3dfx T-Buffer Q&A with
3dfx' Brian Burke
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Thursday, August 19, 1999
When 3dfx announced their new T-Buffer
technology, I admit to being a little underwhelmed. After all, I was
expecting to hear some news about the upcoming 3dfx Voodoo4/Napalm
card, and here we are receiving info on a new method of processing 3D
images. After my initial disappointment wore off, I traded a few
emails back and forth with 3dfx PR Manager Brian Burke,
and he kindly offered to clear up any questions or concerns I had
about the T-Buffer announcement. Not being one to look a gift horse in
the mouth, I sent off the 10 questions you will read below. I hope you
will find them useful in understanding more about the T-Buffer
technology, API support, as well as the 3dfx demonstration itself.
Extreme Hardware:
What is the visual difference between using a T-Buffer card with
current 3D games (like NFS3) compared to developer-supported T-Buffer
3D games that will come out later?
Brian Burke: As for
the spatial AA, there will be none. All the APIs have support for
full scene AA already. Because of the huge performance hit on
today’s 3d accelerators, it is seldom implemented. As for the
other features like motion blur, soft shadows and depth of field,
they are not supported in any APIs. We will be faced with a task
like we had when we introduced multi-texturing with the Voodoo2, in
that it will take some evangelizing on our part. We control GLIDE,
so they will all be supported in GLIDE. We are lobbying Microsoft to
have them included in the next version of DirectX. We also can add
them via the OpenGL extensions, or the DirectX extensions. I do not
think it would be fair to characterize the fact that there is not
support for these new technologies in current APIs. 3dfx is taking
steps to advance 3d technology instead of doing the same things
other 3d accelerator manufacturers are doing. It is good for the
industry when someone pushes the envelope, it forces everyone to
step up and deliver better products to the consumer.
EH: Is there a speed
difference between the two types of T-Buffer usage (regular and
developer-supported) in terms of 3D performance?
Brian: There is not
a speed difference between full-speed AA when we "force"
it on via a control panel option or when the developer turns it on
in the game.
EH: Have you done any
performance testing with T-Buffer in 16-bit colour? 32-bit rendering?
If so, is there any way you could let us have some specs?
Brian: We have been
working on this technology for sometime and have done extensive
testing. Since this was a technology announcement and not a product
announcement, we can not release any specs, yet. I will say that
3dfx is pushing to have 32-bit rendering with full scene AA for
benchmarking the next generation of 3d accelerators. We also
maintain that anything under 60 frames a second is unacceptable for
gaming.
EH: How does the API
affect T-Buffer performance? Is it different/better with D3D, OpenGL,
Glide?
Brian: The T-Buffer
is very API agnostic - it doesn't require much in terms of
extensions to an API so it should basically be the same in all APIs.
3dfx T-Buffer Screenshots
   
EH: Is there any
chance that this T-Buffer technology will be licensed to other
manufacturers? Have you approached Microsoft for inclusion into
DirectX?
Brian: We are
already working with Microsoft to have the 3d rendering techniques
that the t-buffer provides into DirectX. We have not been approached
by any potential licenses to date, but we would be willing to listen
to offers if they made sense for our business model.
EH: When do you expect
to have T-Buffer hardware available to gamers?
Brian:They will be
on the shelf this fall for the Christmas buying season and will be
priced in line with mainstream consumer 3D accelerators.
EH: Are you looking at
enhancing your current product line (Voodoo3) with T-Buffer hardware?
Brian: No, the
t-buffer will be a feature of our next piece of silicon.
EH: Even though Sharky
had a pic of the 4 Dual-Voodoo2 boards, could you confirm that was the
platform the demo was done on?
Brian: Yes, the demo
was done on an emulation machine. We were very up front about that
fact and did not try to fool anyone. The demo was done on the Heavy
Metal machine that was put together by our partners at Quantum 3D.
It is about a $10,000 solution for the full scene AA problem. We
will be solving it this fall at prices that consumers can afford.
EH: Also, why was this
platform used? Was it timing or did you not want to unveil the
Voodoo4/Napalm at this time?
Brian: We have some
education to do before we unveil our next product. It will be
bringing some new features to 3D rendering. By getting the
information to the public now, we can get more acceptance and
understanding for these new features when the product ships. It is
also just part of the product introduction we have planned for our
next generation architecture.
We used the Quantum machine for a
couple of reasons. First, we did not want to introduce the next
generation product at this time, we wanted to start the education
process for the new features. Second, prototype hardware is a very
precious commodity. We did these demonstrations over a period of two
weeks and had a good deal of preparation on top of that. You can do
a lot of engineering over that time period with a prototype board.
They more boards you have to work with, the more you get done and
the faster you ship.
EH: At what level is
the T-Buffer performance gained through hardware vs.software (IOW, is
it a 100% hardware solution?).
Brian: It is a
hardware solution, 100%.
Interview by: Vince Freeman
from Extreme Hardware
Copyright 1999 - All rights reserved
Hilbert Hagedoorn |