Then I bought a 3DFx Voodoo card and started using Glide and it was night and day. I had something up the first day and every day thereafter it seemed to get more and more capable. That was a lot of fun.
In my opinion, Direct X was what killed it most. OpenGL was well supported on the Voodoo cards and Microsoft was determined to kill anyone using OpenGL (which they didn't control) to program games if they could. After about 5 years (Direct X 7 or 8) it had reached feature parity but long before that the "co marketing" dollars Microsoft used to enforce their monopoly had done most of the work.
Sigh.
I was acutely aware of the various 3D API issues during this time and this rings very true.
> By 1999 it was clear that Microsoft had no intention of delivering Low Level; although officially working on it, almost no resources were dedicated to actually producing code.
No kidding...
Also the CEO of SGI in the late 90s was an ex-Microsoft and bet heavily on weird technical choices (remember the SGI 320 / 540? I do) that played no small role in sinking the boat. Extremely similar to the infamous Nokia suicide in the 2010s under another Microsoft alumni. I think the similarity isn't due to chance.
Nokia would had killed itself either way, with Elop it still tried to flop.
Every Nokia fanboy cries about EEE, but blissfully forgets what a turd was 5800 Xpress Music, which came half a year later than iPhone 3G.
Yes it had huge systemic issues. Structural problems, too many departments pumping out too many phones with overlapping feature sets, and an incoherent platform strategy.
But Elop flat-out murdered it with his burning platforms memo and then flogged the scraps to the mothership. It came across as a stitch-up from the word go.