For those of you who asked about the history, here is the elaborate copy done on early 2003 right after the 5900 Ultra was released. I changed the format, took me about 20 minutes to arrange it all, but it's all there in its originality.
Competition is one of the things that drive man. If competition didn?t exist, we would have taken longer
to evolve to our present evolution. It?s interesting to see what sorts of things are competitive. Many
people may not know it, but the 3d accelerator market is one of the most competitive in the PC industry.
And the question arises: what makes this market so competitive? Sure, all that 3d accelerators provide
is power for video games, but there are many gamers in the world. So many, in fact, that big companies
like 3dfx, ATI, and NVIDIA have done everything they could to bring most of the market share in their favor.
To get a better understanding about 3d accelerators and how they communicate with the rest of the
computer, I provided some extra information. The 3d accelerator itself is just a chip. This chip is then
placed on a Printed Circuit Board (PCB) where it interacts with resources it needs. This combination is
called the graphics card. Graphics cards are plugged into a slot on a motherboard which connects the card
to a motherboard bus, a bunch of wires printed on the motherboard PCB that direct data to different parts
of the system. There are two types of slots that connect to their proprietary bus. There is the Peripheral
Component Interconnect (PCI) slot which runs on its PCI bus and the Advanced Graphics Port (AGP) slot
which runs on its AGP bus. Which bus is the better of the two? The AGP is the better. Thomas Pabst from
Tom?s Hardware Guide says, ?AGP enables graphics hardware to do its job faster.? The AGP bus is similar
to the PCI bus except that it is quicker and has extensions to keep track of data. The main advantage of
AGP is that it can store textures on main memory quicker than the PCI bus. Textures are stored on the
main memory to reserve the quicker local memory for higher priority applications. Now that we?ve covered
the hardware side, let?s take a look at the software portion of 3d accelerators. <a target=new class=ftalternatingbarlinklarge href="http://www.tomshardware.com/graphic/19970805/index.html">AGP - A New Interface
For Graphic Accelerators</a>
Hardware is totally useless without software, therefore software is a must. Apart from the graphics driver,
which allows the computer to communicate with the graphics card, an Application Programming Interface
(API) is needed. According to Nvidia, An API is ?a standardized programming interface that enables
developers to write their applications to a standard and without specific knowledge of hardware
implementations. The benefit is that a single application can run on a wide range of hardware platforms
instead of needing to be rewritten for each of those hardware platforms. The software driver for the
hardware intercepts the API instructions and translates them into specific instructions tailored to specific
hardware.? There are three APIs in the industry. 3D Glossary
The Open Graphics Library (OpenGL) API was developed in 1992 by Silicon Graphics. It is used by
developers of all sorts because of its support for a wide range of platforms, its efficiency and its stability.
This API is an open standard which is updated frequently by a collection of companies called the Architectural
Review Board (ARB). When it needs to stay immediately current with new features, it then relies on its
extensions feature to execute them. Through my experience, this API proves to be the best with image
quality and performance. Direct3D vs. OpenGL: Which API To Use When, Where, And Why
Another API is called Glide. Glide is no longer used but I felt it needed to be mentioned. Glide was a
proprietary API developed by 3dfx for its Voodoo chipsets. This efficient and easy code boosted performance
on Voodoo cards only and is one of the main reasons why 3dfx succeeded as much as they did. With the
demise of 3dfx in 2000, Glide also went with it. It is regarded as however, the one of the best APIs at the
time. Direct3D vs. OpenGL: Which API To Use When, Where, And Why
The third API is Microsoft?s DirectX originally developed by RenderMorphics. This was a poor API when it
debuted, but on the seventh try with DirectX 7, it finally gained praise from developers for finally working
properly. Now, with the recent release of DirectX 9, its power lies with shaders. Major downsides to this
API, is its very lengthy code and that it is updated once a year which is too slow for the graphics industry. <a target=new class=ftalternatingbarlinklarge href="http://www.gamedev.net/reference/articles/article1775.asp">Direct3D vs. OpenGL: Which API To Use When,
Where, And Why</a>
Now that you know how the Graphics cards communicate with the computer, it?s time we take a look at
threecompanies that have influenced our lives by competing against each other for the top.
