| 3dfx
VSA-100 Interview
on January 20, 2000 |
|
Interview
with 3dfx - by
forums & Chick
|
|
 |
3dfx
had recently announced their Voodoo4 and Voodoo5 boards. Both,
using the VSA-100 chipset. Instead of going the old and
traditional way, 3dfx decided to try something new and bold.
They put multiple VSA-100's and a single board. Hardcore Gamers
will be able to get up to 4 VSA-100 chips on a single board.
There have also been many questions about the VSA-100 and 3dfx,
ever since they announced it. So, we at Chick's Hardware UK,
thought it would be necessary to try and answer some of them.
Before I get into the interview, I would like to thank Luciano
Alibrandi, Product Manager for answering the question. And I
would also like to thank Andrew Humber. He is the PR guy from
3dfx that set this interview up. |
- Will the
performance of the VSA-100 Engine rise the same amount with each
additional chip or will it be more like SMP CPU's where the
performance increase degrades as more CPU's are added?
The raw fill
rate of a graphics system based on the VSA-100 does scale linearly
with the number of processors. How that impacts actual content
performance depend on the complexity of the content, the resolution,
and the color depth. At 1024x768 resolution and 32-bit color most
titles are fill-rate limited, the fill rate of the graphics system
is the bottleneck to performance. In such a case the performance
will scale with the number of VSA-100 chips used up to the point
that fill rate is no longer the bottleneck. The good news is that
the most complex titles, the ones using the most textures per pixel
like Unreal Tournament, will benefit the most from multiple VSA-100
chips.
- Seeing as
you can have two (or more) VSA-100 processors on a board, is it
possible for separate outputs from the card therefore supporting
multiple monitor support in Windows 98 & Win2k?E.g. If you have
4 VSA-100 processors on board, could you have a breakout box, which
had 4/3 VGA, outputs?
Technically we
could do single-board multi-head products, and we haven't ruled it
out, but we don't have any plans to talk about, either.
- Will you be
concentrate mostly on OpenGL and D3D support or continue to support
your Glide API?
Our goal has
always been to be the best 3D accelerator for OpenGL and D3D, in
addition to supporting Glide. Now, our efforts are completely
focused on providing the best DirectX and OpenGL drivers. The Open
Source community will continue to evolve Glide as required by the
market.
Software developers have expressed their wishes to focus their
efforts on D3D and OpenGL. OpenGL and D3D are very mature and
flexible APIs with advanced 3D features and we have been very
successful in getting our new features added into both APIs. We have
the ability to add revolutionary and unique features to OpenGL
through its extension mechanism, and Microsoft has been consistently
aggressive in evolving Direct3D every year with compelling new 3D
capabilities. These factors have caused OpenGL and Direct3D to be
the preferred APIs by the development community, thereby making a
proprietary API such as Glide less important for the industry.
We plan on supporting current Voodoo3 customers and will provide
compatibility support for products announced through the end of
2000.
- I have heard
(Creative Labs stated this in an interview) that the VSA-100 was
supposed to be a product some time ago, like last July (note it has
TNT2 Ultra like performance in a single chip configuration: 166MHz,
333MegaTexels). Why did you wait for so long to release it (if it is
true)?
It's the
features that the TNT2 Ultra doesn't have, like DXTC and FXT1
texture compression, SLI, full-scene AA, and T-Buffer effects, that
took the extra time. That's why VSA-100 products are positioned
against GeForce and NV15, not old stuff like the TNT2.
- 3dfx's
T-buffer is very similar to an accumulation buffer. Since many games
might use the T-Buffer will Accumulation buffers be able to use the
same effects (and vise versa)?
The T-Buffer
and accumulation buffer or A-buffer produce similar results but
differ in operation and implementation. Actually I don't know of
anyone who is including an A-buffer in a PC-based graphics system
today. Of course the key to enabling developers to use cool features
like motion blur, soft shadows, and depth of field blur, is exposing
the features through a standard API. Once that's done the hardware
implementation details should be a don't-care for the developer if
the hardware is well-behaved. We're working hard to insure that all
T-Buffer effects are exposed through industry-standard APIs.
- What do you
think of the GeForce's fillrate? Will it be able to compete with
some of the lower end of your chips (like the Voodoo4)?
