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3dfx Interactive was a company which specialized in the manufacturing of cutting-edge 3D graphics processing units and, later, graphics cards. After dominating the field for several years in the late 1990s, by the end of 2000 it underwent one of the most high-profile demises in the history of the PC industry. It was headquartered in San Jose, California until, on the verge of bankruptcy, its intellectual assets (and many employees) were acquired by its rival, NVIDIA Corporation.
Early history
Glide API In order to ensure better performance, 3dfx developed the proprietary Glide API for game developers to use while writing their 3D games. Glide exposed the Voodoo's internal hardware to application programmers directly; it was essentially a small subset of OpenGL that could be implemented in hardware. This strategy differed from that of other 3D APIs of the era (Direct3D, OpenGL, and QuickDraw 3D), which all hid low-level hardware behind an "abstraction layer," with the goal of providing application developers a standard, hardware-neutral interface. The ostensible advantage of an abstraction layer is that game developers save programming effort by writing their 3D rendering code one time, for a single API, and the abstraction layer takes care of managing all the differences in all the hardware cards available to consumers. This advantage is still in place today. However, in the early days of the 3D graphics card, Direct3D and OpenGL were less mature than today, and computers were much slower and had less memory. The abstraction layers' overhead crippled performance in practice. 3dfx had therefore created a strong advantage for itself by aggressively promoting Glide, which was actually implemented in hardware, and therefore effectively eliminated the speed and memory problems of an abstraction layer. Although a full OpenGL library was available for the Voodoo, most developers were glad to spend extra programmer time to support Glide instead, so their games would run faster and look better. The killer application for the Voodoo was the MiniGL driver developed specifically to allow hardware acceleration of the game Quake, by id Software, on 3dfx cards. The driver implemented only the subset of OpenGL used by Quake. By 2000, the improved performance of Direct3D and OpenGL on the average personal computer would make Glide obsolete. 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 2D component, but there were some built with a Macronix chip and there were initial plans to partner with Trident and Media Reality, but no such boards were ever marketed. The Rush had the same specifications as Voodoo Graphics but performed worse because the Rush chip had to share VRAM bandwidth with the CRTC of the 2D chip, and was not directly present on the PCI bus but had to be programmed through linked registers of the 2D chip. Like the Voodoo Graphics, there was no interrupt mechanism, so the driver would have to poll the Rush in order to determine whether a command completed or not; the indirection through the 2D component added significant overhead here and tended to back up traffic on the PCI interface. The typical performance hit was around 10% compared to Voodoo Graphics, and even worse in windowed mode. Later Rush boards released by Hercules had 8 MB VRAM and a 10% higher clock speed to close the performance gap, but in the marketplace the damage had already been done by a reputation for performance issues and driver bugs. A rare, third version was produced which featured a Cirrus Logic 2D chip instead of the earlier model. This version fixed the PCI bus collisions and memory interface problems, but there was little interest from graphics board manufacturers and only a few hundred units (if even that) were produced before the Rush was finally discontinued in early 1998. Voodoo2 In 1998, 3dfx released Voodoo's successor, the popular Voodoo2. The Voodoo2 was architecturally similar, but the basic board configuration added a second texturing unit, allowing two textures to be drawn in a single pass. A problem with the Voodoo2 was the fact that it required three chips and a separate VGA graphics card, whereas new competing 3D products, such as the ATI Rage Pro, NVIDIA RIVA 128, and Rendition Verite 2200, were single-chip products. Despite this shortcoming, the card's dithered 16-bit 3D color rendering limitation, and an 800x600 resolution limitation, no other manufacturers' products could match the smooth framerates that the Voodoo2 produced. It was a landmark (and expensive) achievement in PC's 3D-graphics. Its excellent performance, and the mind share gained from the original Voodoo Graphics, resulted in its success. Many users even preferred Voodoo2's dedicated purpose, because they were free to use the quality 2D card of their choice as a result. Some 2D/3D combined solutions at the time offered quite sub-par 2D quality and speed. The arrival of the NVIDIA RIVA TNT with integrated 2D/3D chipset would offer minor challenge to the Voodoo2's supremacy months later. SLI The Voodoo2 introduced Scan-Line Interleave (SLI) to the gaming market. In SLI mode, two Voodoo2 boards were connected together, each drawing half the scan lines of the screen. For the price of a second Voodoo2 board, users could essentially double their 3D throughput. A welcome result of SLI mode was an increase in the maximum resolution supported, now up to 1024x768. Despite the high cost and inconvenience of using three separate graphics cards, the Voodoo2 SLI scheme was clearly the pinnacle of gaming performance at the time. SLI capability was not offered in subsequent 3dfx board designs, although the technology would be later used to link the VSA-100 chips on the Voodoo 5. Having since acquired 3dfx, NVIDIA in 2004 reintroduced the SLI brand (now for Scalable Link Interface) in their GeForce 6 Series. ATI Technologies has also since introduced its own multi-chip implementation, dubbed "CrossFire". Although Scalable Link Interface and Crossfire operate on the original SLI principle, the algorithms used are now totally different. Voodoo Banshee
