 400 4:4 800 800 800 0 6.4 DDR 128 7.0
Spectre 3000 Never released Rampage x2 + Sage 180 AGP 4x 128 200 400 4:4 x2 1600 1600 1600 0 12.8 DDR 256 7.0

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Further reading edit

  • Hodge, Shayne (July 29, 2013). "3dfx Oral History Panel – Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli" (PDF) (Interview). Computer History Museum. Retrieved December 5, 2021.
  • Gontarczyk, Piotr (March 31, 2016). . PC Lab. Archived from the original on July 2, 2020.

External links edit

  • at the Wayback Machine (archived October 19, 2000)
  • Greg Ballard , Stanford University, November 2006
  • Interview with AVOC

3dfx, interactive, american, computer, hardware, company, headquartered, jose, california, founded, 1994, that, specialized, manufacturing, graphics, processing, units, later, video, cards, pioneer, field, from, late, 1990s, 2000, interactive, industrysemicond. 3dfx Interactive Inc was an American computer hardware company headquartered in San Jose California founded in 1994 that specialized in the manufacturing of 3D graphics processing units and later video cards It was a pioneer in the field from the late 1990s to 2000 3dfx Interactive Inc IndustrySemiconductorsFoundedAugust 24 1994 29 years ago 1994 08 24 1 FoundersRoss Smith Scott Sellers Gary TarolliDefunct2002 22 years ago 2002 2 FateBankrupt 2 Acquired by NVIDIA CorporationHeadquartersSan Jose California U S ProductsVoodoo Graphics seriesWebsite3dfx com at the Wayback Machine archived February 1 2001 The company s original product was the Voodoo Graphics an add in card that implemented hardware acceleration of 3D graphics The hardware accelerated only 3D rendering relying on the PC s current video card for 2D support Despite this limitation the Voodoo Graphics product and its follow up Voodoo2 were popular It became standard for 3D games to offer support for the company s Glide API The success of the company s products led to renewed interest in 3D gaming and by the second half of the 1990s products combining a 2D output with reasonable 3D performance were appearing This was accelerated by the introduction of Microsoft s Direct3D which provided a single high performance API that could be implemented on these cards seriously eroding the value of Glide While 3dfx continued to offer high performance options the value proposition was no longer compelling 3dfx rapidly declined in the late 1990s and most of the company s assets were acquired by Nvidia Corporation on December 15 2000 3 mostly for intellectual property rights The acquisition was accounted for as a purchase by Nvidia and was completed by the first quarter of their fiscal year of 2002 3dfx ceased supporting their products on February 15 2001 and filed for bankruptcy on October 15 2002 2 Contents 1 Company history 1 1 Early products 1 1 1 First chips 1 1 2 Entry to the consumer market 1 1 3 Dreamcast 1 2 New chips competition and decline 1 2 1 Development of Rampage 1 2 2 Acquisition of STB 1 2 3 Delays 1 2 4 GigaPixel and insolvency 2 Product development history 2 1 Voodoo Graphics PCI 2 2 Voodoo Rush 2 3 Voodoo2 2 4 Voodoo Banshee 2 5 Voodoo3 2 6 Voodoo 4 amp 5 3 Products 4 References 5 Further reading 6 External linksCompany history editEarly products edit First chips edit The company was founded on August 24 1994 as 3D fx Inc 1 Ross Smith Gary Tarolli and Scott Sellers all former employees of Silicon Graphics Inc They were soon joined by Gordie Campbell of TechFarm 4 5 3dfx released its first product the Voodoo Graphics 3D chip to manufacturing on November 6 1995 The chip is a VGA 3D accelerator that features rendering methods such as point sampled texture mapping Z and double buffering Gouraud shading subpixel correction alpha compositing and anti aliasing Alongside the chip came 3dfx s Glide API designed to take full advantage of the Voodoo Graphics features 6 The company stated that Glide s creation was because it found that no existing APIs at the time could fully utilize the chip s capabilities The DirectX 3 0 was deemed to be lacking and the OpenGL was regarded as suitable only for CAD CAM workstations 7 The first graphics card to use the chip was Orchid Technology s Righteous 3D released on October 7 1996 8 The company manufactured only the chips and some reference boards and initially did not sell any product to consumers rather it acted as an OEM supplier for graphics card companies which designed manufactured marketed and sold their own graphics cards including the Voodoo chipset 9 3dfx gained initial fame in the arcade market The first arcade machine that 3dfx Voodoo Graphics hardware was used in was a 1996 baseball game featuring a bat controller with motion sensing technology called ICE Home Run Derby Later that year it was featured in more popular titles such as Atari s San Francisco