[HN Gopher] 3dfx: So powerful, it's kind of ridiculous (2023)
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       3dfx: So powerful, it's kind of ridiculous (2023)
        
       Author : kristianp
       Score  : 207 points
       Date   : 2025-03-07 04:07 UTC (3 days ago)
        
 (HTM) web link (www.abortretry.fail)
 (TXT) w3m dump (www.abortretry.fail)
        
       | petermcneeley wrote:
       | Relevant: This is my lengthy presentation on porting Rogue
       | Squadron 3d from 3dfx glide over to Vulkan.
       | 
       | https://www.youtube.com/watch?v=wcmKy-72_2U
        
         | panick21_ wrote:
         | Interesting, thanks for this.
        
       | snide wrote:
       | There was a brief period of time where having one of these 3D
       | cards in quake led to a pretty heavy advantage for gamers.
       | 
       | I can very clearly remember installing the card and then loading
       | up 2Fort4 in the Team Fortress mod and suddenly being able to see
       | THROUGH THE WATER.
       | 
       | Sniper's paradise!
        
         | glitchc wrote:
         | You also needed a fast connection to minimize latency. 400 ms
         | on dial-up was common.
        
           | atonse wrote:
           | I used to play games like Starsiege (the mech game) on
           | dialup. With our 250ms pings, your brain just learned to
           | compensate for the delay and click that much earlier to
           | shoot.
           | 
           | But yeah, those lucky people with their DSL modems and 60ms
           | pings would wipe the floor with us.
           | 
           | Nowadays, everyone has a < 10ms ping.
        
             | mysterydip wrote:
             | I loved playing starsiege back in 2000. I had a wired
             | college campus connection, but shared with so many
             | students, my pings would go anywhere from 50 to 500
             | depending on time of day. Near-timeouts showed the client
             | side prediction code in action, with mechs sliding around
             | and then freezing in place.
        
         | agumonkey wrote:
         | There was also a perverse effect on some games. With a graphics
         | card, your gameplay could be altered and you had to unlearn all
         | the reflexes you built on CPU rendering alone. Moto Racer
         | (1997) was like that. The gameplay with a graphics card was
         | completely different, even trajectories (I assume lag made the
         | cpu accept a little bit more rounding errors).
        
           | strictnein wrote:
           | Moto Racer was one of the few games that supported the
           | PowerVR card. I had one and it looked so good. Such a fun
           | game.
        
         | somat wrote:
         | If I remember correctly to get transparent water the level also
         | had to be re processed through the "vis" program with a
         | transparent water flag set.
         | 
         | vis did a precalculation for where a level segment(the
         | partition in binary space partition) could be seen from any
         | other level segment. the end effect was that while glquake did
         | have a option for transparent water, the geometry would not
         | draw on the far side. making the effect useless without a bit
         | of extra work. But I have to admit I have no idea if
         | entities(other players) would draw or not.
         | 
         | update: found this https://quakeone.com/forum/quake-
         | help/general-help/4754-visp...
         | 
         | Apparently there is a no_vis option to run without the visible
         | set optimizations.
        
         | AdmiralAsshat wrote:
         | > I can very clearly remember installing the card and then
         | loading up 2Fort4 in the Team Fortress mod and suddenly being
         | able to see THROUGH THE WATER.
         | 
         | Searching for "2Fort4" in YouTube yielded some interesting
         | videos for people curious what the original Quake Mod version
         | of the map looked like:
         | 
         | https://www.youtube.com/watch?v=bJh36LuKwVQ&pp=ygUGMkZvcnQ0
         | 
         | As someone who _still_ spends at least 3 hours a week playing
         | 2Fort on the current Team Fortress 2, it 's fascinating to see
         | how the core of the map is still basically the same after 20
         | years.
         | 
         | EDIT: Another video which goes into more detail about the
         | history of each 2fort version, going back to its original
         | inspiration from a Doom 2 level:
         | 
         | https://www.youtube.com/watch?v=Tid9QwAOlng&t=375s
        
           | cogman10 wrote:
           | Interesting, didn't realize this design was that old. Feels a
           | little like teapot :).
           | 
           | The video also misses that there was a pretty popular 2fort
           | for half life 1.
        
           | tracker1 wrote:
           | I spent so much of my early 20's in that map/mod on Q1. I
           | don't think I've had that level of just fun in any
           | game/map/mod since then.
        
         | macintux wrote:
         | On a very different scale, but I recall playing bzflag decades
         | ago and discovering that I simply could not jump my tank to the
         | second level. My graphics card was so slow that something
         | wasn't working correctly, and no matter how many times I tried
         | from different distances I would _almost_ make it, but not
         | quite.
        
           | stanac wrote:
           | More recent example: In GTA SA in a mission I wasn't able to
           | reach an airplane before it took off unless I lowered the
           | resolution of the game.
        
         | taeric wrote:
         | This and the overwhelming advantage conveyed from fast internet
         | connections was hard to really appreciate when you were there.
        
           | garciasn wrote:
           | Even having a solid dial-up connection with a ~180-185ms ping
           | was a ridiculous advantage when most HPBs were ~350ms,
           | particularly in clan invitationals for Q1CTF. We were playing
           | as LPBs in the dorm at ~45-60ms and 180ms wasn't that much of
           | a concern, aside from sliding around corners more than
           | expected, but at 350ms you were basically shooting
           | predictively at where you assumed they'd be next, not where
           | they 'were'.
        
             | yawgmoth wrote:
             | Subspace/Continuum also used lag in its gameplay, with
             | players warping to recently exploded spaceships so they
             | could continue to invade. It was an established technique
             | and had to be defended against.
             | 
             | Edit: typo
             | 
             | Shout out to any EG players!
        
       | nickpeterson wrote:
       | My first gpu ever was a voodoo 2 8mb. I remember starting up the
       | original unreal and getting it working. Shortly after we got a
       | cable modem. 12 year old me was having a total blast. ;)
        
       | glitchc wrote:
       | I still have a Diamond Monster Fusion kicking around somewhere in
       | my stash. It was the first GPU I ever bought using my own money.
        
       | elif wrote:
       | I remember my first like 5 paychecks when I was a teenager
       | scooping ice cream went to a voodoo3 from compUSA. I don't even
       | think it had a fan, and I remember being shocked how small the
       | pci was as id been accustomed to mostly ISA "daughter boards"
       | 
       | Wow what a trip down memory lane
        
         | tracker1 wrote:
         | I'm consistently amazed at how massive video cards are today...
         | it really feels like it's often excessive for the sake of being
         | excessive over any real need. I was actually happy to see the
         | depth shrink of the Meshify C case, now I'm disappointed I'm
         | probably going to have to swap the case for a new GPU... it's
         | too hard to find options that fit beyond mid-range, and even
         | then.
        
       | sejje wrote:
       | My first Linux experience was trying to get a 3dfx to work.
       | 
       | Also no Internet because I hadn't gotten that far.
       | 
       | I ran back and forth to Steven's house and searched Altavista for
       | the answers.
       | 
       | Good times.
        
         | polartx wrote:
         | I was an infoseek.com man myself, but we probably still could
         | have been friends.
        
           | sejje wrote:
           | gkrellm, konqueror, irssi, xmms
           | 
           | of course i had to dual-boot windows so i could still program
           | in vb6 and be a general shit on AOL
        
       | dguest wrote:
       | Have we crossed the threshold where more "Graphics Processing
       | Units" are sold for ML than for graphics processing?
       | 
       | I remember thinking it was funny that gaming ultimately
       | subsidized a lot of the major advances in ML for the last decade.
       | We might be flipping to a point where ML subsidizes gaming.
        
         | somenameforme wrote:
         | The 'death' of PC computing has been rather exaggerated. Each
         | year hundreds of millions of PCs are still sold, and that's
         | exclusively referring to prepackaged stuff. There's then the
         | increasingly large chunk of people that simply upgrade a
         | frankenputer as necessary. As for gaming Steam has users in the
         | hundreds of millions and continues to regularly grow. And while
         | that is certainly going to encompass most people, I'm sure
         | there are some oddballs out there that game but don't use
         | Steam.
         | 
         | So GPUs sold primarily for ML probably still make up a tiny
         | share of the overall market, but I expect they make up a huge
         | chunk of the market for cards like A100. Gaming hasn't been
         | bleeding edge (in terms of requirements) for a very long time
         | and card prices drop quickly, so there's just no point in
         | spending that sort of money on a card for gaming.
        
