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April 1999

Issue 2, Volume 1

About the Author

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Nicholas Paufler
is a computer science student at the University of Alberta.

University of Alberta

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The 3D Chipset Wars: A Chronicle of the Past, Present, and Future

-- Nicholas Paufler

It’s been a long time since a piece of hardware, other than CPU’s, RAM, and hard drives, has developed as rapidly as modern video cards. What’s fueling this rapid advance in technology? Games, pure and simple. Not since the day the original Wing Commander was released has there been such a rush to adopt new hardware. In The early 90’s, the advent of true sound spawned dozens of competing standards. There was no marketing hype, no benchmarks, just the promise that games could really only be experienced in glorious 8 bit sound. Roland, AdLib, and yes, even the SoundBlaster redefined how we entertained ourselves on our PC’s. Today, however, a new battle for supremacy is being fought, but it is not aural stimulation (although that battle is starting to heat up again, as well…), but rather … THE 3D CHIPSET WARS.

I can remember my father telling me about the time when he was working in a hospital, and the classic game Zork became available for PC. Suddenly, everyone decided they needed a PC in their office to get their work done. This was almost 20 years ago, and the masses were enthralled by the white house, the mailbox, and the infamous grue, all rendered in glorious … text. The CGA (Color Graphics Adapter) standard first brought color to home PC’s. With only 4 colors to work with, true greatness was not realized until EGA (Enhanced Graphics Adapter), and with it, a huge palette of 16 colors. King’s Quest, Space Quest, Quest for Glory, and their plethora of sequels were all initially developed for this standard. Shortly after, VGA (Video Graphics Array) brought about a revolution. A palette of 256 colors (8 bit) meant video was finally possible, and graphics were better than ever. Finally SVGA, or Super VGA brought color depths of 16bit (65,535 colors), and 24 bit (16.7 million color). Full motion video with TV quality and photorealistic images were only the beginning. And then, for the most part, it all stopped.

16.7 million colors are far more than the human eye can differentiate between, so it is unlikely that any higher color depths will be adopted. Video card manufacturers developed faster RAMDAC’s (Random Access Memory Digital-to-Analog Converter), which were able to display higher resolution images, as well as integrated additional RAM, but little more could be done. In all likelihood, the world would have continued on its merry way, with nary a second thought, save for a little game called Quake. When iD Software released this instant classic in 1996, frag fests erupted all over the world. It would be inaccurate to say that it was Quake alone that spurred the development of 3D accelerators, but it did play an integral role. All of this real time 3D geometry had engineers pondering how they could allow for greater speeds. Professional 3D modelers and CAD designers already had cards that offloaded rendering tasks from the CPU, but these were primarily rendering still images and were prohibitively expensive.

What the world needed was a card that could both accelerate rendering tasks and be cheap enough to be accessible to the average consumer. Just like any other new development, the road to victory was littered with failed attempts. Can anyone remember the Cirrus Logic Laguna 3D? No? Didn’t think so. These first generation 3D accelerators barely made a noticeable difference, as they were most often handling all of the rendering tasks via software drivers, not exactly an efficient solution. There were a few moderate success stories along the way, but only one truly stands out, as its name is legendary. The 3Dfx Voodoo. Unlike many of their competitors, 3Dfx only manufactured the chipset, and produced a set of reference designs and drivers, which they supplied to other manufacturers, such as Diamond and Canopus. These other companies released Voodoo based cards such as the Monster 3D and the Pure 3D. Here were cards anyone could throw in their computer and have arcade quality graphics for a nominal price. It was an instant hit, and the Voodoo chipset became the de facto standard for 3D gaming. While the Voodoo was an attractive card to consumers, it was developer support that solidified its dominance. Microsoft’s Direct3D API was still in its infancy, and the OpenGL API had not yet been adapted for gaming. 3Dfx’s masterstroke was their own proprietary API, Glide. Programmers loved it, as it was brilliantly written and allowed for rapid development, yet was both robust and fast.

