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3dfx

From Alfawiki
3dfx Interactive, Inc.
Company typePublic
IndustryComputer hardware
FoundedAugust 24, 1994; 32 years ago (1994-08-24)
FounderRoss Smith, Gary Tarolli, Scott Sellers, Gordie Campbell
DefunctOctober 15, 2002 (2002-10-15)
FateAcquired by Nvidia Corporation
Headquarters
San Jose, California
,
United States
Area served
Worldwide
Products3D graphics processing units, video cards (e.g., Voodoo Graphics, Voodoo2, Voodoo3, Voodoo5)
Number of employees
~100 (transferred to Nvidia) (2000)

3dfx Interactive, Inc. was a United States-based computer hardware firm headquartered in San Jose, California, established in 1994. The company specialized in producing 3D graphics processing units and subsequently expanded into video cards. It played a leading role in the sector from the mid-1990s until 2000.

Its most notable offering was the Voodoo Graphics, an add-in card that delivered hardware acceleration specifically for 3D graphics rendering. Although this card accelerated only 3D visuals and depended on the PC’s existing video card for 2D display functions, both the original Voodoo Graphics and its follow-up, the Voodoo2, achieved widespread acclaim. The firm’s exclusive Glide API became widely adopted as a standard for supporting 3D gaming.

The surge in popularity of 3D games increased the demand for 3dfx’s products, leading to the introduction of integrated 2D/3D graphics cards by the late 1990s. However, Microsoft's release of Direct3D, a comprehensive high-performance API, reduced Glide’s significance. Although 3dfx continued to produce advanced hardware solutions, its dominance in the market gradually declined.

Confronted with a patent infringement lawsuit alongside falling sales figures, 3dfx was ultimately acquired by Nvidia Corporation on December 15, 2000. Nvidia’s primary interest lay in acquiring 3dfx’s intellectual property and engineering workforce—approximately one hundred employees transferred to Nvidia during this process. The acquisition was finalized by early fiscal year 2002. Support for 3dfx products ceased on February 15, 2001, and the company filed for bankruptcy on October 15, 2002.

First chips

Established on August 24, 1994, as 3Dfx, Inc., by Ross Smith, Gary Tarolli, Scott Sellers (all formerly with Silicon Graphics), and Gordie Campbell from TechFarm, the company introduced its inaugural product—the Voodoo Graphics 3D chip—into production on November 6, 1995. This VGA-compatible 3D accelerator incorporated features such as point-sampled texture mapping, Z-buffering and double buffering techniques, Gouraud shading, subpixel correction, alpha blending, and anti-aliasing. Alongside this hardware launch came the proprietary Glide API developed by 3dfx to maximize the chip’s potential. Glide was created because existing APIs like DirectX 3.0 and OpenGL did not fully support the chip’s advanced capabilities at that time.

The first graphics card to utilize this chip was Orchid Technology’s Righteous 3D, released on October 7, 1996. Initially, 3dfx concentrated on producing chips and reference boards as an OEM supplier while other graphics card manufacturers handled design, marketing, and sales of consumer products featuring the Voodoo chipset.

Early success also came through arcade applications. The initial arcade game equipped with Voodoo Graphics hardware was ICE Home Run Derby (1996), which incorporated a motion-sensing bat controller. Later that year, titles such as Atari’s San Francisco Rush: Extreme Racing and Wayne Gretzky's 3D Hockey also employed this technology. Furthermore, following John Carmack of id Software releasing an OpenGL-based version of Quake in 1997, 3dfx developed MiniGL—a wrapper translating OpenGL commands into Glide calls—making it the sole consumer chip manufacturer with an operational graphics library driver until approximately 1998.

Entry into the consumer PC market

By the end of 1995, the reduction in DRAM prices allowed 3dfx to break into the consumer PC hardware segment by offering competitively priced 3D graphics solutions. Prior to the availability of affordable 3D graphics hardware, popular games such as Doom and Quake primarily drove users to upgrade their systems from 80386 processors to 80486, and subsequently to Pentium CPUs.