           | adastra22 wrote:
           | GPUs for data centers makes up a vastly larger portion of
           | NVIDIA's sales.
        
             | somenameforme wrote:
             | These are very different stats. He was referring to unit
             | sales of GPUs, not $ sales. The A100 is a $8000+ video card
             | and so cards like it are going to dominate in revenue, even
             | if their sales numbers are relatively low. For contrast the
             | most popular card, per the Steam hardware survey, is
             | (inexplicably - probably because of prepackaged kits) the
             | RTX 4060, which is a $300 card.
        
               | genewitch wrote:
               | 4060 was probably the only 4000 series GPU available for
               | a while, too.
               | 
               | I have a 3090 for AI and gaming and I haven't seen a
               | reason to "upgrade" yet. In fact, I might try and get a
               | 3090ti instead.
        
               | adastra22 wrote:
               | It is the stat that matters in business. NVIDIA is now an
               | AI company with a small graphics card side hustle.
        
           | oblio wrote:
           | In 2024 256 million PCs were sold but only 40 million of
           | those were desktops. Excluding the fact that some PCs (hard
           | to say a number but I'd be surprised if it weren't over 40%)
           | are office PCs with crappy GPUs, most laptops also have a
           | bad, integrated GPU.
           | 
           | There's a chance that this year or the next one more GPUs
           | will be sold for AI than for graphics.
        
         | adastra22 wrote:
         | We hit that a few years ago. That's when NVIDIA's stock
         | skyrocketed.
        
       | panick21_ wrote:
       | When the reveal the information about SEGA the whole leadership
       | team should have been on a plane to Japan the next day, all to
       | apologize bow and scrape.
       | 
       | And trying to make your own board in that moment, was just an
       | incredible self own.
        
         | rob74 wrote:
         | > _And trying to make your own board in that moment, was just
         | an incredible self own._
         | 
         | ATI built their own boards too at the time (e.g. https://en.wik
         | ipedia.org/wiki/Radeon_R100_series#/media/File...), so the
         | strategy of wanting to control more of the value chain doesn't
         | sound that misguided to me. Not sure when ATI stopped doing
         | that - was it after they were acquired by AMD in 2006 or
         | before?
        
           | panick21_ wrote:
           | The problem is, they already had a large group of board
           | providers, it was a big market advantage for them.
           | 
           | If you listen to the Computer History Museum interview, many
           | of these providers jumped ship.
           | 
           | Also the bought a board provider that wasn't very successful,
           | and their resulting boards weren't very successful either.
        
         | speed_spread wrote:
         | The board I can understand, the guys having worked at SGI
         | before and seeing how much more you could extract of the arch
         | by having total control over the hardware (minus the CPU, obv).
         | Essentially building customer-oriented x86 SGI machines,
         | branching out of the gaming market and challenging workstation
         | vendors. A 64 bits Opteron+Voodoo based Windows machine would
         | have been something to behold. But the Sega thing probably
         | torpedoed the funding that would have been required for them to
         | become independent of graphic card vendors.
         | 
         | They knew it was a matter of time before their advantage
         | eroded. I think what really did them in was DirectX, they stuck
         | with Glide and allowed NVidia to develop a proper
         | implementation of the new Microsoft thingie which was heavily
         | marketed to developers. Their moat became a prison.
        
           | panick21_ wrote:
           | I think the whole 'moat prison' thing is overrated. They
           | could release future version that support DirectX and Glide.
           | 
           | They simply didn't focus enough on the next generation chip.
        
             | reginald78 wrote:
             | Yes, I remember toward the end it seemed like they were
             | just releasing souped up versions of last year's product. I
             | don't know if it was a resources issue or they just didn't
             | expect the market to advance so fast.
        
         | fidotron wrote:
         | Having encountered some of the 3dfx people involved with that,
         | bowing, scraping or apologizing was not really their m.o.
        
           | panick21_ wrote:
           | I worked for an elevator manufacture that killed somebody,
           | they fucked up the whole apologize in Japan thing too. Even
           | if it wasn't actually their fault.
        
       | stuff4ben wrote:
       | I loved playing No One Lives Forever 1&2 on my Voodoo 5 5500.
       | That was the height of my PC building days. Now as a wizened old
       | man, I'm stuck with these Apple Macbook Pros/Airs and they do
       | well enough. But I do miss building my own machines...
        
         | bee_rider wrote:
         | How wizened? If you are close to retiring, maybe you can build
         | a pc and play some games. Keep the brain running, and stay in
         | touch with friends (if they'll do multiplayer).
        
         | ckozlowski wrote:
         | This was posted on HN the other day. Enjoy!
         | 
         | http://nolfrevival.tk/
        
         | nfriedly wrote:
         | FWIW, you can build a fully functional desktop for ~$400 with
         | integrated graphics (that can play most modern games on lower
         | settings), or maybe $600 with a discreet GPU. Less if you go
         | with used parts.
        
       | blindriver wrote:
       | The first time I lost all my money in the stock market was when I
       | went all in on 3dfx stock against nvidia. Ah, the good ol'days!
        
         | guax wrote:
         | ouch, I am certain some people did the same for nokia against
         | android/apple :P
        
           | InDubioProRubio wrote:
           | anti-matter-millionaires
        
       | nateb2022 wrote:
       | Previously discussed:
       | https://news.ycombinator.com/item?id=35026862 (2 years ago, 376
       | comments, 671 points)
        
       | robertlagrant wrote:
       | My first 3D card was a Righteous Orchid 3d. It had a mechanical
       | relay in it to switch between 2d and 3d modes, so it made a
       | distinctive click[0] when you loaded Quake3D.
       | 
       | Or, too many times, it didn't, and I had to try again.
       | 
       | [0] https://riksrandomretro.com/2021/06/07/the-righteous-click
        
       | 42lux wrote:
       | I have more memories of my 3dfx Voodoo cards than of any other
       | old hardware. The OpenGL implementation was so buttery smooth
       | that there is simply nothing to compare it to. Quake 2 at 120fps
       | on a 90Hz CRT was just something else entirely. It felt like
       | there was no input latency at all and even with a higher ping of
       | 80-100 in RocketArena it felt smoother than modern shooters on a
       | 144hz panel.
        
         | adastra22 wrote:
         | Funny thing is it was probably 40fps but you remember it
         | feeling like 120fps.
        
           | 42lux wrote:
           | The voodoo 4 4500 could push up to 140fps at 800x600.
           | 
           | https://www.philscomputerlab.com/3dfx-voodoo-shootout-
           | projec...
        
       | trashface wrote:
       | It was truly jaw dropping firing up quake 1 for the first time on
       | 3dfx voodoo1. Double the resolution of software and super smooth
       | framerate, and much better quality texture mapping too. I recall
       | tweaking some setting (gl_flashblend?) so that I could see pretty
       | glowing orbs around my rockets (and strategically, also everybody
       | else's rockets).
        
         | rob74 wrote:
         | I was the unfortunate owner of an S3 ViRGE card at the time -
         | the (in)famous "3D decelerator". I managed to get Quake running
         | on it, and it looked nice, but was slower than with software
         | rendering...
        
         | matwood wrote:
         | It's hard to convey just how revolutionary the original voodoo
         | cards were. There aren't many times in my life where there was
         | a clear line of before and after, but this was one of those
         | times.
        
           | FirmwareBurner wrote:
           | They also had the most recognizable unified box art style
           | from all HW makers[1]. When you saw those eyes staring into
           | your soul off the shelves, you knew it was a 3dfx GPU. They
           | also had the best ads. [2] HW vendors today don't have the
           | balls anymore to use designs like that, it's all flat sterile
           | corporate nonsense.
           | 
           | [1] https://www.ixbt.com/img/r30/00/02/08/90/boxes.jpg
           | 
           | [2] https://www.reddit.com/r/pcmasterrace/comments/41r1wj/3df
           | x_w...
        
