Picture of Sega's 3Dfx-based 'BlackBelt' console

Guden Oden said:
Fox5,

You're smoking some seriously heavy rose-colored glasses in the last couple posts you've made, I haven't heard such BS in a long good while... :D

What EFFECTS have you seen Glide make that no other cards could do until DX9??? They don't exist!

The Voodoo3 was seriously stone-age tech compared to PVR2DC/Neon250 (these were the exact same chips tech-wise, except Neon250 was faster and had AGP interface). V3 had faster on-paper fillrate, but lack of overdraw elimination and general inefficiency of old hardware pretty much eliminated that advantage, especially when transparencies are involved.

V3 lacks not only the fairly pointless 32-bit color on textures and framebuffers, it also lacks the on-chip 32-bit rendering and one-step downsampling to 16-bit of PowerVR's. It doesn't have modifier volumes either, or antialiasing, or anisotropic filtering. Heck, it didn't even have true trilinear as far I know. On the other hand, it requires much faster (and more expensive) RAM chips on a memory bus twice the width to offer competitive performance, and it runs much hotter too. See what happens to an immediate-mode renderer once you halve its memory bus width; performance dives down into the toilet.

V3 may have been the most sold retail card at the time but that's a worthless thing to brag about; 3dfx was the *only* manufacturer of Voodoo cards at that time, lack of competition made them win that badge. If you were to look at which chip made most retail sales, it'd been the TNT2 instead, which was available from a dozen + manufacturers, hence driving down the sales volumes of each individual manufacturer.

So when you say you believe a V3 would smoke PVRDC 9 out of 10 times, I believe you should reconsider... ;)

Sure, it's easy to talk about overdraw elimination when you say "only" an overdraw of 2x..but on the other hand that means every pixel on the screen is blocked by one other pixel, so I don't think 2x is as common as is said. And what old hardware? Voodoo3 was released 1999, pvr2dc hardware was prototyped in 1997, so voodoo3 was at least a year newer, and as for the cores both were based on, I think the voodoo core was only about 6 months older.

Voodoo3 had 22bit color or something, it easily matched nvidia's 32 bit color in most games.

V3 had trilinear and anisotropic, but I don't think it could do them at the same time as multitexturing. It had edge AA as well...sure pvr2dc had super sampling, but come on, how many games could actually take that performance/memory hit? Voodoo3 technically could have done super sampling, voodoo2 did.(not sure if the software that did it was compatible with voodoo3 or not, but performance died while doing it)

I don't know how the tnt2 sold at retail, but the voodoo5 during its first 5 months only sold slightly worse in retail than the combined sales of every geforce2 card maker, and slightly better than the combined top 2.

As for effects glide can do that couldn't be done till dx9, I just look at emulation, the pixel shader like effects of the n64 I've only seen done using glide and buggy dx9. The glide version usually uses the framebuffer to do it, because for whatever reason voodoo cards were extremely fast at accessing that, and the voodoo 4 and 5s could load the entire thing into a shadow buffer or something, and voodoo3 and I think banshee had partial support for shadow buffers.(don't know what a shadow buffer is, but that's how the plugin's site describes it)

As for v3 smoking a pvrdc....well show me something to prove it, not just looking at something on a dc and saying "V3 couldn't do that." Of course, my idea of performance on a voodoo3 may be a bit skewed, during winter I had mine overclocked to over 200mhz on both core and ram(don't think you could adjust them seperately) and in the high 190s during the summer.(probably why it died a few months after I sold it to someone once I got a geforce 3) Still, voodoo3 crushes the neon250 in basically everything, at best it can only hope to equal the voodoo3 under rare circumstances(I think quake3 with the neon250's quake 3 minigl driver was the only time I've seen a benchmark where it happened, and forget space and flight sims), and show me a port from the dc that came out while the dc still was alive(to make sure it doesn't have overly high hardware specs) that a voodoo3 couldn't do better. I played the typing of the dead demo on my pc, seemed to run just as fast if not faster than the dc version. Not sure how house of the dead 2 and crazy taxi would handle, I think they came out later and could be bloatware.