By 1997, Voodoo Graphics had established itself as the leading choice for 3D acceleration among both consumers and developers. Its main rivals included PowerVR and Rendition. PowerVR provided a 3D-only add-on card with reasonable support but lagged behind Voodoo Graphics in terms of visual quality and performance. On the other hand, integrated 2D/3D cards such as the Nvidia NV1, Matrox Mystique, S3 ViRGE, Vérité V1000, and ATI 3D Rage delivered weaker 3D acceleration but were favored by OEMs due to their lower cost and simpler design.

Dreamcast collaboration

In 1997, 3dfx partnered with entertainment giant Sega to develop a new video game console platform. Sega considered two competing prototypes: "Katana," created in Japan utilizing technology from NEC and Imagination Technologies, and "Blackbelt," a US-based design leveraging 3dfx technology.

Nevertheless, on July 22, 1997, Sega canceled its agreement with 3dfx, opting instead for NEC’s PowerVR chipset for their console. Additionally, Sega aimed to acquire rights to 3dfx’s technology to prevent competitors from leveraging it.

No formal explanation was provided by Sega regarding this decision. Industry experts speculated that factors such as NEC’s reliable supply chain for Nintendo 64 components and its ability to scale manufacturing quickly influenced Sega’s choice.

Analyst Dale Ford commented, "Given the intense price competition in this market, Sega likely selected what it perceived as the most sustainable option."

Following this shift, Sega abandoned the "Blackbelt" design and proceeded with NEC’s "Katana" architecture for the console eventually launched as the Dreamcast. In response, 3dfx filed a lawsuit against Sega for breach of contract, accusing them of negotiating in bad faith to appropriate its technology. The dispute was ultimately resolved privately outside of court.

Rampage chip development

At the start of 1998, 3dfx initiated work on the Rampage chip, an advanced graphics processor anticipated to surpass competitors by several years upon release. The company assembled hardware and software teams in Austin, Texas tasked with creating Windows device drivers for both 2D and 3D functionalities on Rampage. Initially concentrated on Rampage hardware development, the Austin team later shifted focus towards transform and lighting (T&L) units and MPEG decoder technologies.

STB Systems acquisition

In January 1999, 3dfx announced that approximately one million Banshee graphics cards had been sold. While Nvidia gained momentum in the OEM sector with its RIVA TNT—offering superior 3D performance and support for 32-bit color depth—3dfx’s penetration into OEM markets remained limited; Banshee achieved only modest adoption among OEM partners.

A strategic pivot occurred prior to launching Voodoo3 when 3dfx acquired STB Systems on December 14, 1998, for US$141 million. STB was a prominent graphics card manufacturer; this acquisition aimed to allow 3dfx to produce, market, and sell branded cards directly rather than relying exclusively on OEM suppliers. The takeover was expected to grant access to STB’s OEM networks and sales infrastructure; however, differences in corporate culture and organizational structure impeded integration efforts, preventing anticipated advantages from materializing.

Before being acquired by 3dfx, STB had approached Nvidia about collaboration. Nvidia declined and instead concentrated on providing finished reference designs directly to OEMs. STB’s manufacturing facility located in Juarez, Mexico could not compete cost-wise with Asian original design manufacturers (ODMs) favored by Nvidia. Despite warnings from some OEM clients regarding product quality issues at Juarez, these concerns were overlooked by 3dfx management. Consequently, numerous customers transitioned their business to Nvidia.

The acquisition of STB played a significant role in accelerating 3dfx’s decline. The Voodoo3 became the first graphics card developed entirely in-house by 3dfx, which reduced revenue streams from third-party manufacturers who then switched to sourcing chips from Nvidia—thus intensifying competition. This shift alienated remaining OEM customers who lost flexibility in pricing due to reliance on a single supplier.

After acquiring STB, 3dfx introduced two budget-oriented models under the Velocity brand: Velocity 100 featuring 8 MB SDRAM and Velocity 200 equipped with 16 MB SGRAM. Both utilized an underclocked version of the Voodoo3 2000 chipset. Performance tests showed that Velocity 100 operated at typical Voodoo3 frequencies (143 MHz), with one texture mapping unit disabled in certain applications but capable of being re-enabled without adverse effects for enhanced performance.