             | drooopy wrote:
             | Unless I'm mistaken, those cards were all produced by 3dfx
             | after their acquisition of STB. Regardless, that box art
             | blew my 14 year old mind back in the day.
        
             | hylaride wrote:
             | That's something I haven't seen in awhile! I remember as a
             | kid staring at those in the store, not being able to afford
             | them.
        
               | Helmut10001 wrote:
               | I sold my used 3DFX Voodoo 5500 with original box in 2015
               | for about 290EUR. It is probably in a collector's shelf
               | now.
        
               | FirmwareBurner wrote:
               | _> I sold my used 3DFX Voodoo 5500 with original box in
               | 2015 for about 290EUR._
               | 
               | Bruh. That's like selling your bitcoins in 2009 for two
               | pizzas.
        
               | khedoros1 wrote:
               | I think mine went into a computer that we donated to a
               | school, or something. Around 2002 or 2003, my dad and I
               | put together a bunch of working systems out of spare
               | parts and donated them.
               | 
               | Mine was the PCI version of the card. Crazy looking on
               | Ebay how much even the bare card goes for now, let alone
               | when someone has the full boxed set.
        
           | epcoa wrote:
           | Still blows my mind that it was just a flash in the pan. At
           | the time it felt that 3dfx was certainly going to be a
           | dominant force in computing for years. And although they
           | lingered a bit, the whole event was barely over 2 years.
        
             | reginald78 wrote:
             | I remember reading a historical piece where the voodoos
             | success was partially luck. At the time the first
             | generation cards were being developed edo ram was super
             | expensive so most competitive designs were hamstrung trying
             | to do things with very little ram. By luck edo ram prices
             | crashed right as they released making them far more
             | affordable to manufacture than 3dfx could have reasonably
             | expected. That gave them an early and massive lead with
             | their initial design.
        
             | ryandrake wrote:
             | I think everyone understood that having it be 3D-only (and
             | requiring a separate graphics card to do normal 2D desktop
             | graphics) was a half-solution, and 3DFX's long term success
             | would depend on their ability to provide a full 2D/3D
             | solution before existing competitors like NVIDIA, ATI, and
             | Matrox could catch up with their own 3D accelerators.
        
               | ta1243 wrote:
               | At various points and machines I had a Voodoo 2 (with the
               | VGA handbag from a 2d card), a Voodoo banshee, and a
               | Voodoo 3.
               | 
               | The latter two were 2d+3d in one and well before any real
               | competition.
        
               | bombcar wrote:
               | They really needed to buy Matrox and make multi-monitor
               | 3D a thing.
        
           | BennyInc wrote:
           | I would compare it with the move from HDDs to SSDs -- a night
           | and day difference.
        
             | tracker1 wrote:
             | That took a lot longer really as well... I remember seeing
             | SATA SSDs around 2009, paying a massive amount for my 64gb
             | Intel drive (that ate itself just over a year later)... I
             | hated moving/symlinking so much... but, fortunately by the
             | time it died, I could go to 256gb or 512gb (don't quite
             | remember which) for not too much more.
             | 
             | Even then, I was still seeing most Desktops sold with
             | spinning rust for several years later.
        
         | Narishma wrote:
         | > much better quality texture mapping too
         | 
         | Debatable. I always preferred the crisp look of the software
         | renderer to the washed out GLQuake. Same with Quake 2. I think
         | it because textures back then were too low resolution so
         | filtering just makes them look muddy.
        
           | da_chicken wrote:
           | Even today I think a lot of Doom clones look better (or more
           | nostalgic) with software rendering and texture mapping rather
           | than OpenGL. There's an intensity of saturation to the colors
           | that's lost. Fireblu is never quite so eye burning as when
           | it's in software.
        
           | pavlov wrote:
           | It's also because the VGA signal quality from the 3dfx Voodoo
           | wasn't very good.
           | 
           | It didn't have a traditional 2D graphics core at all, so it
           | needed another graphics card for rendering the desktop (any
           | non-accelerated apps really), and this was connected to the
           | Voodoo using VGA passthrough. There was a noticeable image
           | quality loss from this arrangement.
           | 
           | A Matrox card would give you crisp VGA with nice saturation,
           | but the 3D acceleration was nearly worthless. Choices...
        
             | georgeecollins wrote:
             | I really disagree. There were some nice Matrox cards. They
             | weren't as good at 3d as 3DFX but for the time they really
             | improved gaming. I developed Battlezone on G200. In those
             | days we tried to have everyone have a different graphics
             | card because the companies would just give them to us and
             | we wanted to work with every card.
        
               | ryandrake wrote:
               | Matrox had great hardware, but the software drivers took
               | too long to catch up. I was on the OpenGL team and my
               | life's mission was to get Quake running as fast as the
               | G200 and G400 was capable of. We finally caught up and
               | got parity with Nvidia's TNT2, and then bam, they
               | released the GeForce 256 series, and it was curtains for
               | Matrox because their next gen hardware wasn't ready yet.
        
           | lupusreal wrote:
           | Personally I think even Half Life looks better with the
           | software renderer today. Maybe that's just because it's the
           | way I first played it.
        
           | wmil wrote:
           | It's low resolution plus the cards only supported bilinear
           | filtering, which turns things into a blurry mess.
           | 
           | Overall it looked better, but a lot of Quake 2 players
           | weren't aware of a lot of the small details that were put
           | into the textures.
        
           | basfo wrote:
           | I agree that the washed-out textures haven't aged well.
           | 
           | But at the time, not having pixelated textures was the first
           | thing people looked at when judging graphics quality. I
           | remember that being a HUGE selling point of the N64 and
           | something that made the console look almost a generation
           | ahead of the PlayStation and Sega Saturn to kids back then.
           | 
           | Today, I think I prefer the PSX look, thoug. Maybe with
           | Z-buffer correction to avoid the warped textures of the
           | PlayStation.
        
             | DonHopkins wrote:
             | Plus Super Mario 64 was so colorfully saturated!
        
           | StillBored wrote:
           | I came here to comment similarly, the lower pixelated
           | software rendered Quake seems to work well with the textures.
           | They have a bumpmappy fuzzy feel that gets lost with the
           | sharp corners everything is super flat texture mapped and
           | filtered version that one got from the 3d accelerators of the
           | time. I guess my brain just adds context to the low res
           | images.
           | 
           | Before unreal, I had a s3-virge for 2d and a powerVR 3d
           | accelerator pair, and I was always flipping between software,
           | virge and powerVR depending on game. Which at the time were
           | largely hexen/heretic. The powerVR was higher resolution and
           | clean/sterile but never seemed like a lot better experience.
           | 
           | But then there was unreal, the first game I think was
           | absolutely better on an accelerator (voodoo2 in my case). Its
           | also pretty much the last of the serious software renderers
           | and outside of the voodoo's definitely did a better job with
           | software lighting /texture mapping/etc than any of the
           | previous (affordable) accelerators. Which is why I ended up
           | finally replacing the powerVR with the voodoo2. The results
           | were 'unreal'. Some of that might just be bias, I played
           | insane amounts of doom/etc but never really got into quake.
           | Quake just seemed like doom rehashed to me, so I was off
           | playing warcraft/diablo/hexen/etc.
           | 
           | And frankly, outside of FEAR, I stopped playing 1st person
           | shooter games for 20 years, the graphics improvements were so
           | incremental, I just kept seeing flat low polygon models
           | everywhere. And I don't think that looks good. Even after all
           | the tessellation/bump mapping/endless tricks I kept seeing
           | frames where I could play "count how many polygons are
           | onscreen right now" games. Its gotten better the past few
           | years, particularly some of the lighting, at least the
           | screenshots/cut scenes are no longer obviously not in game
           | rendering. The UE5 demo is slowly becoming reality in actual
           | games, so maybe its time to revisit a few of them.
        
         | drooopy wrote:
         | Replaying Heretic 2 back in 1998 with my first Voodoo (banshee)
         | was a borderline otherwordly experience, compared to my first
         | playthrough of the game using software rendering. Nothing has
         | blown my mind the same way since.
        
