Friday, October 01, 1999
- C.
Henrique Olifiers
All the buzz now are about which card will live to tell a story. In
the next months, we will witness the struggle between 3dfx and NVIDIA,
each one turning to different sides on the 3D acceleration path. In
one side, we have the all-powerful 3dfx with a solid brand name called
Voodoo. In the other corner, we can see NVIDIA with a brand-new way of
thinking 3D processing. Who will win and why? Who shall deserve our
hard-earned money and trust?
3dfx have a long time on this business. We can even say that
she’s the real mother of the 3D acceleration on the gaming PC. The
Voodoo1 was a board capable of exceeding everything else on it’s
time, a real revolution. People all around the world drooled while
watching such technology for the first time, and even today, their
products are among the best ones, fighting head-to-head for the winner
place.
Unfortunately, something seems to be very wrong inside 3dfx by now.
Their new board features two technologies that are quite good, but
can’t stand the innovation of the competition. To further worsen
things, their language concerning the new
"breath-taking-achievements" seems to be poised to
investors, rather than for developers. While the new texture
compression scheme is a real thing, as S3’s Savage showed us the
last years, their T-Buffer is a sure shoot in the water, at least the
way they are presenting it. 3dfx is claiming that anti-aliasing,
motion-blur and depth-of-field are all that it takes to move actual 3D
real-time images to the level of pre-rendered animations. Well, every
3D animator in the world knows that’s not true at all. Most
animations don’t use motion blur and almost none uses
depth-of-field.
Anti-aliasing is a sure thing on 3D animations, right, but that
doesn’t represent an issue in resolutions above 800x600 on games.
It’s dispensable, be sure. And with frame-rates above the 30fps
stack, motion blur is not quite a need.
If there is one batch of things capable of turning the actual
real-time scenes into pre-rendered ones concerning quality, it’s
polygon count, texture quality and raytracing. Raytracing can be left
of this article, since the amount of power needed to archiving it is
simple ridiculous - we won’t see it in real-time games in the near
future, be sure, but a feature of the GeForce - cube environment
mapping - can somewhat emulate it. Texture quality points directly to
the new compression scheme from 3dfx, and that’s a good thing for
them. But in the other hand, high polygon count are a GeForce
business, and so, we are left with a duel between texture compression
versus polygon count and cube mapping.
Besides that, the GPU scheme of the GeForce enables the computer to
be freed of some of the job taken to create 3D scenes, making the
system faster as a whole. While this may look and feel like a new
concept, it is not. An old computer called Amiga was entirely based in
this idea, featuring a separated processor or co-processor for each
task - sound, animation, collision detection, graphics and even mouse.
And let me say a thing here: it was fast.
The PC is remarkably based on a confusing engineering scheme,
rendering some tasks very difficult. Let’s take for example, a
Zip-drive operation that renders even the mouse pointer slow or a
floppy disk format that makes a 500mhz system slow down as much as
50%: a half-meg memory, 8mhz Amiga could format 4 drives at once while
playing digital music, an animation and printing a file - with the
mouse still working and asking for more. Try that on a PIII.
Furthermore, given the large spectrum of different hardware
configurations and brands, the most a 3D board relies on the system,
the most it is vulnerable to bugs and failures.
Separate processing is the way to go. The GeForce 256 is the
coolest thing to appear in the last years, and if 3dfx are not hiding
something really big under their roof as many people believe, things
will become dark for them. That’s annoying because people seems to
be fighting on 3dfx side: if NVIDIA was about to release a chipset
based on a texture compression and blurring scheme while 3dfx
presented us with a step towards parallel processing, they would be
all screaming that NVIDIA was already dead. Let’s face the truth
that the GeForce is brilliant, and will probably open a path to the
development of several hardware tricks able to take the PC to a new
multitasking level, needed to make better games. This is the point to
think about what we really are: brand advocates or good technology
advocates.
I take my side on good technology ...