3dfx
Voodoo Graphics series | |
Website | 3dfx.com at the Wayback Machine (archived February 1, 2001) |
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3dfx Interactive, Inc. was an American
The company's original product was the Voodoo Graphics, an
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
Company history
Early products
First chips
The company was founded on August 24, 1994, as 3D/fx, Inc.
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
Towards the end of 1995, the cost of
By the end of 1997, the Voodoo Graphics was by far the most widely adopted 3D accelerator among both consumers and software developers.
Dreamcast
In 1997, 3dfx was working with entertainment company
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
Development of Rampage
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
Acquisition of STB
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 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.
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
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
GigaPixel and insolvency
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
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.[
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
Voodoo Graphics PCI
A typical Voodoo Graphics
Voodoo Rush
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
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
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
The Voodoo2 introduced
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
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
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
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
Voodoo 4 & 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
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
Products
Model | Launch | Code name | VGA1 | Fab ( nm )
|
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 |
- 1 VGA: Whether the card included a built-in VGA subsystem and ran as a standalone graphics card
- 2 Texture mapping units:render output units
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- ^ 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.
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Further reading
- 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). "Historia 3dfx – firmy, która swoim Voodoo zrewolucjonizowała gry na platformie PC i... upadła". PC Lab. Archived from the original on July 2, 2020.
External links
- 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