This company should need no introduction. 3dfx Interactive fathered the 3d accelerator industry. 3d
accelerators existed prior to 3dfx, but it was 3dfx that turned the heat on and made 3d graphics what they
are today by releasing a powerful and affordable 3d accelerator in October of 1996. The only problem was
that it only functioned in 3d and the computer needed a separate 2d card for 2d applications. In time
though,it turned out that it wasn?t a problem at all as consumers overlooked that and kept the 3dfx atop
the industrywith its Voodoo chipset. An attempt was made by 3dfx at combining 3d accelerator and 2d
accelerator into one with the Voodoo Rush 2d/3d accelerator, but it provided mediocre 2d quality and slower
3d performance than the regular Voodoo and failed to attract consumers. It was two years before 3dfx
release the follow up with the Voodoo 2 in March of 1998. This card supported higher resolutions, at twice
the speed of its predecessors, and allowed a two-card connection known as Scan Line Interleave (SLI) that
provided almost double the performance. During the reign of the Voodoo 2 was when 3dfx was the most
popular. The Voodoo Banshee was the 2nd attempt at a 2d/3d graphics card in one and again it was slower
than the regular version, but sold very well baring the 3dfx logo. Six months later in April of 1999, the new
Voodoo 3 chipset came out along with a new logo and TV spots, which 3dfx pioneered. 3dfx also
apprehended a graphics PCB maker known as STB that allowed 3dfx to make their own cards, gaining more
profit per card, but distributing less. The Voodoo 3 came in three flavors: a slower budget card, a regular
mainstream card, and a quicker high-end card. It was the first Voodoo to use and AGP slot, although it
didn?t support AGP texturing, which almost defeats the purpose of having an AGP connection. The Voodoo 3
outperformed the competition, but because of the lack of the AGP texturing feature, true color and some
other features, consumers started switching over to the competition, choosing image quality over performance. <a target=new class=ftalternatingbarlinklarge href="http://www.revolutionpc.com/articles/index.php?mode=content&articlenumber=6">History Of
3dfx</a>
3dfx?s next 3d accelerator would fix many of the Voodoo 3 issues as well as introduce features beyond its
time. The Voodoo Scalable Architecture 100 (VSA-100) 3d accelerator features scalable architecture that
allows it to run two or more chips, up to 32, in parallel. The VSA-100 powers the Voodoo 4 4500 with one
chip, the Voodoo 5 5500 with two chips, and the Voodoo 5 6000 with four chips, providing almost double
the performance and bandwidth when the amount of chips is doubled. The VSA-100 finally gave Voodoo
fans true color rendering at high resolutions, but it still lacked the AGP texturing feature and a recent
feature known as T&L, explained in later. To make up for that, 3dfx introduced a feature known as the
T-Buffer, announcing cinematic effects two years earlier than the rest of the industry. These features make
the VSA-100 a very attractive 3d accelerator with excellent performance, but due to 9 months of delay, the
otherwise promising chip debuted with performance that trailed behind cheaper existing cards. Chip
shortages also plagued the launch allowing limited distribution. 3dfx Voodoo5 5500
The VSA-100 delay had cost 3dfx millions of dollars and limited distribution hurt profits. Not having much
money to stay in business much longer and having debts worth millions, 3dfx decided to sells its assets to
its rival Nvidia for a total worth of 70 million dollars and 1 million shares. 3dfx released several of their
Voodoo 4 4500 and Voodoo 5 5500, and manufactured only a couple of hundred of the Voodoo 5 6000
cards before closing its doors. In the eyes of many, the Voodoo 5 5500 was, at the time of release, the
king of video cards and some still consider it to be a great card, refusing to upgrade. <a target=new class=ftalternatingbarlinklarge href="http://zdnet.com.com/2100-11-526472.html?legacy=zdnn">3dfx Dissolves, Sells Assets To
Nvidia</a>
When 3dfx closed its doors, it had a prototype of an updated version of the VSA-100, known as Daytona, as
well as a prototype of one of three planned next generation 3d accelerators. The Spectre line featured two
Rampage rasterizers and a Sage geometrical processor in the high end solution. This card had the
theoretical power to surpass next years? Geforce 3 from Nvidia. A protype existed for the low end Spectre
with only one Rampage and a Sage. The Fear line was supposed to feature a Fusion rasterizer, a more
advanced version of Rampage, and the Sage2 geometrical processor. Finally, the Mojo line featured a
rasterizer and geometrical processor combination that boasted the innovation of Tiled Architecture. That is
all that is known about 3dfx?s future products. 3dfx Tribute: Rampage, Sage, Fear, Mojo...