Rush and Wayne Gretzky s 3D Hockey 9 10 3dfx also developed MiniGL after id Software s John Carmack released a 1997 version of Quake that used the OpenGL API The MiniGL translated OpenGL commands into Glide and gave 3dfx the advantage as the sole consumer chip company to deliver a functional graphics library driver until 1998 11 Entry to the consumer market edit nbsp The Diamond Monster 3D was the most popular graphics card using the Voodoo Graphics chipset 12 nbsp A die shot of the Voodoo Graphics texture mapping chipTowards the end of 1995 the cost of DRAM dropped significantly and 3dfx was able to enter the consumer PC hardware market with aggressive pricing compared to the few previous 3D graphics solutions for computers 13 Prior to affordable 3D hardware games such as Doom and Quake had compelled video game players to move from their 80386s to 80486s and then to the Pentium 14 By the end of 1997 the Voodoo Graphics was by far the most widely adopted 3D accelerator among both consumers and software developers 15 The Voodoo s primary competition was from PowerVR and Rendition PowerVR produced a similar 3D only add on card with capable 3D support although it was not comparable to Voodoo Graphics in either image quality or performance 3dfx saw intense competition in the market from cards that offered the combination of 2D and 3D acceleration While these cards such as Matrox Mystique S3 ViRGE and ATI 3D Rage offered inferior 3D acceleration their lower cost and simplicity often appealed to OEM system builders Rendition s Verite V1000 was an integrated 3D VGA single chip solution but it did not have comparable 3D performance and its 2D capabilities were considered merely adequate relative to other 2D cards of the time citation needed Dreamcast edit In 1997 3dfx was working with entertainment company Sega to develop a new video game console hardware platform Sega solicited two competing designs a unit code named Katana developed in Japan using NEC and Imagination Technologies then VideoLogic technology and Blackbelt a system designed in the United States using 3dfx technology citation needed However on July 22 1997 3dfx announced that Sega was terminating the development contract 16 Sega chose to use NEC s PowerVR chipset for its game console 17 though it still planned to purchase the rights to 3dfx s technology in order to prevent competitors from acquiring it 18 3dfx said Sega has still not given a reason as to why it terminated the contract or why it chose NEC s accelerator chipset over 3dfx s According to Dale Ford senior analyst at Dataquest a market research firm based in San Jose California a number of factors could have influenced Sega s decision to move to NEC including NEC s proven track record of supplying chipsets for the Nintendo 64 and the demonstrated ability to be able to handle a major influx of capacity if the company decided to ramp up production on a moment s notice citation needed This is a highly competitive market with price wars happening all the time and it would appear that after evaluating a number of choices and the ramifications each choice brings Sega went with a decision that it thought was best for the company s longevity said Mr Ford citation needed Sega has to make a significant move to stay competitive and they need to make it soon Now whether this move is to roll out another home console platform or move strictly to the PC gaming space is unknown citation needed Sega quickly quashed 3dfx s Blackbelt and used the NEC based Katana as the model for the product that would be marketed and sold as the Dreamcast 3dfx sued Sega for breach of contract accusing Sega of starting the deal in bad faith in order to take 3dfx technology 19 The case was settled out of court New chips competition and decline edit Development of Rampage edit In early 1998 3dfx embarked on a new development project The Rampage development project was new technology for use in a new graphics card that would take approximately two years to develop and would supposedly be several years ahead of the competition once it debuted The company hired hardware and software teams in Austin Texas to develop 2D and 3D Windows device drivers for Rampage in the summer of 1998 The hardware team in Austin initially focused on Rampage but then worked on transform and lighting T amp L engines and on MPEG decoder technology Acquisition of STB edit Further information STB Systems 3dfx announced in January 1999 that their Banshee cards had sold about one million units 20 clarification needed While Nvidia had yet to launch a product in the add in board market that sold as well as 3dfx s Voodoo line the company was gaining steady ground in the OEM market The Nvidia RIVA TNT was a similar highly integrated product that had two major advantages in greater 3D speed and 32 bit 3D color support 3dfx