>This tale brings up many “what ifs.”
What if 3dfx had realized early on that GPUs were excellent general purpose linear algebra computers, and had incorporated GPGPU functionality into GLide in the late 90s?
Given its SGI roots, this is not implausible. And given how NVidia still has a near stranglehold on the GPGPU market today, it’s also plausible that this would have kept 3dfx alive.
Even though Wikipedia classifies it as vaporware, there are prototype cards and manuals floating around showing that these cards were in fact designed and contained programmable pixel shaders, notably:
- The Pyramid3D GPU datasheet: http://vgamuseum.info/images/doc/unreleased/pyramid3d/tr2520...
- The pitch deck: http://vgamuseum.info/images/doc/unreleased/pyramid3d/tritec...
- The hardware reference manual: http://vgamuseum.info/images/doc/unreleased/pyramid3d/vs203_... (shows even more internals!)
(As far the companies go: VLSI Solution Oy / TriTech / Bitboys Oy were all related here.)
They unfortunately busted before they could release anything, due to a wrong bet in memory type choice (RDRAM, I think) and letting their architecture rely on that, then running out of money, perhaps some other problems. In the end their assets were bought by ATI.
As for 3dfx, I would highly recommend watching the 3dfx Oral History Panel video from the Computer History Museum with 4 key people involved in 3dfx at the time [2]. Its quite fun as it shows how 3dfx got ahead of the curve by using very clever engineering hacks and tricks to get more out of the silicon and data buses.
It also suggests that their strategy was explicitly about squeezing as much performance out of the hardware, and making sacrifices (quality, programmability) there, which made sense at the time. I do think they would've been pretty late to switch to the whole programmable pipeline show, for to that reason alone. But who knows!
I remember when a friend 1st got an i7 machine and we decided to see just how fast Turok 2 would go. I mean seeing Quake 3 go from barely 30fps to up near 1,000 FPS over the same time period, we figured it would be neat to see. Turns out it could barely break the 200 FPS mark even though it was a good 8 times the clock rate compared with the PC we originally played it on at near 60fps.
No use of SSE, no use of T&L units or Vertex/Pixel shaders. It is all very much just plane rasterisation at work.
MMX is fixed point and shares register space with FPU. Afaik not a single real shipped game ever used MMX for geometry. Intel did pay some game studios to fake MMX support. One was 1998 Ubisoft POD with a huge "Designed for Intel MMX" banner on all boxes https://www.mobygames.com/game/644/pod/cover/group-3790/cove... while MMX was used by one optional audio filter :). Amazingly someone working in Intel "developer relations group" at the time is on HN and chimed in https://news.ycombinator.com/item?id=28237085
"I can tell you that Intel gave companies $1 million for "Optimized" games for marketing such."
$1 million for one optional MMX optimized sound effect. And this scammy marketing worked! Multiple youtube reviewers remember vividly how POD "runs best/fastest on MMX" to this day (LGR is one example).
Also had no idea about them paying for those optimizations but I am not surprised one bit. It is very in character for Intel. ;)