For all its success, the Voodoo chipset was only designed as an add-in card, meaning it required an existing 2D video card to function. In an attempt to integrate their Voodoo chipset with a 2D core and develop a 2D/3D combination card, 3Dfx released the Voodoo Rush. In the first of many mistakes to come, it was declared to be a failure by gamers and developers alike. While it was similar to the Voodoo, there were serious differences. The Voodoo Rush was noticeably slower, and games that fully supported the Glide API often required patches to make them function with a Rush. All the while, other hardware manufacturers were entering the fray. Canada's own ATI released many video cards, such as the Rage, Rage II, and Rage Turbo, but all failed to catch on. While ATI bragged about synthetic benchmarks, the question was raised as to the validity of present day 3D benchmarking suites. While tests often showed ATI’s offerings to be faster on paper, in real world applications (read: games), Rage based cards were soundly trounced by the Voodoo. The dominant force in the business and graphics development field was also a Canadian based company, Matrox. Their Millennium and Millennium II cards were expensive, but well suited to applications such as Photoshop, where their high refresh rates and resolutions gave graphics designers greater flexibility. They were, however, useless for games. There first attempt was the Matrox Mystique, which was not nearly as fast or as feature rich as the Voodoo, yet still experienced a little success. The little known Matrox m3D followed, but was a huge flop. The Matrox advertising campaign preached that framerate (the number of times per second the screen is updated) was everything, and that it did not matter if image quality suffered, or certain features were not present. Unfortunately, framerate is not everything, and lacking key features that its older competitor offered, it never caught on.

Arguably, it can be said that the true second generation of accelerators came about around the release of 3Dfx’s Voodoo 2 chipset. Offering higher resolutions, significantly greater speed, and a new feature called SLI (ScanLine Interleave), 3Dfx had another hit on their hands. What truly set the Voodoo 2 apart from its competition was its SLI mode, which allowed a user to put two Voodoo 2 based cards in their computer, connect them with a cable, and nearly double the speed at which they could play. SLI works by having each card render alternate scanlines, so each card only needs to render half of the screen. While it was prohibitively expensive at first, costing upwards of $600 for a pair of 12 meg Voodoo 2’s, power gamers snapped them up. Around this time, the second generation of competitors finally began challenging 3Dfx’s supremacy. Intel (the CPU manufacturer) entered the fray with its i740 chipset (which was based on the Lockheed Martin chipsets), which became a popular budget video card, but never truly found acceptance amongst hardcore gamers. A company called nVidia followed 3Dfx’s example of developing only the chipset, the Riva 128, and selling the chipset to other companies to produce the actual card. As it turns out, nVidia will become a key player later on, but even the Riva 128 (and its later, enhanced variant, the Riva 128ZX), posted encouraging sales figures. Even though they had minor graphical display issues, the value for the dollar was excellent. The Matrox G100 came and went, and the ATI Rage Pro was released, but in games only performed slightly better than the older Voodoo 1 chipset.