http://graphics.tomshardware.com/graphic/19990929/neon_250-05.html
Check this, on a p3 550mhz(while we're on this pro-dc ride, we can argue that a 200 mhz sh-4 with optimizations performs as well or better than a p3 550mhz, right? at least in floating point operations), neon 250 can sort of almost keep up at low res in shogo, crushed at high res. Same for expendable, but not as much. In quake 3 it can keep up fairly well, though it we go by what tom says, despite the tbr, it has memory bandwidth issues and that's why performance dies at high reses.
Performance is way behind for descent 3, and if I recall correctly, dc had quite a few games with wide open areas and little overdraw, so in those cases voodoo3 would have been a much better choice.
 
zurich said:
Fox5,

So I take it you were a 3dfx fan back in the day? I feel like I just stepped through a timewarp to 1998 :LOL:

Then? I'm still one now, if 3dfx was still making cards that were competitive I'd buy them. And a voodoo5 card is still the number 1 card for emulation.
Difference between a voodoo3 and a tnt2 today...niether one can run modern games, but at least a voodoo3 can still run emulators and the latest glide plugins. Glide support alone makes a voodoo3 card worth as much today as a geforce or geforce 2mx, and FSAA makes a voodoo5 card worth slightly more. IMO of course, but none of these cards can run very much today.
 
Fox5 said:
zurich said:
Fox5,

So I take it you were a 3dfx fan back in the day? I feel like I just stepped through a timewarp to 1998 :LOL:

Then? I'm still one now, if 3dfx was still making cards that were competitive I'd buy them. And a voodoo5 card is still the number 1 card for emulation.
Difference between a voodoo3 and a tnt2 today...niether one can run modern games, but at least a voodoo3 can still run emulators and the latest glide plugins. Glide support alone makes a voodoo3 card worth as much today as a geforce or geforce 2mx, and FSAA makes a voodoo5 card worth slightly more. IMO of course, but none of these cards can run very much today.

Okay now I'm DEFINITELY back in 1998.
 
V3 was an amazingly fast card...I still remember how a friend used it to run the first N64 emulators (with a P150) and it was much more faster than my GF 2MX(coupled with a P3 667). (using Glide of Course).
 
The exterior design isn't as simple and clean as the production DC but it isn't ugly either. PS2 looks even uglier when laid horizontally.

And what difference did 32bit color make, especially in those days?

Well when I played TR on the PCX1 and switched from 16-bit color to 24-bit color, I could see a difference.

it reminds me of the playstation (the grey box)

...or a SNES or a NES or a Famicom or a SuperFamicom...
 
Maybe I'm wrong on this, but I was under the impression that many if not most DC games used 16 bit color anyway, so wouldn't that really be a moot point? Also, given the amount of texture memory available, I don't think too many games would have cursed 3dfx's other main curse, (256x256 texture size limit), but maybe I'm missing something here.
 
Dreamcast has VQ (vector quantization) texture compression and it usually had a space saving of 5:1 but often reach 8:1 in a few cases. This allowed for much higher resolution than a non compressed texture. VQ is what Sonic Adventure and Sonic Adventure 2 use as well as Shenmue as well as just about 90% of Dreamcast games.
 
It looks really bad, the Dreamcast design is way neater.
I really doubt this is the alternate design to the dreamcast, missing pad slots and looks generally bad for something design in 1997+...

heck even the XBox looks better than that ^^
(Everything IMO of course)
 
Fox5 said:
Sure, it's easy to talk about overdraw elimination when you say "only" an overdraw of 2x..but on the other hand that means every pixel on the screen is blocked by one other pixel, so I don't think 2x is as common as is said.

Of course it varies from title to title, but 2x is probably a pretty good average across genres. Typically a game with a horizontal view would score higher than a game with a vertical view. I shudder to think of what the overdraw is in a game like Jak2 for example inside the city...

And what old hardware? Voodoo3 was released 1999, pvr2dc hardware was prototyped in 1997, so voodoo3 was at least a year newer

"Newer"? The V3 architecture goes right back to the voodoo graphics chipset (hence all the weird restrictions like 256-pixel textures, 16-bit pixels only etc).