At this time in the industry, Nvidia should also need no introduction because it is now the 3d accelerator
king. Formed in January of 1993 by three industry veterans, Nvidia is the one of the most innovative
companies and always keeps pushing graphics to the next level. The NV1 was the first card Nvidia released
back in January of 1995. The NV1 wasn?t just a graphics card, but a multimedia card capable of excellent
graphics, both 2d and 3d, sound and input/output processing. It used Quadratic Texture Maps, which use
the curved sides of polygons, to display smoother graphics with fewer calculations than today?s polygon
standard. The NV1 also stored textures in the system ram as does today?s AGP technology. Although, the
NV1 was technologically superior to other graphics cards and some sound cards, when Microsoft finalized
the DirectX API, choosing polygons as the 3d standard, Nvidia?s multimedia card became useless as
developers were unwilling to program for graphics cards that didn?t support Microsoft?s API. Nvidia seemed
doomed because there was no way to come up with a new graphics card in time to save itself from going
under. Their savior came in the form of Sega, who funded research and development for the NV2 to be
used in a future home console called Dreamcast. Ultimately, Sega dropped the project, although, if not for
Sega?s funding, Nvidia might not be here today. Before Nvidia started work on a brand new PC 3d
accelerator, they set guidelines. It decided to focus only on cheaper single-chip 2d/3d accelerators, adopt
DirectX as its native API and a six month product cycle, which would, as Allan Dang likes to say, ?provide a
safety net that prevented any single mistake from becoming a company-ending disaster.? Nvidia?s next
card, the Riva 128, promised to outperform the Voodoo accelerator, be the first to use AGP, although
incomplete, and the first to integrate a full hardware triangle setup engine. The chip debuted in fall of
1997 and because of the lack of image quality features of the Voodoo chipset, the Riva never made it big,
but because of its low cost, it became and excellent choice for Original Equipment Manufacturers (OEM?s)
such as DELL. Six months later, a revamped version of the card was released called the Riva 128ZX
featuring more speed and more memory. One month later, Nvidia announced the Riva TNT using TwiN
Texel (TNT) technology that produced two pixels per clock, effectively doubling performance. The TNT
provided support for many image enhancing features, namely true color. When it was released, the TNT
came right behind the Voodoo 2 in performance while providing better image quality. Six months later in
March of 1999, the TNT2 was announced boasting the highest speed and performance. The TNT2
provided great performance near the Voodoo 3 and better image quality. Many gamers decided to switch
from 3dfx accelerators to Nvidia accelerators at this point. Six months later in the September of 1999,
Nvidia announced the first Graphics Processing Unit (GPU) in the form of the Geforce 256. GPU technology
integrates Transform and Lighting (T&L) with the regular 3d accelerator, relieving the CPU from extra
calculations thereby increasing performance versus regular 3d accelerators. T&L integration combined
with a lot memory and high speeds, put this graphics card above all and pointed Nvidia to the king?s table.
History Of Nvidia
In April of 2000, Nvidia announced the successor to the Geforce 256, the Geforce 2 Giga Texel Shader (GTS).
The GTS was fully supported DirectX 7 and came with more memory and higher speeds than its
predecessors. The Nvidia Shader Rasterizer (NSR) was a feature that implemented the first version of a
pixel shader, explained later. The GTS?s performance was unsurpassed by none and continued to reign for
another six months, when Nvidia would release speed updates. Nvidia Geforce2 GTS
One year later in 2001, Nvidia released the Geforce 3, the first programmable GPU, with full DirectX 8
capabilities. The NFiniteFX Engine feature was capable of vertex shaders and pixel shaders. Vertex
shaders manipulate vertexes in a 3d image allowing it to change shape. Pixel shaders manipulate the
lighting and surface effects. Lightspeed Memory Architecture (LMA) was a feature that saved memory
bandwidth, a big limitation in the Geforce 2. The Geforce 3 did have amazing image quality features, but it
didn?t have the speed to execute them efficiently, although, it still performed above the competition. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20010227/index.html">High-Tech And Vertex Juggling ? Nvidia?s New Geforce3
GPU</a>
Another year later in 2002, Nvidia released the Geforce 4 Ti 4600 to quickly replace the Geforce 3. The
Geforce 4 had very few hardware optimizations to boost speed: the NFiniteFX II with dual vertex shaders
and LMA II, saving memory bandwidth more efficiently. Other features included a new method of
Anti-aliasing (AA) known as Accuview, which tries to give high performance and high image quality, and
NView which supports multiple displays. This card continued the Nvidia tradition of outperforming the
competition. Nvidia GeForce4 ? NV17 And NV25 Come To Life
Another year later in 2003, the repeatedly delayed Geforce FX 5800 Ultra was released bringing to gamers
the ?dawn of cinematic computing,? as Nvidia likes to call it, with full DirectX 9 capabilities. This chip