           | fullstop wrote:
           | I have had three experiences like this in my life:
           | 1. PC Speaker -> Sound Blaster: Most games that I had were
           | instantly upgraded            2. Doom: my first "real" fluid
           | 3D experience, with stairs, etc, compared to maze-like maps
           | in Wolfenstein            3. Software Rendering -> 3dfx
           | (Canopus Pure3D): Transparent water surfaces in Quake (if you
           | re-vis'd the maps), smooth and fluid visuals, it was amazing.
           | 
           | The closest thing to this, in modern gaming, has been the
           | boss fights in Elden Ring: https://i.imgur.com/gzLvsLw.mp4 --
           | visually, they are quite epic.
        
         | cloudking wrote:
         | Core memory unlocked! Good times
        
         | gattr wrote:
         | I've experienced only three improvements in video games that
         | felt ground-breaking & jaw-dropping:
         | 
         | 1. Sprite-based -> 3D sandbox world (in my case: _Stunts_ ,
         | _F29 Retaliator_ , _Gunship 2000_ , _Wolfenstein 3D_ )
         | 
         | 2. Hardware 3D rendering (I had the NVidia RIVA 128ZX)
         | 
         | 3. Fast-paced real-time multiplayer ( _Delta Force: Black Hawk
         | Down_ )
         | 
         | The 4th might be the usage of LLMs or similar technology for
         | (mostly-)unattended content generation: NPC dialogue etc.
        
         | louthy wrote:
         | Always thought the original software renderer looked much
         | better. It didn't have the bilinear filtering, so the textures
         | didn't look all smooth and 'washed out', which suited the
         | environment more imho
        
           | magicalhippo wrote:
           | Yeah same here. Always preferred the software renderer for
           | Quake and Quake 2. Even over the modern stuff.
           | 
           | The software renderer has this gritty feel that is integral
           | to the art I feel.
           | 
           | That said, the 3dfx was impressive at the time, and I was
           | very jealous of my buddy who got one.
        
             | tracker1 wrote:
             | Mostly agree, but the RTX version of Quake 2 is very
             | impressive to play.
        
               | magicalhippo wrote:
               | I'd be interested in a RTX-enhanced software renderer. Ie
               | replace the baked lighting with the GI raytracing, but
               | otherwise keep the rest of the software renderer. Have a
               | feeling that could be an awesome blend.
               | 
               | Would be a bit challenging with the palette but should be
               | doable.
        
               | tracker1 wrote:
               | Doable, but not at a playable framerate without hardware.
        
               | magicalhippo wrote:
               | Yeah that's what I was thinking. Like do a RT-only pass
               | doing lighting (no textures), then do the software pass
               | using the RT-lighting rather than baked lightmaps.
               | 
               | Latency would be slightly higher but I guess one could
               | implement the important parts[1] of the software renderer
               | on the GPU.
               | 
               | [1]: https://fabiensanglard.net/quake2/quake2_software_re
               | nderer.p...
        
           | theevilsharpie wrote:
           | I can't speak for the original GLQuake on 3dfx hardware, but
           | on OpenGL-compatible Quake engines (which include modern
           | Quake source ports such as Quakespasm, Ironwail, and
           | vkQuake), bilinear texture filtering is an option that can be
           | turned off.
           | 
           | I play on vkQuake with nearest-neighbor texture filtering,
           | square particles, and the "classic" water warping effect and
           | lighting effects, alongside 8x MSAA, 16x anisotropic
           | filtering, high-resolution widescreen, etc. This keeps the
           | art style consistent with the look of the original Quake,
           | while still allowing for the benefits of hardware 3D
           | acceleration.
        
         | christkv wrote:
         | I dreamt about having the vodoo but i could not afford it. Went
         | with a rendition verite based one. It was underpowered compared
         | to the vodoo but I really consider it the first real GPU as it
         | was a RISC processor.
        
         | goykasi wrote:
         | Same here. I can still vividly remember the experience of
         | loading in with a voodoo2 for the first time. It was night and
         | day -- mind completely blown. The late `90s really established
         | a new version of the gamer; consoles were fun, but computer
         | gaming was a different world. It made me a junky for reading
         | about hardware, overclocking and gaming.
        
         | BashiBazouk wrote:
         | For me it was Carmageddon. I bought it later on an ipad and it
         | may have just been rose tinted glasses of being completely
         | blown away back in the day but the ipad version never seems
         | quite as crisp...
        
       | basfo wrote:
       | I remember how i was amazed when i got my first 3d card, a Voodoo
       | 2. It was like having an arcade at home.
       | 
       | The 3dfx logo spining up when you launched a GLide game was
       | something.
       | 
       | Unreal in particular was amazing, i remember as a kid just
       | watching the lighting and the water.
       | 
       | At that time every light in a game had to be colored, just
       | because it could be done. Small rooms with green, red and blue
       | lights moving all over the place, so 90s.
       | 
       | I never had that "Wow" factor again, from there everything felt
       | like incremental instead of revolutionary. How an absolute market
       | leader disapeared in 2 years is incredible.
       | 
       | I think i only got the same wow factor the first time i tested a
       | VR headset.
        
       | rayiner wrote:
       | Crazy illustration of "nothing happens anymore." 3dfx seemed just
       | as dominant in the 1990s as NVIDIA does today. But from founding
       | to selling to asset sell-off, the company lasted just six years.
       | Meanwhile NVIDIA has been king of the hill since the GeForce was
       | released in 1999, which was _25 years ago._
        
         | mywittyname wrote:
         | AMD overtook Nvidia at times in the gaming space. I'd say that
         | Nvidia has been king of the hill since the introduction of
         | CUDA, since that's what really cemented their position in the
         | tech sector.
        
           | hylaride wrote:
           | Pre-AMD acquisition ATI also often had better hardware specs
           | than NVIDIA, but their drivers were so often buggy and
           | terrible. By the time they'd been fixed the reviews were long
           | since done on the initial release versions.
           | 
           | AMD seems to run a better software shop, at least.
        
         | reginald78 wrote:
         | The 90s was an absolutely crazy period for PC hardware. So many
         | flash in the pan companies making a novel devices and then
         | dying entirely as their niche became obsolete. There used to be
         | tons of display board manufacturers and very few of them
         | survived the 3D acceleration introduction.
        
           | tverbeure wrote:
           | You'd buy a computer magazines and it almost felt like the
           | performance of CPUs and GPUs when up month by month.
        
       | p0w3n3d wrote:
       | I have one question: wasn't the 3dfx a graphics postprocessor? I
       | thought it didn't render the image in higher quality, but it did
       | postprocessing only... Never had opportunity to have voodoo, but
       | later, when got a decent NVIDIA, I played Need for Speed 2, which
       | had demo videos "rendered in 3dfx" with snow etc, and my graphics
       | was crispy and no-snowy. I tried to look up why my NVIDIA does
       | not have those effects, and I learned that they were overlayed
       | over the original image only by 3dfx voodoo...
        
         | vlovich123 wrote:
         | No it's definitely a 3D renderer. Glide was a competitor to
         | OpenGL and Direct3D that was proprietary to 3dfx. Don't
         | remember why the quality was higher.
        
           | tialaramex wrote:
           | Yeah, the earliest models are literally 3D only as discussed
           | in the article, they have separate pass through cable for
           | your existing 2D graphics because even just making a flat 2D
           | window isn't viable directly, Glide really wants to render
           | only textured triangles which is fine for Quake but no good
           | for Windows.
        
             | jrootabega wrote:
             | I had one of those 3D-only cards on my first computer. I
             | didn't know about the passthrough and got pretty annoyed
             | that my games sucked and never worked with the hardware 3D
             | stack. I don't know if they didn't document it correctly,
             | or if I just missed it. But when some support person
             | finally told me, I was so pumped. I spent a while manually
             | moving the cable to the 3D card when playing a game, until
             | I finally got a passthrough cable.
        