Voodoo3 had 22bit color or something, it easily matched nvidia's 32 bit color in most games.

That's not true.

V3 had trilinear and anisotropic

No it did not. Even the VSA100 couldn't do proper trilinear if it was multitexturing, and it had never even heard of aniso.

It had edge AA as well

...Which was sorting-order dependent and a fuxxing bitch to use and pretty much worthless. Nobody likes edge AA.

Voodoo3 technically could have done super sampling, voodoo2 did.

V2 never had supersampling in any driver version, and no software support whatsoever.

I don't know how the tnt2 sold at retail, but the voodoo5 during its first 5 months

That's pretty much its LAST 5 months too, as it turned out. :LOL:

only sold slightly worse in retail than the combined sales of every geforce2 card maker, and slightly better than the combined top 2.

Guess that is retail figures for the US only (where 3dfx had its greatest retail presence). Still, retail is such a small part of the total market that bragging about selling slightly better than the top 2 from the other camp is sort of like bragging about winning a race in the 100 meters dash over a bunch of geriatrics. You're still getting owned overall.

As for effects glide can do that couldn't be done till dx9, I just look at emulation, the pixel shader like effects of the n64 I've only seen done using glide and buggy dx9.

WHAT pixel shader-like effect? The N64 has no games with any such effects.

and voodoo3 and I think banshee had partial support for shadow buffers.

Shadow buffers came in DX7, first chip that supported it was the original ATi Radeon (R100). The voodoo series totally lacks any such stuff, and it has nothing to do with pixel shading.

As for v3 smoking a pvrdc....well show me something to prove it, not just looking at something on a dc and saying "V3 couldn't do that."

Difficult, since there are no consoles with a 200MHz SH4 CPU and a V3 graphics chip! It's clear though that the feature-list of the PVR2DC is much longer than V3's, and the effective raw performance is not that dissimilar when factoring in overdraw and transparencies and such.

You have to realize that the 183Mpix/s fillrate figure is only a best-case scenario, in actuality it is much lower, if you run the 3dmark fillrate tester you will get a MUCH lower score. Just think of how much performance is lost every time you have to do a read-modify-write operation against framebuffer DRAM on a V3 (happens every time you draw a transparent pixel). On a PowerVR chip you write against on-die SRAM with little or no penalty associated to it except the extra clock cycle it requires to draw another transparent polygon layer.

Still, voodoo3 crushes the neon250 in basically everything

You have to take into account the notoriously rotten drivers for the Neon. PC graphics is a completely different beast compared to consoles, DX in particular was not suited at all to the Neon's way of handling things so that it ran slow should not be surprising. And, when it wasn't slow, it tended to be buggy instead. Or both. The amount of compatibility option checkboxes in the driver panel for the Neon that one could (and often HAD) to tweak with was nothing but staggering! If PowerVR had had a popular custom API like 3dfx did with glide, I'm sure the situation would have been rather different, but that never was the case. Take a look at Kyro instead which is geared fully towards PC APIs (which the Neon was not) and had GOOD drivers, and then compare that with its contemporaries to see what a TBDR can do with vastly inferior resources.
 
It is pretty clear Sega made the 2nd best choice (Real3D would've been the best IMHO). between PowerVR and 3Dfx though, it was the best choice they could make. the 3Dfx chip in BlackBelt would have been a Voodoo3 at most. possibly something less than Voodoo3. If so, then the PowerVR2DC has even more of an advantage since nothing short of a Voodoo3 can even begin to stand up to the PowerVR2DC. Sega made its decision based on politics however. Japanese politics. even if BlackBelt beat out Dural performance wise, Sega was already in bed with NEC who would be fabbing Videologic's design. Sega had already made its choice before the BlackBelt-Dural showdown.
 
Megadrive1988 said:
It is pretty clear Sega made the 2nd best choice (Real3D would've been the best IMHO).
Please explain the logic underlying that conclusion.
 
