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Didn't coordinate with game developers, and tried to pitch a fixed function effects pipeline (the T buffer) when shaders were coming into existence. Ironically
by DiabloD3 8y ago
Didn't coordinate with game developers, and tried to pitch a fixed function effects pipeline (the T buffer) when shaders were coming into existence.
Ironically, we've now looped back, and do pretty t-buffer-esque usage with modern DX11/DX12 pipelines.
One of the simplest functions of the T-buffer was to do temporal AA using a fixed function supersampler but also do integration over several frames, which didn't come into being in a modern AAA title until Doom 2016.
For a technology invented in 1999, 3DFx was too ahead of their time.
For a modern example, imagine if the RTX debacle of current gen Geforces destroyed the entire company. Nvidia backed down and released the 16xx series cards, 3DFx went bankrupt instead while everyone else was releasing the 16xx equivalent of that time period (early Nvidia and ATI cards).
- NL807 8y agoWhat's the RTX debacle about? Bit out of the loop.
- DiabloD3 8y agoThey tried to sell functionality that isn't good at raytracing for raytracing, and hardware that has a 4x4 matrix ALU as a tensor unit for AI, but it isn't big/powerful enough for existing AI frameworks to take advantage of in normal usage (nor should a desktop-oriented card have such a thing). ... and then they enabled their raytracing API on GTX 1000 series cards, after repeatedly telling them it requires the hardware acceleration that RTX 2000 series cards have. Not only that, it didn't perform all that badly. So yeah, that new Radeon series is looking mighty nice right now.