Well, just searched the internet and found this at
http://www.guru3d.com/arc18.shtml
3dfx Rampage Specs Leaked? - Xavier John @ 14:13
Entry Level Rampage Configuration:
2 way SLI (1 Rampage chip and 1 T&L unit)
32-512 MB memory support (200MHz DDR)
6.4GB/sec memory bandwidth
4 pixels/clock 800Mpixel fill rate (core clock at 200MHZ)
75 million triangles/polygons per second
AGP4x,
0.18 micron
32 bit rendering
Full DirectX 8.0 Features
Advanced T-buffer, Hardware T&L, Curved Surfaces, Full Pixel Shader, Quad texturing Photorealisitic rendering, Photoshop effects H2 2000
(ECTS at September, available in December)
Middle Level Rampage Configuration:
4 way SLI (2 Rampage chips and 2 T&L units)
32-512 MB memory support (200MHz DDR)
12.8GB/sec memory bandwidth
1.6Gigapixel fill rate (core clock at 200MHZ)
150 million triangles/polygons per second
High End Level Rampage Configuration:
8 way SLI (4 Rampage chips and 4 T&L units)
32-512 MB memory support (200MHz DDR)
25.6GB/sec memory bandwidth
3.2Gigapixel fill rate (core clock at 200MHZ)
300 million triangles/polygons per second
Based on these, wouldn't the midrange and highrange match up to some of the geforce 4's?
Also found this
http://www.vnroundup.com/index.php?item=articles/3dfx
The only downside would have been that MS takes the same texel coordinates and jitters them, thus there's no texture clean up. 3dfx implemented the advanced anisotropic filtering to remedy this once and for all. It could do up to 128-tap anisotropic filtering. If quad texturing was used, Rampage would provide for (performance-hit) free FSAA. When dual texturing was used with anisotropic filtering, Rampage again would have provided (performance-hit) free FSAA.