         | pavlov wrote:
         | The Voodoo was a 3D-only accelerator. It didn't have a
         | traditional 2D graphics core at all, so you needed another
         | basic video card which plugged into the Voodoo using VGA
         | passthrough. When an accelerated game was launched, the Voodoo
         | took over and replaced the 2D card's output completely.
         | 
         | That's probably why you remember it being a post-processor. It
         | didn't apply effects to the 2D signal, but it needed it for all
         | non-accelerated programs.
         | 
         | 3dfx also supported more blending modes than most competing
         | cards at the time. That could be why the snow effect didn't
         | work on your card.
        
           | reginald78 wrote:
           | I was playing around with building retro game VMs with qemu
           | and pci passthrough awhile back and dusted off my old canopus
           | pure 3d to try out with a pci to pcie adapter board. It was
           | kind of amusing you'd have the windows desktop running in
           | virt-manager and when you fired up unreal tournament the
           | desktop would just freeze and only then would the card
           | actually output anything.
        
       | time0ut wrote:
       | In early 2000, I cobbled together a gaming PC from used parts
       | that I bought or traded for. It had a K6-2, a Voodoo 2, and 192
       | MB of RAM. It was amazing and such an upgrade over my family's
       | Celeron. The big games were TFC, Counter-Strike, Unreal
       | Tournament, and StarCraft. We LAN'd every weekend. It was heaven.
        
       | ferguess_k wrote:
       | I recall Unreal has an option to switch to use the 3dfx card, and
       | if IIRC, it has some additional features like more colourful
       | lights and such.
       | 
       | Unreal was such a beast back in the day that it completes beats
       | Quake 2 and other contemporary FPS even on software rendering.
       | TBH it still looks beautiful even by today's standards, if you
       | ignore the low polygon counts.
       | 
       | I'm not a person who cares too much about graphics, even for FPS
       | (I don't really enjoy most of the modern FPS except Wolfenstein,
       | which has interesting gameplay), and I argue that too much
       | graphics eye candies simply decrease the overall quality of the
       | game, but 3dfx definitely was a huge bang back in the day.
        
         | ido wrote:
         | the performance boost also made a significant difference in how
         | well the game played: i remembered when the voodoo 1 came out i
         | had a 100mhz pentium and running quake (in low resolution) was
         | "fine" but ran at like 20-25fps. With a voodoo that game ran at
         | a smooth 60fps which made it so much more fun for such a fast-
         | paced game (while also running at a higher resolution with
         | smooth textures and improved lighting effects). It made a huge
         | difference on multiple axes.
        
           | ferguess_k wrote:
           | Yup it was really a huge difference. FPS really needs 60 FPS
           | and up. Anything less feels clunky.
        
             | genewitch wrote:
             | Playing diablo II (R) now on a 2k 165hz display with a card
             | that can run it that fast makes it real pretty. A lot of
             | love went into that game.
        
           | ben7799 wrote:
           | The percentage change in resolution you ran the games at was
           | also absolutely mind blowing too.
           | 
           | For the most part we went from running the game at 320x200 or
           | 320x240 to 640x480 in that first round of acceleration. I
           | think in terms of % change it is a bigger leap than anything
           | we've really had since, or certainly after 1920x1080.
           | 
           | So you suddenly had super smooth graphics, much better
           | looking translucency and effects, and the # of pixels
           | quadupled or more and you could just see everything so much
           | more clearly.
        
             | ferguess_k wrote:
             | Yeah that's true. Software rendering at low resolution is
             | not a good sight to look at.
             | 
             | I remember back in 1997, when Quake 2 was just out, I sit
             | in a net bar (where you pay to use a computer) and played
             | an hour of Quake 2 in software rendering. The game was
             | interesting, but I felt a bit sick, half due to the
             | resolution, half due to the almost infinite brownish
             | colour. A girl behind me murmured, "This is not as half fun
             | as Duke Nukem", and yeah I completely agreed with her.
             | 
             | I think I still agree with her somewhat. Quake 2 is a great
             | game, but Duke3d is a fun one.
        
         | codethief wrote:
         | > I don't really enjoy most of the modern FPS except
         | Wolfenstein, which has interesting gameplay
         | 
         | Which Wolfenstein?
        
           | ferguess_k wrote:
           | Both the 2009 and the more recent reboot trilogy (old blood,
           | the new order and II).
        
         | p_l wrote:
         | Unreal had a small menu where you could switch between
         | different renderer backends precisely because of things like
         | different cards having different... Driver quality let's say.
        
           | ferguess_k wrote:
           | Yeah exactly! OldUnreal guys did a lot of work for this
           | classic game. I believe they even have access to the source
           | code.
        
       | orthoxerox wrote:
       | I still remember these massive performance jumps you could get
       | around the turn of the millennium. First it was Pentium 166 MMX
       | (SIMD FP math), then it was 3dfx Voodoo, then it was GeForce 256
       | (hardware T&L) and AMD Athlon Thunderbird (just blasting past
       | anything Intel could offer).
        
         | Sesse__ wrote:
         | MMX wasn't actually that useful. The vectors were only 64 bits
         | wide, you had no float support and the supported operations
         | were kind of uneven... SSE and especially SSE2 were a much
         | bigger leap.
        
           | ido wrote:
           | what gave the pentium mmx the big speed boost (I also
           | remember it being quite significant) was probably the bigger
           | 16kb cache (pentium classic had only 8kb) rather than mmx
           | itself.
        
             | Sesse__ wrote:
             | Yup. More cache, higher clock speeds, slightly more
             | flexible instruction pairing. Few applications used MMX
             | anyway, I think.
        
           | orthoxerox wrote:
           | I remember upgrading from Cyrix 5x86 to the aforementioned
           | Pentium and suddenly being able to play Carmageddon.
           | 
           | I've been thinking it was due to MMX for almost 30 years!
        
       | AdmiralAsshat wrote:
       | The ad campaign from which the quote "So powerful, it's kind of
       | ridiculous" came:
       | 
       | https://www.youtube.com/watch?v=1NWUqIhB04I
        
       | up2isomorphism wrote:
       | My memory is that during late 90s, whenever a game supports
       | glide, 3dfx card will always render smoother and with noticeably
       | better texture than NVIDIA and ATI cards, even benchmark will
       | give you similar numbers. So we constantly envy the roommates
       | with a voodoo card.
        
       | mpalfrey wrote:
       | I still am a bit of a 3dfx fanboy. Ended up emailing 3dfx at one
       | stage and got sent a load of posters and case stickers (remember
       | those?).
       | 
       | I had a Voodoo Banshee which was a fairly decent card (not quite
       | as good as a Voodoo 2, but better than a Voodoo Rush as a
       | combined 2D/3D card). Paired to a Pentium P133 - very overkill on
       | the GPU. Ended up using the same card on a AMD K6-2 500 in the
       | end which was a bit more evenly matched.
       | 
       | Then ended up buying a cheap Voodoo 5 5500 after they went under
       | (only paid PS50 for it).
       | 
       | Sadly both of them went in a dumpster a long time ago. Wish I'd
       | kept them both. I ended up moving to nVidia cards for a while,
       | then had an ATi Radeon. Nowadays I just run a Macbook Air for my
       | personal machine - life got in the way of much gaming!
        
       | phkahler wrote:
       | >> This tale brings up many "what ifs." What if 3dfx had gotten
       | the SEGA Dreamcast contract? Would both companies have been
       | better off? What if 3dfx had continued simply doing chips and not
       | gotten into the board business? Would 3dfx then have brought its
       | products to market more quickly?
       | 
       | What if Atari had continued with its rasterizer chip from 1983s
       | I,Robot? They also had their "mathbox" for geometry
       | transformations since the late 1970's. They were well equipped
       | technically to enter the broader 3D graphics market in some way
       | but that never happened.
        
         | christkv wrote:
         | From what i understand the chips they were offering SEGA was
         | technically inferior to the Power VR ones.
        
