FSAA on the V5 added nothing to raise the minimum hardware performance levels for games. They didn't substantially increase fill rate, polygon rate, dot3, etc They wouldn't have enabled a sea change in rendering quality, like Doom3, or getting closer to CG like fully programmable hardware will enable. Basically, they offered almost nothing for developers to improve their new games, only for consumers to improve the look of their existing old games. (yes, you could do multisampling tricks like depth of field, soft shadows, or motion blur, but their card had no where near the performance to pull this off. where 4 samples just ain't good enough)
Yes, it is an IQ improvement, but even if every single gamer upgraded to a V5, the basic performance and features of the card was the same as every other card on the market. They didn't raise the performance or features bar, just IQ. Let's not forget how they were dragged kicking and screaming into 32-bit. Funny how IQ didn't matter for them until FSAA. Same ole marketing spin -- pump up the features you have, downplay the others. Developers were arguing that 16-bit backbuffer wasn't good enough (even with the 22-bit filter) because of multi-pass artifacts (e.g. transparency), but all of the pixel nitpickers who currently laboriously poor over screenshots of anisotropic filtered textures were defending 3dfx.
Imagine if 3D cards just kept adding new IQ features: more FSAA samples per pixel, higher anisotropic, better texture filtering, etc, but fillrate and polygon rate stagnated as well as there being no way to do per-pixel lighting.
Well, counter-strike would still look alot better, but years later, we would have no Doom3, UT2k3, etc.
I'm not faulting 3dfx for introducing FSAA. FSAA is a must. I'm faulting them for betting their farm on it and shipping a card that was underdeveloped in other areas. I fault them for not shipping Rampage alot earlier.
Basically, 3dfx could not keep up with the market. NVidia and ATI are advancing the state of the art far faster. Good ideas alone are not enough, you have to execute on them. That's IMGTec's problem. It's just not enough to invent a new algorithm, you've got to be able to mass produce it, on a timely basis, for consumers. V6 might have killed the GF2, had they produced it before DDR speeds ramped up.
Yack all you want about T&L and other features added. *Somebody* had to produce the first T&L card, there has to be a first mover. You can't put the cart before the horse. Developers aren't going to produce a T&L enabled game until people have T&L enabled cards. Therefore, the burden is on the hardware vendor to produce this card and sell people on the card before the card is usable. Ditto for DOT3, EMBM, programmable shading, etc
When I bought my Orchid Righteous Voodoo1, there were no games for it except for this pathetic soccer game. I spent most of my time messing around with the demos. Then GLQuake came out, and it instantly made my purchase worth it.
I bought a DVD player before many DVDs were available. Then the Matrix DVD came out, and DVD players went mainstream. I owned an HDTV long before the first broadcast HDTV programs. Someone has to produce the hardware first, and then early adopters have to buy it to make it cheaper for the mainstream users.
My HDTV right now is fairly "useless" given the paucity of content. But because I spent thousands of dollars on it, more content will be produced for it, sets will get cheaper, and one day, you will benefit from my "wasteful" consumption, and get a much better HDTV than mine for 1/10th the price, and you will have a wide selection of content to view.
Yes, early adopters get screwed. But without us, it would be much harder to introduce new technology.