by contrast had very limited OEM sales as the Banshee was adopted only in small numbers by OEMs 21 3dfx executed a major strategy change just prior to the launch of Voodoo3 by purchasing STB Systems for US 141 million on December 14 1998 22 STB Systems was one of the larger graphics card manufacturers at the time the intent was for 3dfx to start manufacturing marketing and selling its own graphics cards rather than functioning only as an OEM supplier Purchase of STB was intended to give 3dfx access to that company s considerable OEM resources and sales channels but the intended benefits of the acquisition never materialized The two corporations were vastly different entities with different cultures and structures and they never integrated smoothly 23 STB prior to the 3dfx acquisition also approached Nvidia as a potential partner to acquire the company At the time STB was Nvidia s largest customer and was only minimally engaged with 3dfx 3dfx management mistakenly believed that acquiring STB would ensure OEM design wins with their products and that product limitations would be overcome with STB s knowledge in supporting the OEM sales design win cycles Nvidia decided not to acquire STB and to continue to support many brands of graphics board manufacturers After STB was acquired by 3dfx Nvidia focused on being a virtual graphics card manufacturer for the OEMs and strengthened its position in selling finished reference designs ready for market to the OEMs STB s manufacturing facility in Juarez Mexico was not able to compete from either a cost or quality point of view when compared to the burgeoning original design manufacturers ODMs and Contract electronic manufacturers CEMs that were delivering solutions in Asia for Nvidia Prior to the STB merger finalizing some of 3dfx s OEMs warned the company that any product from Juarez will not be deemed fit to ship with their systems however 3dfx management believed these problems could be addressed over time Those customers generally became Nvidia customers and no longer chose to ship 3dfx products citation needed The acquisition of STB was one of the main contributors to 3dfx s downfall the Voodoo 3 became the first 3dfx chip to be developed in house rather than by third party manufacturers which were a significant source of revenue for the company These third party manufacturers turned into competitors and began sourcing graphics chips from Nvidia 24 This also further alienated 3dfx s remaining OEM customers as they had a single source for 3dfx products and could not choose an OEM to provide cost flexibility With the purchase of STB 3dfx created two cards targeting the low end market the Velocity 100 which has 8 MB of SDRAM and the Velocity 200 which has 16 MB of SGRAM The cards both used a chipset based on the Voodoo3 2000 and it was claimed that they were underclocked 25 However it was revealed by testing that the Velocity 100 chipset has the same clock speed as a typical Voodoo3 2000 at 143 MHz and that while one of its two TMUs is disabled in OpenGL and Glide applications for memory management it can be re enabled to increase those applications performance and AnandTech found no side effects of enabling the component 26 As 3dfx focused more on the retail graphics card space further inroads into the OEM space were limited A significant requirement of the OEM business was the ability to consistently produce new products on the six month product refresh cycle the computer manufacturers required 3dfx did not have the methodology nor the mindset to focus on this business model In the end 3dfx opted to be a retail distribution company manufacturing their own branded products citation needed Delays edit The company s final product was code named Napalm Originally this was just a Voodoo3 modified to support newer technologies and higher clock speeds with performance estimated to be around the level of the RIVA TNT2 However Napalm was delayed and in the meantime Nvidia brought out their landmark GeForce 256 chip which shifted even more of the computational work from the CPU to the graphics chip Napalm would have been unable to compete with the GeForce so it was redesigned to support multiple chip configurations like the Voodoo2 had The end product was named VSA 100 with VSA standing for Voodoo Scalable Architecture 3dfx was finally able to have a product that could defeat the GeForce citation needed However by the time the VSA 100 based cards made it to the market the GeForce 2 and ATI Radeon cards had arrived and were offering higher performance for the same price The only real advantage the Voodoo 5 5500 had over the GeForce 2 GTS or Radeon was its superior spatial anti aliasing implementation and the fact that relative to its peers it did not suffer such a large performance hit when anti aliasing was enabled 3dfx was fully aware of