The GeForce's
fill rate is obviously too low for a high-end gaming card. I think
that so many key applications are fill rate limited that the benefit
of GeForce's geometry acceleration is questionable. At a published
480Mpix/sec. it trails our slowest SLI board by 40%. I think we've
all read the unauthorized specs for NV15 that were published on the
Web this week and have seen that even that "next
generation" product still trails our entry-level SLI's fill
rate.
- Since, 3dfx
has stated in the past, that T&L won't boost performance much
now, does this mean that a T&L enabled card will be better in
the long run then most other cards?
I wish it were
as simple as saying "T&L doesn't help today but it's
important at the end of this year." The real issue is how you
balance fill rate, multi-texturing capability, digital effects, and
geometry processing, within a specific system to achieve the best
results. A good question to ask is "Where are the performance
bottlenecks in my system and how do I best relieve them?" As I
said earlier, when playing the top titles at the resolutions and
color depths that serious gamers prefer the bottleneck is fill rate.
It doesn't matter how much geometry acceleration you have if you
can't render the image fast enough. In that regard the GeForce is an
unbalanced part today and as games become ever more complex it will
be an even more unbalanced solution in a year. When will the CPU's
floating point capability become the bottleneck for the best titles?
I think that people might start looking at getting a new card with
geometry acceleration, and by that I mean a card that's leading-edge
at the time that you buy it, no sooner than the end of 2000.
- Many video
card companies complain about bandwidth, limiting their performance.
The GeForce has DDR, to support its needs, and Glaze3D and Rendition
(if Micron lets them release a card), both have embedded ram. Will,
3dfx, in the future, allow the VSA-100 to support any of these
features?
Graphics
memory bandwidth often limits fill rate, hence performance. Part of
the reason for returning to SLI was to optimize our memory bandwidth
to cost ratio. A Voodoo5 5000, with two VSA-100's operating in
parallel, has an effective 256-bit memory interface that provides
bandwidth equivalent to a 128-bit DDR interface. DDR memory is going
to be expensive and scarce in the first half of this year. Embedded
memory forces severe compromises in logic cost and complexity since
embedded DRAM processes are always a generation behind the
mainstream dedicated logic and memory processes. I can't tell you
specifics of future plans but our goal is always to provide the
highest bandwidth with memory that's readily available and
reasonably priced.
- Since
bandwidth came up, 3dfx has also stated that the Savage2000 had
limited bandwidth. Has this become apparent? If it has, what would
be a better solution, DDR, or embedded ram?
Well,
Savage2000 has a 128-bit SDR DRAM interface that they're running at
166MHz. That's the same bandwidth as a single VSA-100 so it's great
for a mainstream product but it's only half the bandwidth of a
Voodoo5.
- When 3dfx
releases the Voodoo4 and 5, will it come with a stable and high
performance ICD out of the box, or will it come through a series of
patches?
Our goal is to
have a strong ICD in the box. I know that we've disappointed end
users with our ICD situation for Voodoo3. We will keep improving all
of our drivers so there will of course be regular maintenance
releases.
- At one
point, 3dfx, was the only real gamers card. With Voodoo, their had
been no competition (it had little competition. Its real competition
was the Voodoo2). But, nowadays, this does not happen. If one
company suprises the world, with awesome performance and fillrate,
that performance can be matched in 6 months time, because production
cycles are so short. Do, you see this trend of short life cycles
continuing? If it does, do you think it benefits the customer?
What a great
question. While it's easy to get frustrated when you buy a PC
product, really almost any PC product, only to find that there's
something better in six months. I think we all understand what an
incredible benefit it is to have technology improve so quickly. Why
is it a benefit? Even though what you bought today could be obsolete
in six months it is still superior to what you would have bought six
months ago. In other words, you can afford better things today than
you could have six months ago. Voodoo Graphics was far ahead of the
industry because we dared to build a product that everyone else, all
our competitors that is, thought was totally absurd. 3D only?
Multiple chips? A pass-through cable? A proprietary API? Are you
guys nuts? Of course after we had figured it out it the competition
came on hard but it still took over two years, an eternity in this
business. Competition in PC graphics is unrelenting, the rate of
improvement in silicon technology shows no signs of slowing,
therefore the short product cycles will continue. Our goal at 3dfx
is to come up with those wacky ideas that lead the market by years,
not months.
Interview by
Chick's Hardware UK
|
|
|
Copyright 1999 - All rights reserved
Hilbert Hagedoorn
|
|
|