Sega made its decision based on politics however. Japanese politics. even if BlackBelt beat out Dural performance wise, Sega was already in bed with NEC who would be fabbing Videologic's design.

Does anybody get tired of hearing the political BS angle? I swear the 3dfx/PC fanbase sure gets bent outa shape when their untouchable idol gets beat by a nifty little tiler... Meh, just sour grapes...

Please explain the logic underlying that conclusion.

Yeah, this I gotta hear too...
 
SEGA chose the best GPU at the time from a price/performance/feature ratio. I would only call it politics if once considers taking actual performance and features of a GPU into account. 3dfx would have been the worst choice by far since they failed to deliver what SEGA wanted with their hybrid chip. The PVR2DC is a very capable chip that won out mainly because it is better all around. The Dreamcast sure did some amazing things with its 100 Megapixel fill rate. Overdraw in a real world scenario is usually greater than 2x as that is a very conservative number.

Could any 3dfx chip at the time to bump mapping, anisotropic filtering, or even 32 bit color?

Real3D wasn't much of an option since they didn't offer anything to the table either. SEGA didn't like the performance of their PC GPU's and ot wpi;d have been too costly anyway. It was fine for Model 3, but the Real3D chips in Model 3 are way faster than the ones used in PC cards. That's also not to mention the manufacturing process for those chips were huge!
 
I tend not to believe that Sega selected PowerVR Dural for political reasons, but I said it anyway because that is what was said so often.
I personally believe they chose PowerVR because it offered by far the best price/performance ratio. beyond Model 3 class performance for a tiny fraction of the cost.

I am certain that if Lockheed had come up with a console friendly chip, say a hypothetical "R3D-500", with geometry engine, 2-4 pipes, not based on i740 but more along the lines of R3D-Pro 1000, on .25 micron process
with 3-5 million pps performance with all features on, Sega would've jumped on it. especially with Yu Suzuki's enthusiasm for Real3D. but that was not to be, and Sega went to PowerVR2, the best option they had.
 
"Newer"? The V3 architecture goes right back to the voodoo graphics chipset (hence all the weird restrictions like 256-pixel textures, 16-bit pixels only etc).

I was referring to the actual voodoo3 chip was finished after pvr2dc. And how old was the voodoo graphics chipset? 1994, 1995, or 1996?

Quote:
Voodoo3 had 22bit color or something, it easily matched nvidia's 32 bit color in most games.


That's not true.

It was at the time. Or can you tell the difference between halflife running in 16bit on a voodoo 3 and halflife running in 32 bit on a tnt2?

No it did not. Even the VSA100 couldn't do proper trilinear if it was multitexturing, and it had never even heard of aniso.

Not in official 3dfx drivers as far as I know, but 3rd party drivers did add the options.

...Which was sorting-order dependent and a fuxxing bitch to use and pretty much worthless. Nobody likes edge AA.

With some 3rd party drivers I was able to force it in all games. It sometimes worked.

V2 never had supersampling in any driver version, and no software support whatsoever.

Wasn't in the drivers. I'm fairly certain it was something 3dfx released around the time the tnt was coming out, to allow the voodoo 2 to do super sampling just to claim it was possible....however it had horrible performance and the readme for it even said it was common for the fps to go under 5 frames per second. At least I'm pretty sure I saw the program, I can't find it now, and I never tried it out myself.

WHAT pixel shader-like effect? The N64 has no games with any such effects.

The shininess on some objects in conker's bad fur day(such as the logo at the start), and the shininess on skarmory in pokemon stadium 2. I believe skarmory even sort of reflects the colors of objects/lights arounnd it. Also various other effects.



This feature also allowed me to emulate many things which are hardly possible to emulate with usual frame buffer emulation, e.g. dynamic shadows. HWFBE is fully supported only by Voodoo4/5 and partially by Voodoo3 and Banshee. Read readme.txt for details. Many thanks to KoolSmoky who gave me Voodoo5 card and hints how to implement this feature.

Looks like I was wrong about shadow buffers, it's hardware frame buffer used for shadows.