the Voodoo 5 s speed deficiency so they touted it as quality over speed which was a reversal of the Voodoo 3 marketing which emphasized raw performance over features 5500 sales were respectable but volumes were not at a level to keep 3dfx afloat citation needed GigaPixel and insolvency edit GigaPixel redirects here For the unit of resolution see Gigapixel On March 28 2000 3dfx bought GigaPixel for US 186 million in order to help launch its Rampage product to market quicker 27 28 GigaPixel had previously almost won the contract to build Microsoft s Xbox console but lost out to Nvidia 29 However in late 2000 not long after the launch of the Voodoo 4 several of 3dfx s creditors decided to initiate bankruptcy proceedings 3dfx as a whole would have had virtually no chance of successfully contesting these proceedings and instead opted to sell its assets to Nvidia effectively ceasing to exist as a company The resolution and legality of those arrangements with respect to the purchase 3dfx s creditors and its bankruptcy proceedings were still being worked through the courts as of February 2009 update nearly nine years after the sale A majority of the engineering and design team working on Rampage Sage who remained with the transition were requested and remained in house to work on what became the GeForce FX series Others accepted employment with ATI to bring their knowledge to the creation of the X series of video cards and the development of Crossfire their own version of SLI citation needed The prototype Spectre 1000 cards were delivered to software developers mere days before declaring insolvency The software team developed both device drivers and a binary compatible soft emulation of the Rampage function set Thus there were working Windows NT device drivers within a few days of the power on of the Rampage system on the 2nd week of December 2000 citation needed At the time of Nvidia s acquisition 3dfx had already been developing the successors to Spectre Fear based on a next generation Rampage called Fusion and Sage2 Mojo would combine both into a single die implement tiled rendering and showcase some advanced technologies from the GigaPixel acquisition 30 The unreleased Spectre 1000 card based on Rampage would eventually be leaked and tested Performance indicated that it would have struggled to compete with Nvidia s already released GeForce 256 though the proposed Spectre 2000 and Spectre 3000 cards which featured a combination of Rampage and Sage units would have led the market until late 2002 with Nvidia s GeForce 4 series 31 After Nvidia acquired 3dfx s intellectual property they announced that they would not provide technical support for 3dfx products As of 2019 drivers and support are still offered by community websites citation needed However while functional the drivers do not carry a manufacturer s backing and are considered beta software For a limited time Nvidia offered a program under which 3dfx owners could trade in their cards for Nvidia cards of similar performance 32 On December 15 2000 3dfx apologized to the customers with a final press release 33 In 2003 the source code for 3dfx drivers leaked 34 resulting in fan made updated drivers and further support citation needed The 3dfx bankruptcy is in the United States Court of Appeals for the Ninth Circuit appeal Docket 11 15189 Following is a clerk s order as filed in the docket 1 May 2012 Oral argument in this case is vacated Oral argument and submission of this case are deferred pending resolution of In re Bellingham No 11 35162 Argued and Submitted October 13 2011 The question in In re Bellingham is whether or in what circumstances a bankruptcy court has jurisdiction to enter judgment on a fraudulent conveyance action citation needed Although 1997 was marked by analysts as a turning point for 3dfx due to the marketing led by the new CEO Greg Ballard there was criticism of Ballard s understanding of R amp D in the graphics industry Single card 2D 3D solutions were taking over the market and although Ballard saw the need and attempted to direct the company there with the Voodoo Banshee and the Voodoo3 both of these cost the company millions in sales and lost market share while diverting vital resources from the Rampage project 14 Then 3dfx released word in early 1999 that the still competitive Voodoo2 would support only OpenGL and Glide under Microsoft s Windows 2000 operating system and not Direct3D Many games were transitioning to Direct3D at this point and the announcement caused many PC gamers the core demographic of 3dfx s market to switch to Nvidia or ATI offerings for their new machines Ballard resigned shortly after in January 2000 35 Product development history editVoodoo Graphics PCI edit A typical Voodoo Graphics PCI expansion card consisted of a DAC a frame buffer processor and a texture mapping