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The success of the company's products led to renewed interest in 3D gaming, and by the second half of the s, products combining a 2D output with reasonable 3D performance were appearing.
This was accelerated by the introduction of Microsoft's Direct3D , which provided a single high-performance API that could be implemented on these cards, seriously eroding the value of Glide.
While 3Dfx continued to offer high-performance options, the value proposition was no longer compelling. The acquisition was accounted for as a purchase by Nvidia and was completed by the first quarter of their fiscal year of Towards the end of , the cost of EDO DRAM dropped significantly and 3Dfx was able to enter the consumer PC hardware market with aggressive pricing compared to the few previous 3D graphics solutions for computers.
Prior to affordable 3D hardware, games such as Doom and Quake had compelled video game players to move from their s to s , and then to the Pentium.
It provided only 3D acceleration and as such the computer also needed a traditional video controller for conventional 2D software.
A pass-through VGA cable daisy-chained the video controller to the Voodoo, which was itself connected to the monitor. The method used to engage the Voodoo's output circuitry varied between cards, with some using mechanical relays while others utilized purely electronic components.
The mechanical relays emitted an audible "clicking" sound when they engaged and disengaged. PowerVR produced a similar 3D-only add-on card with capable 3D support, although it was not comparable to Voodoo Graphics in either image quality or performance.
In August , 3dfx released the Voodoo Rush chipset, combining a Voodoo chip with a 2D chip that lay on the same circuit board, eliminating the need for a separate VGA card.
The Rush had the same specifications as Voodoo Graphics, but did not perform as well because the Rush chipset had to share memory bandwidth with the CRTC of the 2D chip.
Furthermore, the Rush chipset was not directly present on the PCI bus but had to be programmed through linked registers of the 2D chip. Like the Voodoo Graphics, there was no interrupt mechanism, so the driver had to poll the Rush in order to determine whether a command had completed or not; the indirection through the 2D component added significant overhead here and tended to back up traffic on the PCI interface.
A rare third version was produced which featured a Cirrus Logic 2D chip. This version fixed the PCI bus collisions and memory interface problems.
Some manufacturers bundled a PC version of Atari Games ' racing game San Francisco Rush , the arcade version of which used four Voodoo Graphics cards working in parallel.
Sales of the Voodoo Rush cards were very poor, and the cards were discontinued within a year. In , 3dfx released Voodoo's successor, the popular Voodoo2.
The Voodoo2 was architecturally similar, but the basic board configuration added a second texturing unit, allowing two textures to be drawn in a single pass.
Despite some shortcomings, such as the card's dithered bit 3D color rendering and x resolution limitations, no other manufacturers' products could match the smooth framerates that the Voodoo2 produced.
It was a landmark and expensive achievement in PC 3D-graphics. Its excellent performance, and the mindshare gained from the original Voodoo Graphics, resulted in its success.
Many users even preferred Voodoo2's dedicated purpose, because they were free to use the quality 2D card of their choice as a result.
Because of the high cost and inconvenience of using three separate graphics cards two Voodoo 2 SLI plus the general purpose 2D graphics adapter , the Voodoo2 SLI scheme had minimal effect on total market share and was not a financial success.
SLI capability was not offered in subsequent 3dfx board designs, although the technology would be later used to link the VSA chips on the Voodoo 5.
Near the end of , 3dfx released the Banshee , which featured a lower price achieved through higher component integration, and a more complete feature-set including 2D acceleration, to target the mainstream consumer market.
A single-chip solution, the Banshee was a combination of a 2D video card and partial only one texture mapping unit Voodoo2 3D hardware.
Due to the missing second TMU, in 3D scenes which used multiple textures per polygon , the Voodoo2 was significantly faster.
However, in scenes dominated by single-textured polygons, the Banshee could match or exceed the Voodoo2 due to its higher clock speed and resulting greater pixel fillrate.
While it was not as popular as Voodoo Graphics or Voodoo2, the Banshee sold in respectable numbers. Banshee's 2D acceleration was the first such hardware from 3Dfx and it was very capable.
The graphics chip capably accelerated DirectDraw and supported all of the Windows Graphics Device Interface GDI in hardware, with all raster operations and tertiary functions, and hardware polygon acceleration.
The 2D core achieved near-theoretical maximum performance with a null driver test in Windows NT. While Nvidia had yet to launch a product in the add-in board market that sold as well as 3dfx's Voodoo line, the company was gaining steady ground in the OEM market.