       | cdaringe wrote:
       | Sometime in the late late 00s, i put my voodoo card on
       | Craigslist. I got pinged immediately, told me he'd pay double if
       | i reserved it for him. The cards were precious for keeping some
       | arcade game cabinets running, and with the company no more, my
       | used card was a lifeline. I wanna say it was a golf game like
       | golden tee? I was delighted to make the sale and happy to charge
       | him the original (not double) price
        
       | tgtweak wrote:
       | I remember upgrading to a creative labs 3dfx voodoo banshee and
       | it was actually stunning - I don't think there has been a
       | generational leap quite as apparent as seeing everything before
       | and after that upgrade. I think I had a matrox card before that
       | and it wasn't even that old. This was on a Celeron 400...
       | 
       | I don't think we'll see a generational leap like that in the
       | future.
       | 
       | Glide was nuts on games that supported it - it was night and day.
       | It took several generations of hardware for directX to surpass
       | openGL.
        
       | strictnein wrote:
       | Just to add my experience to the pile: when I went to college I
       | was able to convince my parents to get me a custom PC from a
       | company called GamePC. Among the specs in 1998:
       | 400Mhz Pentium 2        128MB        Nvidia Riva TNT        3DFX
       | Voodoo2         CDRW (4x4x24 I think)        Syquest SparQ
       | (Awesome, but had major issues)        Internal Zip Drive
       | 
       | Just a ridiculous system for the time. Quake 2 and Starsiege
       | Tribes were really popular in our dorm and that system was just
       | perfect for it. Also popular was burning lots of pirated games,
       | so we'd order CDRs in bulk from this really random site overseas.
       | High quality "gold" CDRs and they were far more reliable than any
       | of the ones you'd find in stores in the US for about half the
       | cost.
       | 
       | Halfway through my freshman year I decided to swap the
       | motherboard and CPU for a crazy motherboard/CPU combo. There was
       | a brief moment where Intel Celerons didn't really prevent you
       | from using them in a dual CPU setup, so I had two 366mhz Celerons
       | overclocked to ~433mhz (sometimes up to 533mhz, but that was less
       | stable) and started playing around with OSs like Linux and BeOS
       | to actually take advantage of them.
       | 
       | edit: corrected the amount of memory
       | 
       | /end reminiscing about a simpler time
        
         | tgtweak wrote:
         | Tribes was the game I remember that showcased the card best -
         | you had a legitimate competitive advantage if you were running
         | this card.
         | 
         | (also, shazbot)
        
           | foxyv wrote:
           | Nothing like eating a disc to the face while you are lagging
           | in mid-air on a dialup connection. <3
        
             | tgtweak wrote:
             | There was a moniker for the few people with high speed back
             | then - LPB - low ping bastards. All those fortunate enough
             | to live in a city with adsl or cable high speed in the
             | early days (or gaming at work or university on the T1)
        
               | goykasi wrote:
               | It was deeper than that. That was just the way we were
               | all classified back then: hpb (high), lpb (low), slpb
               | (super-low?). When we got a cable modem in `99, I felt
               | like hot shit to leave the hpb shame behind.
        
               | genewitch wrote:
               | I had something like 2-7ms ping to any server anywhere
               | near Los Angeles for a _real_ long time.
               | 
               | I was also pretty good at a lot of competitive online
               | games, so accusations of botting or other shenanigans got
               | old.
               | 
               | Recently my ping to 1.1.1.1 went down to 12ms and I got
               | excited.
        
               | jorvi wrote:
               | Interestingly enough, these days it's often an advantage
               | to have high ping, because modern games make client-side
               | hit detection authorative. With Apex Legends, Respawn
               | uses the argument that playing against laggers but with
               | client-side hit detection makes the bullshit that happens
               | "symmetrical" and they want to keep the game accessible
               | for people with poor connections, but anyone that plays
               | against laggers knows that is absolutely not the case.
               | 
               | I wish modern games would just include a Ping Lock toggle
               | in the matchmaking. "Do not match me with anyone with
               | poor connection quality" (>100 ping, >1% packet loss).
               | With a big fat pop-up warning that it'll increase
               | matchmaking times.
        
           | y-c-o-m-b wrote:
           | That and high speed internet. I played for a couple of years
           | on 28.8K. The day I got a better graphics card was great. No
           | more choppiness. The day I got cable internet was life
           | changing in Tribes (and Tribes 2)!
           | 
           | I think I still have a pic somewhere of the infamous NoFix
           | scolding "LPBs"
           | 
           | "Shazbot!" "The enemy is in our base!" "Woohoo!"
        
             | tracker1 wrote:
             | I remember when Cable internet started showing up... I'd
             | cart my computer to a friend's house once a month to play
             | LAN party for the weekend and run updates.
             | 
             | Back then, updates over modem took _hours_ to run, it was
             | kind of crazy considering how many easily exploited bugs
             | existed back then.
        
           | superkuh wrote:
           | vgh! Except that texture transparency worked with glide
           | (voodoo) cards and not with opengl or software rendering. So
           | if you made a custom skin with transparency texture there was
           | a brief time in the Tribes 1.1 to 1.2 era where you could be
           | somewhat invisible to people with voodoo cards (if your skin
           | was in a skin pack that everyone had).
        
           | stronglikedan wrote:
           | I think I played Tribes 2 for more time than the time I've
           | spent on every other game combined. Years!
        
         | bombcar wrote:
         | > Halfway through my freshman year I decided to swap the
         | motherboard and CPU for a crazy motherboard/CPU combo. There
         | was a brief moment where Intel Celerons didn't really prevent
         | you from using them in a dual CPU setup, so I had two 366mhz
         | Celerons overclocked to ~433mhz (sometimes up to 533mhz, but
         | that was less stable) and started playing around with OSs like
         | Linux and BeOS to actually take advantage of them.
         | 
         | Half of HN alive at the time probably had that motherboard -
         | ABIT BP6 was the reason I got my hands on a copy of W2K, and
         | also started playing with Linux.
        
           | spydum wrote:
           | agree -- that dual celeron setup (often with a peltier
           | cooler) was suuuper common, I knew so many people who rushed
           | out to get them and run at 500? it was my second exposure to
           | SMP though: First was dual socket Pentium Pro 200mhz which
           | ran nt4.0 for the longest time (which I still keep that hefty
           | cpu around on my desk for laughs)
        
             | mizzack wrote:
             | I also had a BP6 with two Celeron 400As. Stuck on Win98 for
             | a while until Win2k graphics drivers got good enough for
             | gaming.
        
             | bombcar wrote:
             | Are you me? I also started with a dual socket PPro that I
             | picked up somewhere cheap (it was decent, though getting
             | outdated).
             | 
             | The only reason (I feel) all this stuff worked was because
             | of how bad the P4 stank at the time, otherwise we'd all
             | have been climbing the clock speed.
        
           | kaidon wrote:
           | Had pretty much the same thing... but only one overclocked
           | Celeron to 433. Was amazing upgrade from my pentium 133 with
           | a Matrox Millenium; which I somehow used to complete Half
           | Life in low FPS agony.
        
             | formerly_proven wrote:
             | I still have distinct memories of "playing" CS in 640x480
             | on a PII with the same card, which didn't do 3D at all
             | iirc. 12-15 fps with the software renderer, depending on
             | how many bots you had.
        
           | goykasi wrote:
           | It was a cool board. I didnt technically have one, but I
           | built my dad a W2K server on a BP6. I always wanted to hack
           | on it and overclock with it. But after I handed it over, I
           | wasnt allowed to touch it, "you'll burn up my processors."
           | Since he didn't care about overclocking he had dual P2-400s
           | or maybe 450s. It was a beast. He could run SQLServer and
           | compile Delphi apps so hard.
           | 
           | I got my kicks though with a BF6 and a 300A. Those were the
           | times; atleast until the AthlonXPs (AXIA -- anybody?) were
           | released.
        
           | jandrese wrote:
           | I'm still bummed that CPU manufacturers basically killed off
           | the third party chipset industry. Maybe it was inevitable
           | when memory controllers moved on-die, but I remember when
           | there was actual competition in the chipset business.
        
             | paulryanrogers wrote:
             | Like Cyrix and AMD? I don't recall any other mainstream x86
             | alternatives.
        
               | sgerenser wrote:
               | Chipset, not CPU. For example, Nvidia was a well known
               | chipset manufacturer around this time, shortly before
               | memory controllers went on package and 3rd party chipsets
               | died off.
        