unit along with 4 MB of EDO DRAM The RAM and graphics processors operated at 50 MHz It provided only 3D acceleration and as such the computer also needed a traditional video controller for conventional 2D software 15 A pass through VGA cable daisy chained the video controller to the Voodoo which was itself connected to the monitor The method used to engage the Voodoo s output circuitry varied between cards with some using mechanical relays while others utilized purely solid state components The mechanical relays emitted an audible clicking sound when they engaged and disengaged citation needed Voodoo Rush edit nbsp Intergraph Intense3D VoodooIn August 1997 3dfx released the Voodoo Rush chipset combining a Voodoo chip with a 2D chip that lay on the same circuit board eliminating the need for a separate VGA card Most cards were built with an Alliance Semiconductor AT25 AT3D 2D component but there were some built with a Macronix chip and there were initial plans to partner with Trident but no such boards were ever marketed 36 The Rush had the same specifications as Voodoo Graphics but did not perform as well because the Rush chipset had to share memory bandwidth with the CRTC of the 2D chip Furthermore the Rush chipset was not directly present on the PCI bus but had to be programmed through linked registers of the 2D chip Like the Voodoo Graphics there was no interrupt mechanism so the driver had to poll the Rush in order to determine whether a command had completed or not the indirection through the 2D component added significant overhead here and tended to back up traffic on the PCI interface The typical performance hit was around 10 compared to Voodoo Graphics and even worse in windowed mode Later Rush boards were released by Hercules featuring 8 MiB VRAM and a 10 higher clock speed in an attempt to close this performance gap citation needed Some manufacturers bundled a PC version of Atari Games racing game San Francisco Rush the arcade version of which utilised a slightly upgraded Voodoo Graphics chipset with an extra texture mapping unit and additional texture memory 37 The Voodoo Rush was 3dfx s first commercial failure Sales were very poor and the cards were discontinued within a year 38 39 Voodoo2 edit Main article Voodoo2 nbsp STB Systems Blackmagic 3D in SLIThe 3dfx Voodoo2 the successor to the Voodoo Graphics chipset released in March 1998 was architecturally similar but the basic board configuration added a second texturing unit allowing two textures to be drawn in a single pass 40 The Voodoo2 required three chips and a separate VGA graphics card whereas new competing 3D products such as the ATI Rage Pro Nvidia RIVA 128 and Rendition Verite 2200 were single chip products Despite some shortcomings such as the card s dithered 16 bit 3D color rendering and 800x600 resolution limitations no other manufacturers products could match the smooth framerates that the Voodoo2 produced It was a landmark and expensive achievement in PC 3D graphics Its excellent performance and the mindshare gained from the original Voodoo Graphics resulted in its success Many users even preferred Voodoo2 s dedicated purpose because they were free to use the quality 2D card of their choice as a result Some 2D 3D combined solutions at the time offered quite sub par 2D quality and speed The Voodoo2 introduced Scan Line Interleave SLI in which two Voodoo2 boards were connected together each drawing half the scan lines of the screen 13 SLI increased the maximum resolution supported to 1024 768 Because of the high cost and inconvenience of using three separate graphics cards two Voodoo2 SLI plus the general purpose 2D graphics adapter the Voodoo2 SLI scheme had minimal effect on total market share and was not a financial success SLI capability was not offered in subsequent 3dfx board designs although the technology would be later used to link the VSA 100 chips on the Voodoo 5 citation needed The arrival of the Nvidia RIVA TNT with integrated 2D 3D chipset would offer minor challenge to the Voodoo2 s supremacy months later citation needed Voodoo Banshee edit nbsp Creative 3D Blaster Banshee AGPNear the end of 1998 3dfx released the Voodoo Banshee which featured a lower price achieved through higher component integration and a more complete feature set including 2D acceleration to target the mainstream consumer market A single chip solution the Banshee was a combination of a 2D video card and partial only one texture mapping unit Voodoo2 3D hardware Due to the missing second TMU in 3D scenes which used multiple textures per polygon the Voodoo2 was significantly faster However in scenes dominated by single textured polygons the Banshee could match or exceed the Voodoo2 due to its higher clock speed and resulting greater pixel fillrate citation needed Banshee s 2D acceleration was the first such hardware