Sega Dreamcast In 1997, 3dfx was working with Sega to develop Sega's next video game console. The process involved two competing designs: a unit called "Katana" being developed in Japan using NEC and VideoLogic technology vs. the "Blackbelt", a system designed in America using a GPU from 3dfx. This deal had the potential to get 3dfx's foot in the home console door, provided the Blackbelt became the console that would become the Sega Dreamcast. Unfortunately for 3dfx, Sega chose the NEC solution. 3dfx sued Sega for breach of contract when the Katana was chosen, accusing Sega of starting the deal in bad faith to take 3dfx technology, and eventually the case was settled out of court; but the failure of the Blackbelt was 3dfx's own doing. When 3dfx declared its Initial Public Offering (IPO) in April 1997, it made the mistake of revealing every detail of the contract with Sega. By law, when a company files an IPO in the United States, it has to make public all details of its business and financial situation, but sensitive information can be kept secret, so long as it does not materially affect the company's statement of its financial position and outlook. Sega had been keeping the development of its next-generation console secret during this competition, and was outraged when 3dfx publicly laid out its deal with Sega over the new system in the IPO; Sega quickly quashed the Blackbelt and used the Katana as the model of the Dreamcast. Decline In early 1998, 3dfx embarked on its Rampage development project, which was to be a new graphics card that would take two years to develop, and would supposedly be several years ahead of the competition once it debuted. The company hired hardware and software teams in Austin, Texas to develop 2D and 3D Windows device drivers for Rampage in the summer of 1998. The hardware team in Austin initially focused on Rampage, but then worked on Transformation and Lighting (T&L) engines and on MPEG decoder technology. (Later, these technologies were part of the NVIDIA asset purchase in December 2000.) Voodoo3 and strategy shift
Voodoo 4 and 5
Cause of decline 3dfx's decline is a matter of debate. Some attribute it to 3dfx lavishly spending on its employees - it reported spending $30,000-50,000 on company lunches and other perks a month, even up to the last two weeks before it went under. 3dfx's fall is most often attributed to managerial prioritizing of research and development. Voodoo cards were typically highly expensive, and left the mid and low end of the market to ATI and NVIDIA. NVIDIA chose short development cycles, whereas 3dfx pursued lengthy, ambitious development cycles, and NVIDIA and ATI cards eventually ended up with better overall performance, with Matrox holding the edge in image quality. NVIDIA's flagship GeForce 256 and GeForce 2 GTS are often given credit for the demise of the competing Voodoo 3 and Voodoo 5, respectively, and thus that of 3dfx. However, it is also important to note that the GeForce's midrange derivative, in the form of the GeForce 2 MX, was what successfully targeted the masses and grabbed a huge amount of market share for NVIDIA. By the time that 3dfx rolled out the Voodoo 4 4500 to counter the MX, it was late to the market and failed to match Nvidia's offering in price and performance. When Greg Ballard became CEO of 3dfx in 1997, analysts marked it as a turning point since Ballard was a marketing guru, but he failed to understand R&D in the graphics industry. His attempt to develop a single-card 2D/3D solution in the forms of the Voodoo Banshee and the Voodoo3, even though that was 3dfx's weak point, ended up costing the company millions in sales and lost market share as well as diverting vital resources from the Rampage project. 3dfx also released word in early 1999 that the Voodoo2 would not support DirectX when running in Windows 2000. OpenGL support and Glide support would remain, but this announcement caused many eager gamers to switch to alternative Nvidia or ATI offerings for their new machines. The "Rampage" project, which 3dfx put much effort into but never was able to bring to market, debuted in 3dfx's labs in December of 2000, within weeks of the sale of 3dfx's assets to NVIDIA. The Rampage design team was using a pioneering synthesis tool set which was still under development as the design proceeded. In addition, the company continued to vacillate on its commitment to the delayed Rampage project versus the need for short-term retail products, such as the Voodoo 3 and Napalm/VSA-100. Because Rampage was oft-delayed — it had been scheduled to show at the 1998 Comdex — 2D and 3D driver software was up and running when it hit the lab. However, the impending release of Rampage was too little, too late. The deal to "wind down" the company was less than 2 weeks from closure at that point. The history of and participants in the 3dfx/NVIDIA deal making can be read in the respective companies financial filings from that time period. The resolution and legality of those arrangements (with respect to the purchase, 3dfx's creditors and its bankruptcy proceedings) was still being worked through the courts as of August 2006, nearly 6 years after the sale. While some have speculated that shipping the "Rampage" might have saved 3dfx, the fact remains that the company never mastered the new concept of relatively cheap, high-performance dies with integrated 2D acceleration, which was to become the de facto standard of PC graphics cards very soon. The success of "Rampage" would not have simply depended upon raw performance, but also the cost of manufacturing, very much reflected in retail prices. According to documents from late in 3dfx's life, the "Rampage" core was evidently not too much more than a more powerful version of the VSA-100, with an entirely separate chip code-named "Sage" required for T&L and hardware shader operation; though to their credit, support for DDR-RAM was implemented. It remains unknown whether "Rampage" would have been a practical product, let alone enough to keep the company alive in the card industry. Chip table In the case of Voodoo2 12 MB, there is 4 MB texture RAM for each texture processor and 4 MB for the framebuffer. When a game is not multitexturing, a total of 8 MB texture memory is available. With multitexturing, this is halved to 4 MB. SLI, however, does not double the available RAM because the boards separately calculate their part of the scene. This split-RAM architecture caused the resolution limits on the older boards. For Voodoo Graphics' 4 MB RAM (2 MB framebuffer) framebuffer size only allowed for a 640 × 480 resolution when z-buffering was used. Some games managed 800 × 600 without z-buffer, but they were few and far between. MechWarrior 2 3Dfx Edition was one such game. |

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