provided almost double the speed of previous chips and an increased number in Vertex Shaders and Pixel
Shaders for higher performance and effects provided by the CineFX Engine. The speed of the FX chip is so
high that a noisy, elaborate cooler named the FX Flow was designed for it. An optimized version of LMA II
has now become Intellisample Technology. Despite all of these features and speed, the card was just
about as equal in performance to the competition, who was about half as fast. The 5800 was extremely
criticized for the noise it created with its elaborate cooler and its high price for decent performance and
horrible image quality. Because it received a bad reaction, Nvidia decided to release a revision of the
Geforce FX 5800 Ultra three months later named the Geforce FX 5900 Ultra. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20021118/index.html">GeForceFX ? NVIDIA Goes
Hollywood</a>
The Nvidia Geforce FX 5900 Ultra featured a slower speed, a change of memory interface to allow more
memory bandwidth while producing less heat, a more efficient, less noisy cooler and a new release of
drivers that substantially increased performance and image quality. A new feature was also included
named Ultra Shadow Technology, which allows easier programming of shadows. In the end, the 5900
outperformed the competition by a fair margin and had image quality on par with the competition,
restoring many gamers? faith in Nvidia. Nvidia is still the king of 3d accelerators. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20030512/index.html">Nvidia GeForceFX 5900 Ultra ? The Way FX Is Meant To Be
Played!!</a>
ATI Technologies Inc. was founded in 1985. ATI was never a big contender in the 3d accelerator industry
until recently in 2000. The reason ATI never made it big, was because of their terrible drivers. Before
the year 2000 with the release of the Radeon, ATI created decent hardware, sometimes excelling, but
was always dragged backwards by their drivers. The hardware is as good as the driver. The reason ATI
has existed so for so long is because of its relationships with OEM?s. ATI Radeon 64MB DDR
In July of 2000, ATI released the Radeon 256. The Radeon featured the T&L integration similar to the
competition. The Charisma Engine feature was capable of Vertex Skinning, Keyframe Interpolination and
Pixel Tapestry, ATI?s own NSR, which would provide better performance and effects in games that
support it. The Radeon also supports some features of the unreleased DirectX 8. The HyperZ feature
does not render objects that aren?t seen by the viewer to save memory bandwidth. Despite these great
features, the card is slower than the competition and doesn?t perform as well. ATI Radeon 64MB DDR
In October of 2001, ATI released a card quicker than the competition named the Radeon 8500. The
Charisma Engine II introduced Smart Shader and Pixel Tapestry II. Smart Shader gave ATI the power of
vertex shaders. Pixel Tapestry II gave ATI the power of DirectX 8.1 pixel shaders. Smoothvision
provided AA and Anistropic Filtering (AF), a feature that provides more detail to skewed areas, at less of
a performance penalty while providing a top quality image. HyperZ II technology is a more efficient
bandwidth saving feature. Video Immersion II and Hydravision are added for better video quality and
support for multiple displays. Truform is a very interesting feature, adding more polygons to older
games to make the graphics look smoother. This technique, unfortunately, was never perfected. This
time ATI had the speed and still had the features, but a driver update from the competition provided
enough performance to leave the 8500 behind. After that day, ATI started to update its drivers often. <a target=new class=ftalternatingbarlinklarge href="http://anandtech.com/video/showdoc.html?i=1544&p=1">ATI?s Radeon 8500 ? She?s Got
Potential</a>
In July of 2002, ATI dented Nvidia?s crown, finally emerging out of the shadows with its Radeon 9700
Pro. This card has full DirectX 9 support, allowing cinematic effects. HyperZ III is added with new
tricks to save even more bandwidth than previously possible. Smoothvision 2.0 is implemented with a
few extra optimizations in order to deliver better quality picture. ATI also introduces the Video Shader,
which is able to more efficiently handle video data. The Radeon 9700 Pro finally beat the competition. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20020718/index.html">ATI Takes Over 3D Technology Leadership With
Radeon 9700</a>
Six months later, The Radeon 9800 Pro featuring minor optimizations to the 9700 that increased
performance substantially. It was only beaten by the Nvidia Geforce 5900 Ultra. Although, it still has
a lot of bugs to work out with the drivers, they have come a long way and now actually pose some
competition to the competition. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20030512/index.html">Nvidia GeForceFX 5900 Ultra ? The Way FX Is Meant To Be
Played!!</a>
In conclusion, this essay details how competitive the market is, making it one of the most competitive
in the PC industry. The downfall of one great company in such a short time and multiple product
releases just about every six months to keep companies competitive prove this, while demand for
better graphical effects and more powerful 3d accelerators will ensure that the market will keep going.