from 3dfx and it was very capable It rivaled the fastest 2D cores from Matrox Nvidia and ATI It consisted of a 128 bit 2D GUI engine and a 128 bit VESA VBE 3 0 VGA core The graphics chip capably accelerated DirectDraw and supported all of the Windows Graphics Device Interface GDI in hardware with all 256 raster operations and tertiary functions and hardware polygon acceleration The 2D core achieved near theoretical maximum performance with a null driver test in Windows NT 41 42 Voodoo Banshee supports MPEG2 video acceleration 43 Voodoo3 edit Main article Voodoo3 The Voodoo 3 was hyped as the graphics card that would make 3dfx the undisputed leader but the actual product was below expectations Though it was still the fastest as it edged the RIVA TNT2 by a small margin the Voodoo3 lacked 32 bit color and large texture support Though at that time few games supported large textures and 32 bit color and those that did generally were too demanding to be run at playable framerates the features 32 bit color support and 2048 2048 textures were much more impressive on paper than 16 bit color and 256 256 texture support 44 The Voodoo3 sold relatively well 45 but was disappointing compared to the first two models and 3dfx lost the market leadership to Nvidia 24 As 3dfx attempted to counter the TNT2 threat it was surprised by Nvidia s GeForce 256 The GeForce was a single chip processor with integrated transform lighting triangle setup clipping hardware T amp L and rendering engines giving it a significant performance advantage over the Voodoo3 The 3dfx Voodoo3 2000 PCI was the highest performance 2D 3D card available for the Apple Macintosh at the time of its release though support from 3dfx was labeled as beta and required a firmware reflash 46 As game developers switched to DirectX and OpenGL which respectively had become the industry standard and were becoming increasingly popular 3dfx released its Glide API under the General Public License on December 6 1999 47 48 7 Voodoo 4 amp 5 edit Main article Voodoo 5 The Voodoo 5 5000 which had 32 MB of VRAM to the 5500 s 64 MB was never launched 49 The only other member of the Voodoo 5 line the Voodoo 4 4500 was as much of a disaster as Voodoo Rush because it had performance well short of its value oriented peers combined with a late launch Voodoo 4 was beaten in almost all areas by the GeForce 2 MX a low cost board sold mostly as an OEM part for computer manufacturers and the Radeon VE 50 One unusual trait of the Voodoo 4 and 5 was that the Macintosh versions of these cards had both VGA and DVI output jacks whereas the PC versions had only the VGA connector Also the Mac versions of the Voodoo 4 and 5 had a weakness in that they did not support hardware based MPEG2 decode acceleration which hindered the playback of DVDs on a Mac equipped with a Voodoo graphics card citation needed The Voodoo 5 6000 never made it to market due to a severe bug resulting in data corruption on the AGP bus on certain boards and was limited to AGP 2x It was thus incompatible with the new Pentium 4 motherboards Only a few more than one thousand units of the graphics card were ever produced 51 Later tests proved that the Voodoo 5 6000 outperformed not only the GeForce 2 GTS and ATI Radeon 7200 but also the faster GeForce 2 Ultra and Radeon 7500 In some cases it was shown to compete well with the GeForce 3 trading performance places with the card on various tests 52 53 However the prohibitively high production cost of the card particularly the 4 chip setup external power supply and 128 MB of VRAM which would have made it the first consumer card with that amount of memory would have likely hampered its competitiveness 51 Products editModel Launch Code name VGA1 Fab nm Bus interface Memory MB Core clock MHz Memory clock MHz Core config2 Fillrate Memory Direct3D supportMOperations s MPixels s MTexels s MVertices s Bandwidth GB s Bus type Bus width bit Voodoo Graphics October 7 1996 SST1 add on 500 PCI 4 6 8 50 50 1 1 50 50 50 0 0 8 EDO 128 3 0Voodoo Rush April 1997 SST96 500 PCI 4 6 8 50 50 1 1 50 50 50 0 0 4 EDO 64 3 0Voodoo2 March 1 1998 SST2 add on 350 PCI 8 12 90 90 2 1 90 90 180 0 2 16 EDO 192 5 0Voodoo Banshee June 22 1998 Banshee 350 AGP PCI 8 16 100 100 1 1 100 100 100 0 1 6 SDR 128 6 0Velocity 100 July 26 1999 Avenger 250 AGP 2x 8 143 143 2 1 143 143 286 0 2 288 SDR 128 6 0Velocity 200 Never released Avenger 250 AGP 2x 16 143 143 2 1 143 143 286 0 2 288 SDR 128 6 0Voodoo3 1000 March 1999 Avenger 250 AGP 2x 8 16 125 143 125 143 2 1 125 125 250 0 2 2 288 SDR 128 6 0Voodoo3 2000 April 7 1999 Avenger 250 AGP 2x PCI 16 143 143 2 1 143 143 286 0 2 288 SDR 128 6 0Voodoo3 3000 April 7 1999 Avenger 250 AGP 2x PCI 16 166 166 2 1 166 166 333 0 2 66 SDR 128 6 0Voodoo3 3500 TVsi April 7 1999 Avenger 250 AGP 2x 16 166 166 2 1 166 166 333 0 2 66 SDR 128 6 0Voodoo3 