We’ve now made our way to the middle of 1998. Matrox followed up its G100 with the G200, in several models. The Millennium G200, the Mystique G200 (which offered TV out, but was slightly slower than the Millennium), and the Marvel G200 (Video-in, TV-Out, and obscenely expensive). TV out is a feature that allows a user to connect their computer to their television and use the TV as a monitor. Conversely, TV-in is video capture, allowing the user to digitally record video onto their computer. While its speed was good for the time, it was surpassed in the coming months by others, but what set it apart was the beautiful image quality which is even today, unmatched. Hindered by the lack of an OpenGL ICD (Installable Client Driver, which allows the hardware to interface with the OpenGL API. However, Matrox has yet to be release the final version of their ICD), and middling 3D performance, Matrox realized they had made some excellent advances, but still lagged behind the competition. Next on the scene, almost simultaneously, were 3Dfx’s and nVidia’s next generation cards. The Voodoo Banshee was 3Dfx’s second attempt at a combination 2D/3D card, and it nearly succeeded. It benchmarked fairly close to a single Voodoo 2, but did not gain widespread acceptance for several reasons. First, it was based on the Voodoo 2 core, which is limited to 16 bit rendering (65,535 colors), versus the 32 bit rendering which its competitors were implementing. Secondly, it only had one texture unit, as opposed to two on the Voodoo 2, which slowed it down in any game that implemented multitexturing (that is, rendering more than one texture over a single polygon, like a texture and a light map), such as Quake 2. Finally, all other current generation cards could be found in both the traditional PCI (Peripheral Component Interconnect) interface, as well as the newer AGP (Accelerated Graphics Port), which was both faster, and was able to utilize system RAM to store textures, making games with large textures significantly faster. The Banshee came in an AGP flavor, however it was not a full AGP implementation, and could not take advantage of features like AGP texturing, essentially defeating the purpose of AGP entirely. After nVidia's success with the Riva 128 it seemed inevitable that their next generation chipset would seriously challenge 3Dfx's dominance. Their Riva TNT chipset has completely dominated the 3D market since its release in mid-1998. It was everything the banshee was not, it had 32 bit rendering, a full AGP implementation, better image quality, and was noticeably faster, yet it cost only slightly more. The only card that looked better were G200 based cards, and the only thing faster than it was a pair of Voodoo 2’s in SLI, definitely a tasty combination.

Finally, we come to a breakdown of what is available now, and what is to come.

Matrox G200

Pro’s: The best image quality currently available; TV out is also far superior to any of its competitors; The Marvel G200 with its video capture mode as well as TV out is interesting for someone in the market for a card that can do it all; 32 bit color

Con’s: Still no final version of the OpenGL ICD (rendering it useless to 3D modelers); Slowest of all current generation 3D accelerators.

Who should buy it?: Stick to either end of the model spectrum, for a business workstation on a budget, the Matrox Millennium G200 LE is an attractive choice (it has the speedy 250mhz RAMDAC, but is not upgradable, either with additional RAM or the Video-in/TV-out add-ons Matrox offers). If you have money to burn and would like to play with video capture, but also require solid 2D, and possibly a little 3D gaming on the side, consider the Marvel G200.

Price: Millennium G200 LE 8meg AGP - $100

Marvel G200 8meg AGP or PCI - $375

ATI Rage 128

Pro’s: Solid 3D performance; full OpenGL ICD; 32-bit color

Con’s: ATI has never had true success in the retail market, the majority of their cards are bundled with systems; the Rage 128 chipset runs VERY hot (up to 91 degrees Celsius)

Who should buy It?: I would not recommend it to anyone, rather, it will be nice for people buying packaged systems, and will finally have a real 3D accelerator inside the box.

Price: Xpert 99 Rage 128 AGP 8 meg - $125

S3 Savage 3D

Pro’s: S3TC (Texture Compression) compresses textures leading to faster framerates with little to no quality loss; above average 3d performance

Con’s: Some driver issues still remain; S3 has never had retail success with its products, they have always been cheap, low end parts found in bundled systems

Who should buy it?: No one. If you really want S3TC, wait for Savage4.

Price: Acer PA70 Savage 3D 8 meg AGP - $140

TNT

Pro’s: Excellent speed ; Very good image quality; 32-bit rendering; full OpenGL ICD

Con’s: It’s already been out for over 6 months, an eternity in the computer world, holding out for a TNT2 might be advisable.

Who should buy it?: Anyone who wants the best value for their dollar and absolutely cannot wait for the next generation of cards

Price: Creative Labs Graphics Blaster Riva TNT 16meg AGP - $135

Asus V3400 Riva TNT 16meg AGP with TV-out and Video-In - $230

Voodoo 2

Pro’s: In SLI configuration, its speed is presently unmatched; Glide API

Con’s: Since it is an add-on card, it can only perform 3D operations in full screen; only 16 bit rendering; consumes extra PCI slots as you also require a 2D card (and potentially another PCI slot for SLI)

Who should buy it?: Someone who already has one Voodoo 2 and a decent 2D card and isn’t ready to trade them in yet.