In early , 3dfx embarked on a new development project. The Rampage development project was new technology for use in a new graphics card that would take approximately two years to develop, and would supposedly be several years ahead of the competition once it debuted.
The company hired hardware and software teams in Austin, Texas to develop 2D and 3D Windows device drivers for Rampage in the summer of Later, these technologies were part of the Nvidia asset purchase in December The software team developed both device drivers and a binary-compatible soft emulation of the Rampage function set.
Thus, there were working Windows NT device drivers within a few days of the power on of the Rampage system on the 2nd week of December, In , 3Dfx was working with entertainment company Sega to develop a new video game console hardware platform.
However, on July 22, , 3dfx announced that Sega was terminating the development contract. According to Dale Ford, senior analyst at Dataquest, a market research firm based in San Jose, California, a number of factors could have influenced Sega's decision to move to NEC, including NEC's proven track record of supplying chipsets for the Nintendo 64 and the demonstrated ability to be able to handle a major influx of capacity if the company decided to ramp up production on a moment's notice.
Now whether this move is to roll out another home console platform or move strictly to the PC gaming space is unknown. Sega quickly quashed 3Dfx's "Blackbelt" and used the NEC-based "Katana" as the model for the product that would be marketed and sold as the Dreamcast.
Purchase of STB was intended to give 3dfx access to that company's considerable OEM resources and sales channels, but the intended benefits of the acquisition never materialized.
The two corporations were vastly different entities, with different cultures and structures, and they never integrated smoothly.
STB prior to the 3dfx acquisition also approached Nvidia as a potential partner to acquire the company. At the time, STB was Nvidia's largest customer and was only minimally engaged with 3dfx.
Nvidia decided not to acquire STB and to continue to support many brands of graphics board manufacturers. After STB was acquired by 3dfx, Nvidia focused on being a virtual graphics card manufacturer for the OEMs and strengthened its position in selling finished reference designs ready for market to the OEMs.
STB's manufacturing facility in Juarez, Mexico was not able to compete from either a cost or quality point of view when compared to the burgeoning original design manufacturers ODMs and Contract electronic manufacturers CEMs that were delivering solutions in Asia for Nvidia.
Prior to the STB merger finalizing, some of 3dfx's OEMs warned the company that any product from Juarez will not be deemed fit to ship with their systems, however 3dfx management believed these problems could be addressed over time.
Those customers generally became Nvidia customers and no longer chose to ship 3dfx products. The acquisition of STB was one of the main contributors to 3dfx's downfall; [ citation needed ] the company did not sell any Voodoo 4 or 5 chips to third party manufacturers which were a significant source of revenue for the company.
This also further alienated 3dfx's remaining OEM customers, as they had a single source for 3dfx products and could not choose a CEM to provide cost flexibility.
The OEMs saw 3dfx as a direct competitor in retail. With the purchase of STB 3dfx created a line of Velocity boards an STB brand that used crippled Voodoo3 chips, as a product to target the low-end market.
As 3dfx focused more on the retail graphics card space, further inroads into the OEM space were limited. A significant requirement of the OEM business was the ability to consistently produce new products on the six-month product refresh cycle the computer manufacturers required; 3dfx did not have the methodology nor the mindset to focus on this business model.
In the end, 3dfx opted to be a retail distribution company manufacturing their own branded products. The Voodoo 3 was hyped as the graphics card that would make 3dfx the undisputed leader, but the actual product was below expectations.
The Voodoo3 sold relatively well, but was disappointing compared to the first two models and 3dfx gave up the market leadership to Nvidia.
The company's next and as it would turn out, final product was code-named Napalm. Originally, this was just a Voodoo3 modified to support newer technologies and higher clock speeds, with performance estimated to be around the level of the RIVA TNT2.
However, Napalm was delayed, and in the meantime Nvidia brought out their landmark GeForce chip, which shifted even more of the computational work from the CPU to the graphics chip.
Napalm would have been unable to compete with the GeForce, so it was redesigned to support multiple chip configurations, like the Voodoo2 had.
However, by the time the VSA based cards made it to the market, the GeForce 2 and ATI Radeon cards had arrived and were offering higher performance for the same price.
The only real advantage the Voodoo 5 had over the GeForce 2 GTS or Radeon was its superior spatial anti-aliasing implementation, and the fact that, relative to its peers, it didn't suffer such a large performance hit when anti-aliasing was enabled.
The only other member of the Voodoo 5 line, the Voodoo 4 , was as much of a disaster as Voodoo Rush, because it had performance well short of its value-oriented peers combined with a late launch.
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