Competition is one of the things that drive man. If competition didn?t exist, we would have taken longer
to evolve to our present evolution. It?s interesting to see what sorts of things are competitive. Many
people may not know it, but the 3d accelerator market is one of the most competitive in the PC industry.
And the question arises: what makes this market so competitive? Sure, all that 3d accelerators provide
is power for video games, but there are many gamers in the world. So many, in fact, that big companies
like 3dfx, ATI, and NVIDIA have done everything they could to bring most of the market share in their favor.
To get a better understanding about 3d accelerators and how they communicate with the rest of the
computer, I provided some extra information. The 3d accelerator itself is just a chip. This chip is then
placed on a Printed Circuit Board (PCB) where it interacts with resources it needs. This combination is
called the graphics card. Graphics cards are plugged into a slot on a motherboard which connects the card
to a motherboard bus, a bunch of wires printed on the motherboard PCB that direct data to different parts
of the system. There are two types of slots that connect to their proprietary bus. There is the Peripheral
Component Interconnect (PCI) slot which runs on its PCI bus and the Advanced Graphics Port (AGP) slot
which runs on its AGP bus. Which bus is the better of the two? The AGP is the better. Thomas Pabst from
Tom?s Hardware Guide says, ?AGP enables graphics hardware to do its job faster.? The AGP bus is similar
to the PCI bus except that it is quicker and has extensions to keep track of data. The main advantage of
AGP is that it can store textures on main memory quicker than the PCI bus. Textures are stored on the
main memory to reserve the quicker local memory for higher priority applications. Now that we?ve covered
the hardware side, let?s take a look at the software portion of 3d accelerators. <a target=new class=ftalternatingbarlinklarge href="http://www.tomshardware.com/graphic/19970805/index.html">AGP - A New Interface
For Graphic Accelerators</a>
Hardware is totally useless without software, therefore software is a must. Apart from the graphics driver,
which allows the computer to communicate with the graphics card, an Application Programming Interface
(API) is needed. According to Nvidia, An API is ?a standardized programming interface that enables
developers to write their applications to a standard and without specific knowledge of hardware
implementations. The benefit is that a single application can run on a wide range of hardware platforms
instead of needing to be rewritten for each of those hardware platforms. The software driver for the
hardware intercepts the API instructions and translates them into specific instructions tailored to specific
hardware.? There are three APIs in the industry. 3D Glossary
The Open Graphics Library (OpenGL) API was developed in 1992 by Silicon Graphics. It is used by
developers of all sorts because of its support for a wide range of platforms, its efficiency and its stability.
This API is an open standard which is updated frequently by a collection of companies called the Architectural
Review Board (ARB). When it needs to stay immediately current with new features, it then relies on its
extensions feature to execute them. Through my experience, this API proves to be the best with image
quality and performance. Direct3D vs. OpenGL: Which API To Use When, Where, And Why
Another API is called Glide. Glide is no longer used but I felt it needed to be mentioned. Glide was a
proprietary API developed by 3dfx for its Voodoo chipsets. This efficient and easy code boosted performance
on Voodoo cards only and is one of the main reasons why 3dfx succeeded as much as they did. With the
demise of 3dfx in 2000, Glide also went with it. It is regarded as however, the one of the best APIs at the
time. Direct3D vs. OpenGL: Which API To Use When, Where, And Why
The third API is Microsoft?s DirectX originally developed by RenderMorphics. This was a poor API when it
debuted, but on the seventh try with DirectX 7, it finally gained praise from developers for finally working
properly. Now, with the recent release of DirectX 9, its power lies with shaders. Major downsides to this
API, is its very lengthy code and that it is updated once a year which is too slow for the graphics industry. <a target=new class=ftalternatingbarlinklarge href="http://www.gamedev.net/reference/articles/article1775.asp">Direct3D vs. OpenGL: Which API To Use When,
Where, And Why</a>
Now that you know how the Graphics cards communicate with the computer, it?s time we take a look at
threecompanies that have influenced our lives by competing against each other for the top.
