zlacker

[return to "3dfx: So powerful it’s kind of ridiculous"]
1. ChuckM+25[view] [source] 2023-03-05 05:41:02
>>BirAda+(OP)
My first video accelerator was the Nvidia NV-1 because a friend of mine was on the design team and he assured me that NURBs were going to be the dominant rendering model since you could do a sphere with just 6 of them, whereas triangles needed like 50 and it still looked like crap. But Nvidia was so tight fisted with development details and all their "secret sauce" none of my programs ever worked on it.

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.

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2. flohof+Uo[view] [source] 2023-03-05 10:36:12
>>ChuckM+25
Microsoft pushing D3D was a good thing, OpenGL drivers were an even bigger mess back then than today, and drivers for popular 3D accelerators only implemented the 'happy path' needed for running GLQuake but were either very slow or sloppily implemented for the rest of the API.

D3D was a terribly designed API in the beginning, but it caught up fast and starting at around DX7 was the objectively better API, and Microsoft forced GPU vendors to actually provide conforming and performant drivers.

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3. TazeTS+Gu[view] [source] 2023-03-05 11:48:08
>>flohof+Uo
Even today, DirectX has stricter quality/precision/behaviour requirements for hardware. On the other hand Vulkan is a lot better specified in other areas and thus better documented. So even if a vendor doesn't officially support one or the other, they will care about both…
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4. pjmlp+sU[view] [source] 2023-03-05 15:24:13
>>TazeTS+Gu
Kind of, not only Vulkan keeps trailing behind DirectX, where vendors collaborate with Microsoft on DirectX, and eventually they might come to Vulkan.

There is also the issues of development experience in provided SDKs versus what others provide, and apparently now Khronos rather adopt HLSL than trying to improve GLSL.

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5. skoczn+uc2[view] [source] 2023-03-05 23:22:45
>>pjmlp+sU
Standarization of features might lag behind D3D, but availability of features usually comes first on Vulkan because of the extension system. For example NVidia brought raytracing to Vulkan long before DXR was a thing.
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