3500 TV June 1999 Avenger 250 AGP 2x 16 183 183 2 1 183 183 366 0 2 928 SDR 128 6 0Voodoo3 3500 TV SE June 1999 Avenger 250 AGP 2x 16 200 200 2 1 200 200 400 0 3 19 SDR 128 6 0Voodoo4 4000 Never released VSA 100 250 AGP 4x PCI 16 166 166 2 2 332 332 332 0 2 656 SDR 128 6 0Voodoo4 2 4000 Never released VSA 101 180 AGP 16 2 2 0 SDR 128 6 0Voodoo4 2 4200 Never released VSA 101 180 AGP PCI 16 32 143 143 2 2 143 143 0 DDR 64 6 0Voodoo4 2 4200 Never released VSA 101 180 PCI 32 166 166 2 2 166 166 0 DDR 64 6 0Voodoo4 4500 October 13 2000 VSA 100 250 AGP 2x 54 4x 54 PCI 32 166 166 2 2 332 332 332 0 2 656 SDR 128 6 0Voodoo4 4800 Never released VSA 100 250 AGP 4x PCI 64 166 166 2 2 333 333 333 0 2 656 SDR 128 6 0Voodoo5 5000 Never released VSA 100 x2 250 AGP 4x PCI 32 166 166 2 2 x2 664 664 664 0 2 656 SDR 128 6 0Voodoo5 5500 June 22 2000 VSA 100 x2 250 AGP 2x 54 PCI 64 166 166 2 2 x2 664 664 664 0 5 33 SDR 128 6 0Voodoo5 6000 Never released VSA 100 x4 250 AGP 4x PCI 128 166 166 2 2 x4 1328 1328 1328 0 10 66 SDR 256 6 0Spectre 1000 Never released Rampage 180 AGP 4x 64 200 400 4 4 800 800 800 0 6 4 DDR 128 7 0Spectre 2000 Never released Rampage Sage 180 AGP 4x 64 200 400 4 4 800 800 800 0 6 4 DDR 128 7 0Spectre 3000 Never released Rampage x2 Sage 180 AGP 4x 128 200 400 4 4 x2 1600 1600 1600 0 12 8 DDR 256 7 01 VGA Whether the card included a built in VGA subsystem and ran as a standalone graphics card 2 Texture mapping units render output unitsReferences edit a b Business Entity Detail RetrievePDF Business Search database PDF document California Secretary of State Archived from the original on September 15 2020 Retrieved October 9 2019 a b c SEC filings Form 8 K Bankruptcy or receivership Archived August 27 2017 at the Wayback Machine updated October 21 2002 retrieved August 17 2007 3dfx Announces Three Major Initiatives To Protect Creditors and Maximize Shareholder Value December 15 2000 Archived from the original on April 5 2001 Retrieved August 26 2019 Hodge 2013 p 2 Guslenko Aleksandr May 31 2006 Rassvet i zakat imperii Istoriya o tom kak Voodoo izmenil mir The dawn and decline of the empire The story of how Voodoo changed the world Igromania in Russian Archived from the original on December 5 2021 Retrieved December 5 2021 MacLellan Andrew November 6 1995 Startup 3Dfx Eyes 3D Graphics Arena Electronic News Vol 41 no 2090 p 84 Retrieved December 5 2021 a b Ajami Amer December 6 1999 3dfx Open Sources Glide GameSpot Archived from the original on December 5 2021 Retrieved December 5 2021 ORCHID SHIPS RIGHTEOUS 3D BRINGS ULTIMATE 3D EXPERIENCE TO PC USERS Orchid Technology October 7 1996 Archived from the original on October 18 1996 Retrieved January 18 2024 Righteous 3D is the first retail product to market based on 3Dfx Interactive Voodoo Graphics chipset a b Fick Wesley CataclysmZA February 8 2013 Oldie But Goodie 3DFX New Age Gaming Archived from the original on December 11 2021 Retrieved December 11 2021 Perry Douglass C September 9 2009 The Rise And Fall Of The Dreamcast Gamasutra p 2 Archived from the original on August 24 2021 Case Loyd 1999 Building the Ultimate Game PC Que p 19 ISBN 0 7897 2204 6 Archived from the original on November 13 2023 Retrieved December 11 2021 Wieselsberger Georg Liedtke Christoph September 7 2019 Das Voodoo Zeitalter Wie 3dfx die Welt der PC Grafik veranderte The Voodoo Age How 3dfx Changed the World of PC Graphics GameStar in German Archived from the original on December 11 2021 Retrieved December 11 2021 a b 3Dfx Voodoo2 Next Generation No 37 Imagine Media January 1998 pp 88 92 a b A Fallen Titan s Final Glory Sudhian Media December 31 2004 Archived from the original on August 22 2006 a b Where to Play The Dust Settles Next Generation No 36 Imagine Media December 1997 p 68 3Dfx Interactive Press Release April 22 1998 Archived from the original on April 22 1998 Retrieved August 24 2020 Power VR Prepares Highlander Next Generation No 34 Imagine Media October 1997 p 20 Sega Puts Whammy on 3Dfx Electronic Gaming Monthly No 99 Ziff Davis October 1997 p 22 Sega accused of contract breach CNET September 3 1997 Fact Cannon PC Zone No 73 February 1999 p 28 Retrieved December 5 2021 Sudhian Media Sudhian com Archived from the original on January 23 2013 Retrieved August 18 2014 Morris Chris December 14 1998 3Dfx buys STB Systems CNN Money Archived from the original on November 20 2001 Retrieved May 13 2019 A Fallen Titans Final Glory The Golden Age Sudhian com Archived from the original on January 23 2013 Retrieved August 18 2014 a b Turner Daniel Drew May 16 2002 The prince of polygons Salon Archived from the original on February 24 2021 Retrieved December 11 2021 Ajami Amer July 26 1999 3dfx Unveils New Velocity Brand GameSpot Archived from the original on December 18 2021 Retrieved December 18 2021 Andrawes Mike October 29 1999 3dfx Velocity 100 