A small question about 3Dfx vs SEGA and some more...

Crusher said:
The readme files for many 3D games released before 2000 contain a section where they make it clear to you that a Voodoo Rush based card is crap and the game will not run on that card. God only knows what 3dfx did to that thing.

it employed some not particularly-efficient ways for showing the voodoo framebuffer in the vga framebuffer, IIRC. plus, it had only 1 tmu.
 
Volenti said:
Colourless said:
Something that most people don't realize is the 2x2 Filter doesn't actually work on Voodoo 5s. SLI screws it up so the cards are forced to run in 4x1 mode.

It worked in 2x or 4x FSAA, but not in normal mode.

i'd be curious to know how it actually worked under analog SLI.
 
ahhh the old 3Dfx-Sega drama. sure as hell glad Sega didn't select BlackBelt to be the their console. Katana-PowerVR all the way :)

3Dfx was basicly offering souped up Voodoo Graphics (a faster Banshee or Voodoo2) for BlackBelt. If 3Dfx had Rampage right after Voodoo, as that was their original plan, and had offered Rampage to Sega (yeah in 1997-1998) then things would have been Alot different. but things as they are (or were) it seems Sega was simply "looking at 3dfx/Voodoo" since it was "the thing" back then.
 
3dfx model for world domination:
1) go where no man has gone before( well successfully at least) and create a 3d gaming accelerator card for the consumer market.
2) Dominate the market with your superior card.
3) Have game developers adopt your proprietary API as the standard 3D API for gaming.
4) Refuse to allow any other hardware manufacturer to implement the API.
5) Stick GLIDE only stickers on every computer game they can get their hands on.
6) Sit on their ass and do nothing while the money piles in from a market they utterly control through their proprietary API (smells like microsoft doesn't it?)

steps 1-5 ran flawlessly...
 
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