This company should need no introduction. 3dfx Interactive fathered the 3d accelerator industry. 3d
accelerators existed prior to 3dfx, but it was 3dfx that turned the heat on and made 3d graphics what they
are today by releasing a powerful and affordable 3d accelerator in October of 1996. The only problem was
that it only functioned in 3d and the computer needed a separate 2d card for 2d applications. In time
though,it turned out that it wasn?t a problem at all as consumers overlooked that and kept the 3dfx atop
the industrywith its Voodoo chipset. An attempt was made by 3dfx at combining 3d accelerator and 2d
accelerator into one with the Voodoo Rush 2d/3d accelerator, but it provided mediocre 2d quality and slower
3d performance than the regular Voodoo and failed to attract consumers. It was two years before 3dfx
release the follow up with the Voodoo 2 in March of 1998. This card supported higher resolutions, at twice
the speed of its predecessors, and allowed a two-card connection known as Scan Line Interleave (SLI) that
provided almost double the performance. During the reign of the Voodoo 2 was when 3dfx was the most
popular. The Voodoo Banshee was the 2nd attempt at a 2d/3d graphics card in one and again it was slower
than the regular version, but sold very well baring the 3dfx logo. Six months later in April of 1999, the new
Voodoo 3 chipset came out along with a new logo and TV spots, which 3dfx pioneered. 3dfx also
apprehended a graphics PCB maker known as STB that allowed 3dfx to make their own cards, gaining more
profit per card, but distributing less. The Voodoo 3 came in three flavors: a slower budget card, a regular
mainstream card, and a quicker high-end card. It was the first Voodoo to use and AGP slot, although it
didn?t support AGP texturing, which almost defeats the purpose of having an AGP connection. The Voodoo 3
outperformed the competition, but because of the lack of the AGP texturing feature, true color and some
other features, consumers started switching over to the competition, choosing image quality over performance. <a target=new class=ftalternatingbarlinklarge href="http://www.revolutionpc.com/articles/index.php?mode=content&articlenumber=6">History Of
3dfx</a>
3dfx?s next 3d accelerator would fix many of the Voodoo 3 issues as well as introduce features beyond its
time. The Voodoo Scalable Architecture 100 (VSA-100) 3d accelerator features scalable architecture that
allows it to run two or more chips, up to 32, in parallel. The VSA-100 powers the Voodoo 4 4500 with one
chip, the Voodoo 5 5500 with two chips, and the Voodoo 5 6000 with four chips, providing almost double
the performance and bandwidth when the amount of chips is doubled. The VSA-100 finally gave Voodoo
fans true color rendering at high resolutions, but it still lacked the AGP texturing feature and a recent
feature known as T&L, explained in later. To make up for that, 3dfx introduced a feature known as the
T-Buffer, announcing cinematic effects two years earlier than the rest of the industry. These features make
the VSA-100 a very attractive 3d accelerator with excellent performance, but due to 9 months of delay, the
otherwise promising chip debuted with performance that trailed behind cheaper existing cards. Chip
shortages also plagued the launch allowing limited distribution. 3dfx Voodoo5 5500
The VSA-100 delay had cost 3dfx millions of dollars and limited distribution hurt profits. Not having much
money to stay in business much longer and having debts worth millions, 3dfx decided to sells its assets to
its rival Nvidia for a total worth of 70 million dollars and 1 million shares. 3dfx released several of their
Voodoo 4 4500 and Voodoo 5 5500, and manufactured only a couple of hundred of the Voodoo 5 6000
cards before closing its doors. In the eyes of many, the Voodoo 5 5500 was, at the time of release, the
king of video cards and some still consider it to be a great card, refusing to upgrade. <a target=new class=ftalternatingbarlinklarge href="http://zdnet.com.com/2100-11-526472.html?legacy=zdnn">3dfx Dissolves, Sells Assets To
Nvidia</a>
When 3dfx closed its doors, it had a prototype of an updated version of the VSA-100, known as Daytona, as
well as a prototype of one of three planned next generation 3d accelerators. The Spectre line featured two
Rampage rasterizers and a Sage geometrical processor in the high end solution. This card had the
theoretical power to surpass next years? Geforce 3 from Nvidia. A protype existed for the low end Spectre
with only one Rampage and a Sage. The Fear line was supposed to feature a Fusion rasterizer, a more
advanced version of Rampage, and the Sage2 geometrical processor. Finally, the Mojo line featured a
rasterizer and geometrical processor combination that boasted the innovation of Tiled Architecture. That is
all that is known about 3dfx?s future products. 3dfx Tribute: Rampage, Sage, Fear, Mojo...