As 3dfx focused increasingly on retail-branded graphics cards, its efforts to expand into the OEM market faltered. The OEM segment demanded rapid product refresh cycles approximately every six months—a pace that did not align with 3dfx’s operational model—leading the company ultimately to concentrate on retail distribution of self-branded products.

Delays

The product ultimately known as Napalm began as an enhanced version of the Voodoo3, engineered to accommodate emerging technologies and increased clock frequencies, delivering performance on par with the RIVA TNT2. However, Napalm's launch was postponed, and with Nvidia introducing the GeForce 256, which transferred a significant portion of processing tasks from the CPU to the GPU, Napalm quickly became obsolete. This led to a redesign focusing on multi-chip configurations similar to those used in the Voodoo2. The resulting architecture, called VSA-100 (Voodoo Scalable Architecture), represented 3dfx's effort to reclaim its position in the market.[1]

When cards based on the VSA-100 finally appeared, competitors such as the GeForce 2 and ATI Radeon provided superior performance at comparable price points. The Voodoo 5 5500's primary benefit lay in its advanced spatial anti-aliasing capabilities and a relatively modest reduction in performance when anti-aliasing was active. Recognizing its disadvantage in raw speed, 3dfx shifted marketing to highlight image quality over sheer velocity, reversing the earlier focus seen with the Voodoo 3 series. Although sales were decent, they failed to reach levels necessary for the company's financial sustainability.

GigaPixel and insolvency

On March 28, 2000, 3dfx purchased GigaPixel for $186 million with the intention of accelerating the Rampage project rollout.Cite error: Closing </ref> missing for <ref> tag At acquisition time, successor projects "Fear" (Rampage-based), "Sage2," and "Mojo" (a hybrid of both featuring tiled rendering) were underway incorporating GigaPixel innovations.[2] Performance evaluations of unreleased Spectre models suggested they could have remained competitive against Nvidia’s GeForce 4 series until late 2002.[3]

Following the acquisition, Nvidia discontinued official technical support for all 3dfx products.[4] While unofficial community-driven driver development continues, it remains experimental and of beta quality. Nvidia briefly launched a trade-in program allowing owners of 3dfx cards to exchange them for comparable Nvidia GPUs.Cite error: Closing </ref> missing for <ref> tag

Despite a strategic marketing shift under CEO Greg Ballard in 1997, criticism emerged regarding poor management of research and development priorities. The focus on single-card solutions combining 2D and 3D functions diverted resources away from the Rampage project; products like Voodoo Banshee and Voodoo3 consequently lost ground in the marketplace.[5] In early 1999, announcing limited OpenGL and Glide support for Voodoo2 on Windows 2000—while excluding Direct3D compatibility—alienated core gaming users as industry momentum favored Direct3D. Ballard resigned in January 2000.[6]

Voodoo Graphics PCI

A standard Voodoo Graphics PCI card typically incorporated a DAC, a frame buffer processor, a texture mapping unit, and 4 MB of EDO DRAM. Both the memory and graphics processors operated at 50 MHz. This card provided solely 3D acceleration, necessitating a conventional video controller to handle 2D rendering. A pass-through VGA cable connected the video controller to the Voodoo card, which then linked to the display. Activation of the Voodoo’s output circuitry differed depending on the model, with some utilizing mechanical relays that produced an audible "click" when engaged.

Voodoo Rush

In August 1997, 3dfx introduced the Voodoo Rush chipset, which integrated a Voodoo chip alongside a 2D chip on a single board, removing the requirement for an additional VGA card. The majority of these cards incorporated an Alliance Semiconductor AT25/AT3D 2D chip, while others employed components from Macronix. A planned collaboration with Trident ultimately did not come to fruition.