           | jorvi wrote:
           | I'm slightly confused, how would games of that era benefit
           | from a dual CPU setup?
           | 
           | Old games were decidedly single-threaded and built for a
           | single-core world. It was only in the mid-to-late 2000s that
           | games started to be more optimized for multi-core CPUs. And
           | multi-CPU is even more difficult because there isn't any
           | cache sharing.
        
             | eblume wrote:
             | Well you have to have another core free to run your sick
             | winamp skin, otherwise how will you keep up your K/D?
        
             | bombcar wrote:
             | That was the fun thing, they didn't really benefit - you'd
             | have to get them running on Windows 2000 to even have a
             | chance at using that second CPU.
             | 
             | However, once you got that working, you could play your
             | game AND listen to music at the same time! Phenomenal.
        
           | metadat wrote:
           | ABIT was such an amazing motherboard manufacturer, thanks for
           | the KT7-A Thunderbird platform <3 R.I.P.
           | 
           | https://en.wikipedia.org/wiki/Universal_Abit
        
           | flyinglizard wrote:
           | Oh yes, fond memories of my BP6. You just felt like you're
           | doing something you're not supposed to, which was fun.
        
         | superkuh wrote:
         | Ah, a fellow Tribesplayer. Just so you know, we still play
         | tribes. Join us! http://playt1.com/ - the community mantains
         | the master server and clients these days. There are good pick-
         | up games on fri+weekends.
        
           | tapoxi wrote:
           | I love this game, it's also amazing to me how the concept of
           | "skiing" was foreign to me when I first played T1 and T2, and
           | now its a core game mechanic.
        
           | Duhck wrote:
           | Man I have to pick this up again. I was a top CTF, Arena, and
           | duel player. I played through college competitively (2008)
        
         | hnlmorg wrote:
         | > There was a brief moment where Intel Celerons didn't really
         | prevent you from using them in a dual CPU setup, so I had two
         | 366mhz Celerons overclocked to ~433mhz
         | 
         | Was that the BP6 motherboard from Abit?
         | 
         | I had that board, those processors and used to overclock them
         | too.
         | 
         | Also ran Linux and BeOS on it (though IIRC you had to patch
         | BeOS for SMP support).
         | 
         | Quake 3 ran so smooth on that machine, even without Q3s
         | experimental SMP support enabled.
         | 
         | That was actually my all time favourite computer, even to this
         | day.
         | 
         | I also had a TNT2 in an earlier machine, but the BP6 machine
         | had a GeForce 3.
        
           | rvense wrote:
           | > though IIRC you had to patch BeOS for SMP support
           | 
           | The board might have require a driver or patch, but SMP was
           | BeOS's entire reason for being! The drawing of each _window_
           | on the screen ran in a separate thread. It was their main
           | selling point.
        
             | tecleandor wrote:
             | Reading the BeOS Bible talking about that is quite a
             | throwback:
             | 
             | > As described elsewhere in this book, BeOS uses multiple
             | processors with incredible efficiency. If you'll be running
             | BeOS most of the time, you'll get more bang for your buck
             | by getting two (or more) older processors than by
             | installing one superfast CPU. Last year's 266 MHz CPUs will
             | always be dirt cheap compared to today's 450 MHz CPU. Thus,
             | when running BeOS, you could have 532 MHz for less than the
             | cost of a single 450 MHz processor. The catch is that if
             | you'll be dual-booting into operating systems that won't
             | recognize a second CPU (such as Windows 95/98), you'll end
             | up with half of your processor speed being wasted until you
             | reboot into BeOS. Chance are that once you start using BeOS
             | regularly, you won't want to use anything else, and you
             | won't regret buying a multiprocessor machine.
             | 
             | https://birdhouse.org/beos/bible/bos/ch_hardware1.html
        
             | hnlmorg wrote:
             | Lack of SMP was an artificial limitation for the BeOS 5
             | Personal Edition (I think it was called). The idea being
             | you'd get BeOS for free but you couldn't use it as a proper
             | multiprocessor workstation without paying for a license.
             | 
             | This was also the same BeOS release that targeted Intel and
             | ran off a virtual disk stored on a Windows FAT32 partition.
        
         | __xor_eax_eax wrote:
         | Now that takes me back
        
         | bluedino wrote:
         | It was crazy how fast things moved back then. A friend of mine
         | had a 233MHz P2 with 32GB and a 2D card, and within two years
         | it was a dinosaur, being shown up by machines like yours,
         | 400-450MHz, 3D cards, way more memory....
        
           | orthoxerox wrote:
           | 32 megabytes!
           | 
           | Even HDDs were smaller back then.
        
         | brotchie wrote:
         | Similar experience, I had a Cyrix PR200 which really
         | underperformed the equivalent Intel CPU.
         | 
         | Convinced my parent's to buy a new PC, they organized with a
         | local computer store for me to go in and sit with the tech and
         | actually build the PC. Almost identical specs in 1998: 400Mhz
         | Pentium 2, Voodoo 2, no zip drive, but had a Soundblaster Live
         | ($500 AUD for this at the time).
         | 
         | I distinctly remember the invoice being $5k AUD in 1998
         | dollars, which is $10k AUD in 2024 dollars. This was A LOT of
         | money for my parents (~7% of their pretax annual income), and
         | I'm eternally grateful.
         | 
         | I was in grade 8 at the time (middle school equivalent in USA)
         | and it was the PC I learnt to code on (QBasic -> C -> C++),
         | spent many hours installing Linux and re-compiling kernel
         | drives (learning how to use the command line), used SoftICE to
         | reverse engineer shareware keygen (learning x86 assembly),
         | created Counterstrike wall hacks by writing MiniGL proxy dlls
         | (learning OpenGL).
         | 
         | So glad there wasn't infinity pools of time wasting (YouTube,
         | TikTok, etc) back then, and I was forced to occupy myself with
         | productive learning.
         | 
         | /end reminiscing
        
         | rachr wrote:
         | I basically did the same upgrade to the Abit BP6, dual Celerons
         | and BeOS. That combo was probably the snappiest system I will
         | ever use.
        
         | sejje wrote:
         | OMG Tribes, totally forgot that existed.
        
         | sporkland wrote:
         | Overclocking Celeron's those were the days. Intel binning down
         | a bunch of processors capable of reaching higher clock rates
         | but selling them as a lower end part was a boon for college
         | students everywhere.
        
         | nwallin wrote:
         | I recall the legendary Celeron being the 300A. It was 300MHz,
         | but was easily overclocked to 450MHz. There were higher clocked
         | versions, but regardless of which CPU you got, they ultimately
         | were only able to overclock to about the same frequencies.
         | 
         | Also, the celerons of that generation did not have unlocked
         | multipliers. The only way to overclock them was to overclock
         | the front side bus, which also controlled memory bandwidth. The
         | "standard" FSB speed was 66MHz. By overclocking a 300MHz CPU to
         | 450MHz, you got a 100MHz memory speed. By overclocking a 366MHz
         | CPU to 466MHz, you "only" got 78MHz of memory bandwidth.
         | 
         | My friend in college had one. Windows 98 didn't support SMP, so
         | he had to run Windows 2000, which was based on Windows NT, and
         | would be the basis for XP. Compatibility with games was
         | sometimes...interesting. Windows ME came out about that time,
         | but was absolute garbage. All of us either stuck with 98SE or
         | experimented with 2k. None of us actually _bought_ it of
         | course...
         | 
         | Fun times.
        
