4 ms·
>Back then the GPU basically swept textures and rotated 3D vectors, very fast. Not really. That's what the original 3df Voodoo did, but tech moved fast. By 199
by ChuckNorris89 3y ago
>Back then the GPU basically swept textures and rotated 3D vectors, very fast.
Not really. That's what the original 3df Voodoo did, but tech moved fast. By 1999 we had multi texturing, vertex blending, cube mapping, hardware transforming and lighting on the GeForce 256 and Direct3D 7[1], and by 2001 we already had the GeForce 3 and DirectX 8 [2], featuring programable vertex and pixel shaders, fog, bump mapping and texture mapping, and the next year in 2002 DirectX 9.0b[3] dropped which move the goalpost even more giving us the realism of Doom 3 and Half Life 2 [4].
It was a great time to be alive and whitness these tech marvels unfold before your very eyes year on year.
[1] https://cgg.mff.cuni.cz/~semancik/research/resources/papers/nvidia/Microsoft_DirectX_7.pdf https://cgg.mff.cuni.cz/~semancik/research/resources/papers/...
[2] https://www.evga.com/articles/images/11directx8.pdf https://www.evga.com/articles/images/11directx8.pdf
[3] https://www.pny.com/file%20library/company/support/product%20brochures/geforce%20graphics/user%20guides%20and%20tutorials/microsoftdirectx_v1.pdf https://www.pny.com/file%20library/company/support/product%2...
[4] https://www.ign.com/articles/2004/11/18/half-life-2-directx-comparison https://www.ign.com/articles/2004/11/18/half-life-2-directx-...