Although the Rush shared similar specifications with Voodoo Graphics, its performance was hindered by memory bandwidth being shared between the 2D chip’s CRTC and indirect PCI bus programming via linked registers. Like its predecessor, it lacked an interrupt system, relying on driver polling that increased overhead and congested PCI traffic. This resulted in approximately a 10% performance decline, which was more pronounced in windowed mode. To address this, Hercules later produced Rush boards featuring 8 MiB of VRAM and a clock speed increased by 10%.

Certain manufacturers bundled a PC edition of Atari Games' San Francisco Rush, whose arcade version utilized an enhanced Voodoo Graphics chipset equipped with additional texture mapping units and memory.

The Voodoo Rush became 3dfx’s initial commercial disappointment, experiencing poor sales that led to its withdrawal within one year.

Voodoo2

Released in March 1998 as the successor to the original Voodoo Graphics chipset, the 3dfx Voodoo2 introduced a second texturing unit capable of applying two textures per rendering pass. Unlike competing single-chip solutions such as ATI Rage Pro and Nvidia RIVA 128, the Voodoo2 required three separate chips plus an independent VGA card. Despite drawbacks like dithered 16-bit color for 3D and a maximum resolution capped at 800×600, it delivered exceptionally smooth frame rates, establishing itself as a leading high-end PC 3D graphics solution. Its exclusive focus on 3D processing allowed users to combine it with superior quality 2D cards, outperforming many integrated 2D/3D adapters that compromised on 2D capabilities.

A notable advancement was Scan-Line Interleave (SLI), which enabled two Voodoo2 cards to work together by splitting rendering tasks and supporting resolutions up to 1024×768. However, the elevated expense and complexity of running dual Voodoo2 boards alongside a separate 2D adapter limited SLI’s commercial success and profitability. Later 3dfx products did not incorporate SLI until it was reintroduced with VSA-100 chips in the Voodoo 5 series.

The Nvidia RIVA TNT, an integrated 2D/3D graphics chipset launched several months afterward, presented strong competition to the Voodoo2’s market dominance and signaled a trend toward more unified graphics hardware solutions.

Voodoo Banshee

Launched toward the end of 1998, the Voodoo Banshee was designed as an affordable, integrated graphics solution that combined 2D acceleration with limited 3D functionality, aimed at the general consumer market. It integrated a 2D video accelerator with a single texture mapping unit derived from the Voodoo2’s 3D architecture. Although lacking the second TMU caused it to underperform compared to the Voodoo2 in multi-textured 3D applications, its increased clock frequency enabled it to match or exceed Voodoo2 speeds in single-textured rendering scenarios.

The Banshee marked 3dfx's initial foray into 2D acceleration, competing strongly against major players such as Matrox, Nvidia, and ATI. Equipped with a 128-bit 2D graphics engine and VGA core, it accelerated DirectDraw operations and fully supported Windows Graphics Device Interface (GDI) functions through hardware, delivering near-peak performance in benchmark evaluations. Additionally, it provided hardware acceleration for MPEG2 video playback.

Voodoo3

Promoted as 3dfx’s premier graphics card, the Voodoo3 ultimately did not meet anticipated expectations. While it slightly outpaced the RIVA TNT2, it lacked support for 32-bit color depth and large texture sizes—capabilities that were becoming increasingly important despite limited adoption by software titles at that time. Though sales were moderate, the card was unable to sustain 3dfx’s dominance in the graphics market, which gradually shifted toward Nvidia.

Confronted by Nvidia’s innovative GeForce 256, a single-chip GPU integrating transform, lighting, and rendering processes, 3dfx found it difficult to maintain competitive momentum. The Voodoo3 2000 PCI variant was recognized as the fastest graphics solution for Apple Macintosh systems upon release, albeit with restricted official support.

As industry developers gravitated toward universal APIs such as DirectX and OpenGL, 3dfx responded by releasing its proprietary Glide API as open source under the General Public License on December 6, 1999. This move aimed to preserve its software ecosystem amid evolving development standards.

Voodoo 4 & 5

The unreleased Voodoo 5 5000 model featured 32 MB of VRAM, compared to the Voodoo 5 5500’s 64 MB configuration.

