An Odd Question about the Voodoo2.

ChrisRay

<span style="color: rgb(124, 197, 0)">R.I.P. 1983-
Veteran
Does anyone have information on the Voodoo1/Voodoo2 Pixel pipelines set up? I know the Banshee itself lost multitexturing capabilities but finding information on these cards is pretty hard.

I am seeing 100 Mpixel, So can I assume it was a 1x2 hardware?

Chris
 
ChrisRay said:
Does anyone have information on the Voodoo1/Voodoo2 Pixel pipelines set up? I know the Banshee itself lost multitexturing capabilities but finding information on these cards is pretty hard.

I am seeing 100 Mpixel, So can I assume it was a 1x2 hardware?

Chris
Voodoo2 is is 1x2 indeed.. as in 1 chip x 2 chips, not pipes :D
But yeah, you could say the same as pipes I suppose?
 
SST1 = Voodoo 1 (in Consumer form), SST96 = Voodoo 2.

The differences between SST1 and SSt2 were actually smaller than people expect since everyone rembers Voodoo2 as having SLI and multitexturing. The truth is, both SST1 and SST96 had capabilities of SLI and up to three texturing units per board. The guys were hawking this round lots of different places (arcade vendors, vis / sim etc) before memory prices crashed and the could put one out for the PC - however to do this they could only have one texture chip for Voodoo1.
 
One major difference between Voodoo 1 and 2 was in the triangle setup engine.

Voodoo 1 had to do CPU work per triangle (interpolate calculation), Voodoo 2 had a hardware setup engine with no work needed per triangle. Hence much higher geometry throughput.
 
For all things Voodoo see here:

http://www.falconfly.de/3dfx.htm

He has programming specs for most of the chips. I kept my old V1 and V3 boards for programming fun some time in the future. And my old S3 Virge too since years ago when I emailed S3 they were nice enough to send me programming specs. One day I'll make it draw a jurassic era triangle.
 
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