At this time in the industry, Nvidia should also need no introduction because it is now the 3d accelerator
king. Formed in January of 1993 by three industry veterans, Nvidia is the one of the most innovative
companies and always keeps pushing graphics to the next level. The NV1 was the first card Nvidia released
back in January of 1995. The NV1 wasn?t just a graphics card, but a multimedia card capable of excellent
graphics, both 2d and 3d, sound and input/output processing. It used Quadratic Texture Maps, which use
the curved sides of polygons, to display smoother graphics with fewer calculations than today?s polygon
standard. The NV1 also stored textures in the system ram as does today?s AGP technology. Although, the
NV1 was technologically superior to other graphics cards and some sound cards, when Microsoft finalized
the DirectX API, choosing polygons as the 3d standard, Nvidia?s multimedia card became useless as
developers were unwilling to program for graphics cards that didn?t support Microsoft?s API. Nvidia seemed
doomed because there was no way to come up with a new graphics card in time to save itself from going
under. Their savior came in the form of Sega, who funded research and development for the NV2 to be
used in a future home console called Dreamcast. Ultimately, Sega dropped the project, although, if not for
Sega?s funding, Nvidia might not be here today. Before Nvidia started work on a brand new PC 3d
accelerator, they set guidelines. It decided to focus only on cheaper single-chip 2d/3d accelerators, adopt
DirectX as its native API and a six month product cycle, which would, as Allan Dang likes to say, ?provide a
safety net that prevented any single mistake from becoming a company-ending disaster.? Nvidia?s next
card, the Riva 128, promised to outperform the Voodoo accelerator, be the first to use AGP, although
incomplete, and the first to integrate a full hardware triangle setup engine. The chip debuted in fall of
1997 and because of the lack of image quality features of the Voodoo chipset, the Riva never made it big,
but because of its low cost, it became and excellent choice for Original Equipment Manufacturers (OEM?s)
such as DELL. Six months later, a revamped version of the card was released called the Riva 128ZX
featuring more speed and more memory. One month later, Nvidia announced the Riva TNT using TwiN
Texel (TNT) technology that produced two pixels per clock, effectively doubling performance. The TNT
provided support for many image enhancing features, namely true color. When it was released, the TNT
came right behind the Voodoo 2 in performance while providing better image quality. Six months later in
March of 1999, the TNT2 was announced boasting the highest speed and performance. The TNT2
provided great performance near the Voodoo 3 and better image quality. Many gamers decided to switch
from 3dfx accelerators to Nvidia accelerators at this point. Six months later in the September of 1999,
Nvidia announced the first Graphics Processing Unit (GPU) in the form of the Geforce 256. GPU technology
integrates Transform and Lighting (T&L) with the regular 3d accelerator, relieving the CPU from extra
calculations thereby increasing performance versus regular 3d accelerators. T&L integration combined
with a lot memory and high speeds, put this graphics card above all and pointed Nvidia to the king?s table.
History Of Nvidia
In April of 2000, Nvidia announced the successor to the Geforce 256, the Geforce 2 Giga Texel Shader (GTS).
The GTS was fully supported DirectX 7 and came with more memory and higher speeds than its
predecessors. The Nvidia Shader Rasterizer (NSR) was a feature that implemented the first version of a
pixel shader, explained later. The GTS?s performance was unsurpassed by none and continued to reign for
another six months, when Nvidia would release speed updates. Nvidia Geforce2 GTS
One year later in 2001, Nvidia released the Geforce 3, the first programmable GPU, with full DirectX 8
capabilities. The NFiniteFX Engine feature was capable of vertex shaders and pixel shaders. Vertex
shaders manipulate vertexes in a 3d image allowing it to change shape. Pixel shaders manipulate the
lighting and surface effects. Lightspeed Memory Architecture (LMA) was a feature that saved memory
bandwidth, a big limitation in the Geforce 2. The Geforce 3 did have amazing image quality features, but it
didn?t have the speed to execute them efficiently, although, it still performed above the competition. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20010227/index.html">High-Tech And Vertex Juggling ? Nvidia?s New Geforce3
GPU</a>
Another year later in 2002, Nvidia released the Geforce 4 Ti 4600 to quickly replace the Geforce 3. The
Geforce 4 had very few hardware optimizations to boost speed: the NFiniteFX II with dual vertex shaders
and LMA II, saving memory bandwidth more efficiently. Other features included a new method of
Anti-aliasing (AA) known as Accuview, which tries to give high performance and high image quality, and
NView which supports multiple displays. This card continued the Nvidia tradition of outperforming the
competition. Nvidia GeForce4 ? NV17 And NV25 Come To Life
Another year later in 2003, the repeatedly delayed Geforce FX 5800 Ultra was released bringing to gamers
the ?dawn of cinematic computing,? as Nvidia likes to call it, with full DirectX 9 capabilities. This chip