Price: Maxi Gamer 3D II 12 meg Voodoo II - $200

Generic 12 meg Voodoo II - $150

Voodoo Banshee

Pro’s: Glide compatibility; Reasonably fast; good 2D performance

Con’s: 16bit rendering; slow multitexturing; already being phased out

Who should buy it?: The only situation where getting one is justified (rather than a TNT) is when upgrading a computer slower than a Pentium 233MMX, where a TNT (which is CPU limited) would be wasted. However, with the marginal price difference, purchasing one anyway and using it in a future upgrade might be a better solution

Price: Creative Labs 3D Blaster Banshee 16 meg AGP- $140

What’s Coming…

Matrox G400

The G400 has two features that will set it apart from the competition. The first is true hardware bump mapping, which can make a huge difference in an image’s realism. A technical demo for the G400 showed a lake with rippling waves, rendered using only 4 polygons thanks to bump mapping (a bump map, for example, might be used on a flat wall painted with a brick texture, where using a bump map to show the depressed cement around the edges of the bricks can add to the realism). The second feature is far more innovative and is bound to sell cards based on this feature alone. It is known as Dual Head, and will allow you to hook two monitors, a monitor and a TV, a monitor and an LCD monitor, or a monitor and an HDTV, up simultaneously, and run them at independent resolutions and refresh rates. Imagine, outputting to a TV without reducing the refresh rate on your monitor to 50hz to compensate, or designing a web site under 1024x768, but having a second monitor running at 640x480 to test the lowest common denominator. The best part is, Dual Head will be implemented in all G400 products, and are expected to cost less than USD$150. If Matrox is correct in their promises that the shipping G400 will be 3 to 4 times faster (possibly twice as fast in terms of actual framerate), and a final OpenGL ICD ships, this card is poised to turn a lot of heads.

Voodoo 3

Presently, it appears that this card will be a miserable failure. It will come in 3 versions, each faster than the other, and costing correspondingly more, with the high end, the Voodoo 3 3500, costing an astronomical USD$250! However, it barely outperforms two Voodoo 2’s in SLI, and is still restricted to 16-bit rendering and the inefficient implementation of AGP. 3Dfx is claiming that framerate is more important than the speed sacrifice that must be made for 32 bit rendering (sounds like the m3D, doesn’t it?), but preliminary tests are showing the nVidia TNT2 running in 32 bit color outperforming or performing equal to the Voodoo 3 in 16bit color, and costing USD$50 less! It seems that 3Dfx has truly dropped the ball, and it is no longer clear what place this card will take in the marketplace, where a cheaper, faster, and better looking alternative exists. Also worth noting is that 3Dfx recently purchased STB, a video card manufacturer who had previously sold boards based on 3Dfx chipsets. It was 3Dfx's intention to make inroads into the lucrative OEM (Original Equipment Manufacturer, in other words, prepackaged systems like Compaq, Dell, etc.) market. However, in doing so they severed all ties with companies like Creative Labs and Diamond Multimedia, who had been staunch supporters of 3Dfx chipsets up until that point. Essentiallty 3Dfx forced two companies with loyal user bases even closer to the Riva TNT camp.

TNT2

nVidia also plans on releasing this card with multiple model lines, a low end and a high end, to appeal to both budget minded, and power gamers. In terms of pure performance, the TNT2 will be the card to beat in 1999, so unless one of its competitors can offer significantly faster speeds (possibly Savage4?), cost noticeably less, or offer a larger feature set (Matrox G400), then it seems nVidia’s reign will continue for another year. Not that that is a bad thing, by any means.

And that wraps up this months article. We saw what was, what is, and what’s coming, so hopefully you will be at least a little more informed when it next comes time to upgrade your computer.

bumpmap.jpg (76309 bytes)
Example of hardware bump mapping

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April 1999

Issue 2, Volume 1

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