You have to realize that the 183Mpix/s fillrate figure is only a best-case scenario, in actuality it is much lower, if you run the 3dmark fillrate tester you will get a MUCH lower score. Just think of how much performance is lost every time you have to do a read-modify-write operation against framebuffer DRAM on a V3 (happens every time you draw a transparent pixel). On a PowerVR chip you write against on-die SRAM with little or no penalty associated to it except the extra clock cycle it requires to draw another transparent polygon layer.

Just looked up mym old 3dmark scores, 195.9 megatexels fill rate for single texturing, and 353 for multi texturing. Not sure what my mhz was at the time, but I'd say that's very very close to 100%. Assuming I had it at 200 mhz, it would be 200mega texels, and even the best voodoo3s didn't clock much over 200 mhz. Multi texturing rate is a little low though. So multi texturing was a weak point for the voodoo3, doesn't look like single texturing was, how about the pvr2dc?
Looked up some results for the neon 250, one was 189.8 single texturing, and 834.7 multitexturing(probably overclocked, but so the neon250 does kick ass in multi texturing...any examples of that on dc? obviously not a lot on pc, or the neon 250 would have done much better), and the other has 130.5 and 704.7, probably running at stock speeds.

Could any 3dfx chip at the time to bump mapping, anisotropic filtering, or even 32 bit color?

It supported some form of bump mapping, but same that any computer can use.(like the most basic 3d mark bump mapping test)
AF I believe it could, but I'm not positive.
32 bit internal color too, doesn't mean 3dfx couldn't have produced a version with 32 bit external color if they desired it. One understanding I had was that the voodoo3 was what was being designed for dreamcast, but after they lost the sega contract they basically stopped working on adding all the features sega wanted and just released it. However, with all the features sega wanted, it would significantly more expensive than the voodoo3 was.(2-3x the price) Not sure how it would have compared to the neon250 in price though.(actually, the story I heard didn't mention sega at all, just that 3dfx had planned a lot more for the voodoo3 and cut it for cost reasons, but it's a nice story for a 3dfx zealot, right?)
 
Megadrive1988 said:
I tend not to believe that Sega selected PowerVR Dural for political reasons, but I said it anyway because that is what was said so often.
I personally believe they chose PowerVR because it offered by far the best price/performance ratio. beyond Model 3 class performance for a tiny fraction of the cost.

Not so sure about that. Was vf3 the only model 3 port to dreamcast? It had something like half the graphical quality of the model 3 version, and I'm not sure if any dreamcast games ever exceeded virtua fighter 3 arcade in graphics.(haven't had enough experience with vf3 arcade to decide....that harley davidson game was ugly though)
 
Oh, just a note, with my voodoo3 card, in the high polygon count(1 light) it got 3.3 million triangles(out of a theoretically rougly 8 million) and 1 million in the 8 lights test. That was on a 1.4 gig athlon, but back on a cpu of the day(with probably a slightly less overclock, but not much since the mtexel fillrate is still 191.9) the count was 2.1 and .7.
On 1.3 gig athlons the neon 250 did 2.4 and 1.2, out of I suppose a rougly 8 million possible polygon count. Strangely enough though, in the test that had the low fillrate, it did 4 million and 1.9 million. Oh I see, that one was done at lower resolution. Both systems appears to be using overcloked cpus as well, as their fsb was 104, while my 1.4ghz is listed as only 100 fsb.

Well, looks like the neon250/powervr2 dc fairs better under more complex situations, but the voodoo3 is faster under simpler situations.
 
Was vf3 the only model 3 port to dreamcast? It had something like half the graphical quality of the model 3 version, and I'm not sure if any dreamcast games ever exceeded virtua fighter 3 arcade in graphics.

Wow, these are some seriously rose colored glasses! VF3tb was a total pile of crap as a port, and Soul Calibur was far more graphically impressive (and that was an up-port from the Model 12). The only real nice thing about the model 3 boards (preferably the later variants) was having a dedicated geometry engine... In any case the DC pretty much owns the Model 3...

BTW, what's the setup performance for a Voodoo2/3? I know the CLX setup performance is pretty spiffy (well in excess of what the SH4 can feed it)...
 
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