AnandTech pp 1 3 Archived from the original on December 18 2021 Retrieved December 18 2021 Hachman Mark March 28 2000 3Dfx acquires graphics IP provider Gigapixel for 186 million Archived from the original on January 26 2018 Retrieved February 9 2017 3Dfx will acquire Gigapixel s 40 or so engineers which 3Dfx will integrate into its engineering workforce In doing so the company will address a weak point its reliance on external design and manufacturing resources and the time to market penalties the company has faced as an indirect result and announced its Sage geometry processor Salvator Dave November 15 2002 Inside the GeForceFX Architecture ExtremeTech Archived from the original on May 13 2019 Retrieved May 13 2019 Kanellos Michael January 2 2002 Gigapixel sells following Xbox surprise CNET Archived from the original on November 4 2022 Retrieved November 4 2022 Medvedev Alexander 3dfx tribute Rampage Sage Fear Mojo IXBT Labs Archived from the original on November 4 2022 Retrieved November 4 2022 Papadopoulous John December 13 2018 First look at 3DFX s cancelled Rampage GPU running Max Payne Unreal Tournament amp 3DMark 2001 Dark Side of Gaming Archived from the original on November 4 2022 Retrieved November 4 2022 3dfx Owners Can Now Trade in their Voodoo Graphics Card for a Verto Graphics Cards Featuring NVIDIA s High Performance GPUs Nvidia November 26 2001 Archived from the original on March 30 2012 Retrieved August 18 2014 Letter to Customers X86 secret com December 15 2000 Archived from the original on June 3 2013 Retrieved August 18 2014 Treiber Quellcode von 3dfx im Netz aufgetaucht Von Nvidia offenbar geduldet Archived September 23 2020 at the Wayback Machine by Christian Klass on Golem de 7 May 2003 in German Ballard Leaves 3dfx IGN October 7 1999 Archived from the original on January 18 2000 Retrieved September 25 2019 3Dfx Voodoo Rush review benchmark Vintage 3D Retrieved January 1 2024 System 16 Atari Flagstaff Hardware Atari system16 com Archived from the original on May 11 2022 Retrieved January 25 2022 The Story Behind Voodoo Rush PC Accelerator Vol 1 no 2 October 1998 p 44 Retrieved December 5 2021 Buskirk Bob January 1998 A Look Back 3dfx Graphics Cards Think Computers Retrieved January 1 2024 Sanchez Andrew January 1998 Previews 3Dfx Voodoo2 boot No 17 pp 86 87 Pabst Thomas New 3D Chips Banshee G200 RIVA TNT And Savage3D Archived November 6 2016 at the Wayback Machine Tom s Hardware August 18 1998 3dfx Specifications Voodoo Banshee AGP PCI Archived June 7 2006 at the Wayback Machine 3dfxzone accessed July 26 2006 VGA Legacy MKIII Diamond Monster Fusion 3Dfx Voodoo Banshee Norton Smith Hugh February 2000 3dfx Bites Back With Voodoo 4 5 PC PowerPlay No 45 p 102 Retrieved December 11 2021 3Dfx Voodoo3 Cards Dominate Charts Again as Hottest Selling Bloomberg com October 27 1999 Archived from the original on November 13 2023 Retrieved June 12 2022 Review 3Dfx Mac Voodoo3 2000 Mac3dfx com Archived from the original on January 18 2012 Retrieved March 8 2015 3dfx Open Sources Glide API And Releases Hardware Specifications Press release 3dfx December 6 1999 Archived from the original on March 3 2000 Retrieved December 5 2021 3DFX GLIDE Source Code General Public License GitHub 3dfx December 6 1999 Archived from the original on December 5 2021 Retrieved December 4 2021 3dfx Voodoo5 5000 PCI TechPowerUp Retrieved January 1 2024 Lal Shimpi Anand 3dfx Voodoo4 4500AGP Archived May 19 2007 at the Wayback Machine Anandtech October 23 2000 a b Gontarczyk 2016 p 10 Hruska Joel August 5 2021 I Wrote the First Full Review of the Voodoo 5 6000 3dfx Isn t Coming Back Updated ExtremeTech Archived from the original on December 18 2021 Retrieved December 18 2021 Votter Raffael December 25 2017 3dfx History and Voodoo 5 Retro special with brand new benchmarks and insights PC Games Hardware Archived from the original on December 18 2021 Retrieved December 18 2021 a b c Identify your 3dfx Hardware with Part No and or special Markings FalconFly Central Archived from the original on June 7 2004 Further reading editHodge Shayne July 29 2013 3dfx Oral History Panel Gordon Campbell Scott Sellers Ross Q Smith and Gary M Tarolli PDF Interview Computer History Museum Retrieved December 5 2021 Gontarczyk Piotr March 31 2016 Historia 3dfx firmy ktora swoim Voodoo zrewolucjonizowala gry na platformie PC i upadla PC Lab Archived from the original on July 2 2020 External links edit nbsp Wikimedia Commons has media related to 3dfx Interactive Official website at the Wayback Machine archived October 19 2000 Greg Ballard discusses some of the reasons for 3dfx s decline Stanford University November 2006 Interview with AVOC Retrieved from https en wikipedia org w index php title 3dfx amp oldid 1196832371, wikipedia, wiki, book, books, library,

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