           | dmayle wrote:
           | So the story originally started with the cacheless 266 Mhz
           | Celeron. CPUs were delivered as AICs (add-in-cards) at the
           | time, with separate cache chips, so to deliver a budget
           | processor, they shipped the same silicon, but without the
           | cache chips added. Removing the cache drastically tanked the
           | performance, especially on integer work loads (typically
           | productivity software), but didn't really affect floating
           | point workloads. However, it had the side benefit of removing
           | the part of the AIC that was most sensitive to over-clocking
           | (the cache). It used a 66Mhz clock with a fixed 4x
           | multiplier, and upping the clock to 100Mhz got the Celeron
           | running at 400Mhz, which had performance roughly equivalent
           | to a 266 Mhz Pentium II with cache for integer workloads, but
           | for games, it was almost as fast as the fastest Pentium II of
           | the time (which topped out at 450Mhz).
           | 
           | In order to stop the overclocking, Intel decided to add some
           | cache back to the CPU, but to save money, rather than using
           | cache chips, they stuck a relatively tiny amount of cache
           | directly on the CPU die, and released the now infamous
           | Celeron 300A
           | 
           | Because the cache was on-die, it could overclock just as well
           | as the previous celeron, but this time the 300A was _faster_
           | than the equivalent Pentium because the on-die cache ran at
           | twice the clock speed of the external caches
        
           | Delk wrote:
           | > By overclocking a 366MHz CPU to 466MHz, you "only" got
           | 78MHz of memory bandwidth.
           | 
           | I think the PCI bus probably also typically ran at some
           | fraction of the front-side bus. The common FSB frequencies
           | around those times were 66 or 100 MHz which gave a standard
           | ~33 MHz PCI bus frequency with a multiplier of 1/2 or 1/3.
           | FSB frequencies that weren't close to a multiple of 33 MHz
           | might have caused trouble with some PCI cards. Might have
           | depended on how the motherboard or chipset handled the bus
           | frequencies, too.
           | 
           | Of course the PCI bus should probably always run at 33 MHz
           | but I think I saw it being modified with the FSB speed at
           | least on some motherboards.
        
         | balls187 wrote:
         | CR+R or CD-R
         | 
         | Big difference.
        
           | pantalaimon wrote:
           | Aren't you confusing that with DVD?
        
           | thereticent wrote:
           | I think the other commenter is right...you're thinking of
           | DVD-R vs DVD+R, possibly even DVD-RW and DVD+RW.
           | 
           | Based on the specs listed, OP was in college just before me
           | or may have overlapped. The big gold CD-R stacks (you could
           | bur in jewel cases, on spindles, or just gross stacks which
           | were nice and cheap) were a huge thing with my group (who
           | encoded to FLAC & MP3 -V0 and burned audio CDs relentlessly.
           | We felt we were archiving our liberal arts college music
           | library and radio library for the future! Who knows. Some of
           | that "future" is still backed up and on hard disks, and I
           | should migrate them to SSD or tape just on principle.
           | 
           | At that point CD-R were cheaper than CD-RWs, and because most
           | archiving/distributing didn't require rewriting (not return-
           | on-investment wise anyway), we just shared programs on CD-R
           | as well. In some ways it was a beautiful technology!
           | Particularly fidelity to a spec everyone tried to bend and
           | break for a profit angle, when honestly, there was no point
           | for many of us using CD-R
        
         | electrosphere wrote:
         | I had something similar!
         | 
         | 300Mhz PII - it came in a black cartridge thing.
         | 
         | NVidia RIVA TNT which used the AGP bus on the Intel LX440 mobo.
         | 
         | A whopping 128Mb of RAM and 8Gb HDD.
         | 
         | I recall using a program called WinSplit to split the Nvidia
         | driver over several floppy discs on my bosses Win3.1 machine in
         | the office. I didn't have internet at home and really wanted to
         | play Jedi Knight and Battlezone.
        
       | luke727 wrote:
       | Obligatory https://vgamuseum.ru/wp-content/gallery/bitching-
       | fast/bitchi...
        
       | jweir wrote:
       | > While at SGI, Tarolli, Sellers, and Smith had all had some
       | exposure to SGI's Reality Engine, and with video games
       | (especially the PlayStation) moving toward 3D graphics, all three
       | saw the potential for consumer 3D acceleration.
       | 
       | Were they exposed to early versions of the Playstation? It wasn't
       | publicly released until after 3dFX was formed.
       | 
       | While working at Virgin games in 92 we did see some demos of 3D
       | gaming, but I can't recall who the manufacturer was.
        
         | tgtweak wrote:
         | Playstation was in development and was released in japan almost
         | a year before 3dfx released their first card. It's reasonable
         | to draw that someone could have had experience working on the
         | playstation graphics system prior to moving over and creating
         | 3dfx. The fact they were building a prototype system for Sega
         | as well means they were likely involved in that space before.
         | SGI also licensed the CPU to sony for the playstation and back
         | then the CPU would have done most of the graphics workload for
         | the playstation - similar to an APU today with even less
         | segregation between gpu and cpu.
         | 
         | https://archive.computerhistory.org/resources/access/text/20...
         | 
         | very good background on the founders up to and at the creation
         | of 3dfx... some really interesting stuff in there.
        
       | alberth wrote:
       | I had a Diamond Viper V770 Ultra TNT2, I feel like that was a
       | turning point in the 3dfx vs NVIDIA battle (and the subsequent
       | GeForce marks NVIDIA industrial lead).
       | 
       | https://www.anandtech.com/show/307
        
         | emeril wrote:
         | I had that too - it was the last gaming card I ever had, then I
         | became an adult who didn't like games for better or worse
        
       | 1970-01-01 wrote:
       | They didn't mention dual monitor and S-Video output. Having a
       | second display was novel at the time. Using your television as
       | another monitor, even more so.
        
         | actionfromafar wrote:
         | Those SVCD rips looked really good on a television.
        
       | jonplackett wrote:
       | I remember so desperately wanting a 3DFX card and not being able
       | to afford one (I was 13).
       | 
       | So the next best thing I could do was create a fake boot up image
       | that just flashed up showing that the PC had a 3DFX card and
       | their logo.
       | 
       | It made me happy
        
         | sejje wrote:
         | I saved like 14 months to buy a cd-rw drive. It was a nice
         | Sony, I think 12x/4x. I paid like $400-some dollars for it
         | around 1998 or 1999.
         | 
         | My computer couldn't keep the buffer filled unless I ceased all
         | other activity, killed backgrounded programs, etc. I made a lot
         | of coasters.
        
       | the_af wrote:
       | Probably what I'm about to say is unfair because it happened
       | during the last days of 3dfx, but I remember how disappointed my
       | friends and I were when one of us bought a Banshee and tried to
       | run some games. It ran like crap.
       | 
       | Everything we tried ran between "very bad" and "average",
       | certainly not the "wow" we were led to believe from marketing.
       | Then we tried something we had high hopes for: Trespasser, the
       | Jurassic Park game (it would later come to be called the "arm
       | simulator", but we didn't know this back then).
       | 
       | Trespasser ran appallingly bad with the Banshee. It sucked, plain
       | and simple, almost a slide show rather than a game. We were
       | sorely disappointed... with the Banshee.
       | 
       | It turned out much later that Trespasser was a very badly
       | optimized game, and it had been an unfair test of the Banshee
       | because the engine ran poorly on any 3D accelerator on the
       | market.
       | 
       | But the Banshee's reputation was forever ruined for us. We still
       | joke about this.
        
       | nine_k wrote:
       | There is a great instrumental chiptune heavy metal track
       | dedicated to 3DFX:
       | https://masterbootrecord.bandcamp.com/track/irq-10-3dfx
        
       | kensai wrote:
       | The IPO S-1 from 1997. Very promising back then. :p
       | https://secfilings.nasdaq.com/filingFrameset.asp?FilingID=46...
        
       | afro88 wrote:
       | I remember pining for a 3dfx card, and seeing a second hand Rush
       | based card for sale. 13 year old me bought it. Boy was I
       | disappointed :) I learnt a good lesson that day.
       | 
       | Ended up getting a GeForce a couple of years later. Still wanted
       | a Voodoo 3, but they were a little too expensive.
        
       | dpcx wrote:
       | I remember getting a Voodoo5 AGP, not knowing at the time that
       | AGP and PCI were different. I couldn't use it for the first
       | couple of months that I had it, and then upgraded the motherboard
       | to one that could. I remember originally running a Gigabyte
       | GA-6BXD with Dual Pentium IIIs, but I don't remember what I
       | upgraded to that let me run the Voodoo5.
       | 
       | The V5 was the largest card I'd ever seen that wasn't a
       | motherboard, and it ran every game I wanted to play for years!
        
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