provided almost double the speed of previous chips and an increased number in Vertex Shaders and Pixel
Shaders for higher performance and effects provided by the CineFX Engine. The speed of the FX chip is so
high that a noisy, elaborate cooler named the FX Flow was designed for it. An optimized version of LMA II
has now become Intellisample Technology. Despite all of these features and speed, the card was just
about as equal in performance to the competition, who was about half as fast. The 5800 was extremely
criticized for the noise it created with its elaborate cooler and its high price for decent performance and
horrible image quality. Because it received a bad reaction, Nvidia decided to release a revision of the
Geforce FX 5800 Ultra three months later named the Geforce FX 5900 Ultra. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20021118/index.html">GeForceFX ? NVIDIA Goes
Hollywood</a>
The Nvidia Geforce FX 5900 Ultra featured a slower speed, a change of memory interface to allow more
memory bandwidth while producing less heat, a more efficient, less noisy cooler and a new release of
drivers that substantially increased performance and image quality. A new feature was also included
named Ultra Shadow Technology, which allows easier programming of shadows. In the end, the 5900
outperformed the competition by a fair margin and had image quality on par with the competition,
restoring many gamers? faith in Nvidia. Nvidia is still the king of 3d accelerators. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20030512/index.html">Nvidia GeForceFX 5900 Ultra ? The Way FX Is Meant To Be
Played!!</a>
ATI Technologies Inc. was founded in 1985. ATI was never a big contender in the 3d accelerator industry
until recently in 2000. The reason ATI never made it big, was because of their terrible drivers. Before
the year 2000 with the release of the Radeon, ATI created decent hardware, sometimes excelling, but
was always dragged backwards by their drivers. The hardware is as good as the driver. The reason ATI
has existed so for so long is because of its relationships with OEM?s. ATI Radeon 64MB DDR
In July of 2000, ATI released the Radeon 256. The Radeon featured the T&L integration similar to the
competition. The Charisma Engine feature was capable of Vertex Skinning, Keyframe Interpolination and
Pixel Tapestry, ATI?s own NSR, which would provide better performance and effects in games that
support it. The Radeon also supports some features of the unreleased DirectX 8. The HyperZ feature
does not render objects that aren?t seen by the viewer to save memory bandwidth. Despite these great
features, the card is slower than the competition and doesn?t perform as well. ATI Radeon 64MB DDR
In October of 2001, ATI released a card quicker than the competition named the Radeon 8500. The
Charisma Engine II introduced Smart Shader and Pixel Tapestry II. Smart Shader gave ATI the power of
vertex shaders. Pixel Tapestry II gave ATI the power of DirectX 8.1 pixel shaders. Smoothvision
provided AA and Anistropic Filtering (AF), a feature that provides more detail to skewed areas, at less of
a performance penalty while providing a top quality image. HyperZ II technology is a more efficient
bandwidth saving feature. Video Immersion II and Hydravision are added for better video quality and
support for multiple displays. Truform is a very interesting feature, adding more polygons to older
games to make the graphics look smoother. This technique, unfortunately, was never perfected. This
time ATI had the speed and still had the features, but a driver update from the competition provided
enough performance to leave the 8500 behind. After that day, ATI started to update its drivers often. <a target=new class=ftalternatingbarlinklarge href="http://anandtech.com/video/showdoc.html?i=1544&p=1">ATI?s Radeon 8500 ? She?s Got
Potential</a>
In July of 2002, ATI dented Nvidia?s crown, finally emerging out of the shadows with its Radeon 9700
Pro. This card has full DirectX 9 support, allowing cinematic effects. HyperZ III is added with new
tricks to save even more bandwidth than previously possible. Smoothvision 2.0 is implemented with a
few extra optimizations in order to deliver better quality picture. ATI also introduces the Video Shader,
which is able to more efficiently handle video data. The Radeon 9700 Pro finally beat the competition. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20020718/index.html">ATI Takes Over 3D Technology Leadership With
Radeon 9700</a>
Six months later, The Radeon 9800 Pro featuring minor optimizations to the 9700 that increased
performance substantially. It was only beaten by the Nvidia Geforce 5900 Ultra. Although, it still has
a lot of bugs to work out with the drivers, they have come a long way and now actually pose some
competition to the competition. <a target=new class=ftalternatingbarlinklarge href="http://www6.tomshardware.com/graphic/20030512/index.html">Nvidia GeForceFX 5900 Ultra ? The Way FX Is Meant To Be
Played!!</a>
In conclusion, this essay details how competitive the market is, making it one of the most competitive
in the PC industry. The downfall of one great company in such a short time and multiple product
releases just about every six months to keep companies competitive prove this, while demand for
better graphical effects and more powerful 3d accelerators will ensure that the market will keep going.