The Voodoo 4 4500 suffered from disappointing performance and a delayed market entry, resulting in weak sales against budget-friendly competitors like the GeForce 2 MX and Radeon VE. Notably, Macintosh editions of both the Voodoo 4 and Voodoo 5 included dual output options—VGA and DVI—while their PC counterparts offered only VGA outputs. However, Mac versions lacked hardware acceleration for MPEG2 decoding, limiting their effectiveness in DVD playback.

The Voodoo 5 6000 was ultimately canceled due to a critical data corruption issue on the AGP bus and limited compatibility with AGP 2x, rendering it incompatible with newer Pentium 4 platforms. Approximately one thousand units were manufactured before cancellation. Performance assessments revealed that it outperformed cards such as the GeForce 2 GTS and ATI Radeon 7200, while rivaling higher-end models like the GeForce 2 Ultra and Radeon 7500. In some benchmarks, it even matched the performance of the GeForce 3. Nevertheless, its complex four-chip design, external power requirements, and pioneering use of 128 MB VRAM for consumer cards contributed to high production costs that would have constrained commercial success.

Products

Model Release Date Code name VGA1 Manufacturing Process (nm) Bus interface Memory Capacity (MB) Core Clock Speed (MHz) Memory Clock Speed (MHz) Core Configuration2 Fillrate Memory Details Direct3D Compatibility
Template:Vert header Template:Vert header Template:Vert header Template:Vert header Template:Vert header Template:Vert header Template:Vert header
Voodoo Graphics October 7, 1996 SST1 add-on 500 PCI 4, 6, 8 50 50 1:1 50 50 50 0 0.8 EDO 128 3.0
Voodoo Rush April 1997 SST96 ✓ 500 PCI 4, 6, 8 50 50 1:1 50 50 50 0 0.4 EDO 64 3.0
Voodoo2 March 1, 1998 SST2 add-on 350 PCI 8, 12 90 90 2:1 90 90 180 0 2.16 EDO 192 5.0
Voodoo Banshee June 22, 1998 "Banshee" ✓ 350 "AGP, PCI" "8, 16" "100" "100" "1:1" "100" "100" "100" "0" "1.6" "SDR" "128" "6.0"

-

Velocity 100 July 26, 1999 Avenger ✓ 250 AGP 2x 8 143 143 2:1 143 143 286 0 2.288 SDR 128 6.0

-

Velocity 200 Unreleased Avenger ✓ 250 AGP 2x 16 143 143 2:1 143 143 286 0 2.288 SDR 128 6.0

-

Voodoo3 series (1000 to 3500 TV SE) (March–June 1999) "Avenger"

✓ 250 AGP 2x, PCI (varies) 8–16 MB memory Core clock frequencies from 125 to 200 MHz Core config at 2:1 ratio Fillrates reaching up to 400 MTexels/s Memory bandwidth up to 3.19 GB/s SDR RAM 128-bit bus width Supports Direct3D version 6.0 | -

Voodoo4 and Voodoo5 series (including unreleased models) (2000 and unreleased) "VSA-100" and its variants

✓ 250 nm (180 nm for some unreleased models) AGP up to 4x, PCI Memory capacities ranging from 16 to 128 MB DDR/SDR Core clocks approximately at 166 MHz Fillrates up to 1328 MTexels/s (Voodoo5 6000) Memory bandwidth reaching as high as 10.66 GB/s SDR Bus widths spanning from 64 to 256 bit Direct3D support version 6.0 or above | -

Spectre series (unreleased) (Never released) "Rampage" and "Sage" variants

✓ 180 nm fabrication process AGP 4x interface Memory sizes between 64 and 128 MB DDR Core clock at 200 MHz with memory clocks up to 400 MHz Fillrates as high as 1600 MTexels/s (Spectre 3000) Memory bandwidth up to 12.8 GB/s DDR 256-bit bus width Supports Direct3D version 7.0 |

  • 1 VGA indicates whether the graphics card included an integrated VGA controller allowing it to operate independently.
  • 2 Core configuration denotes the ratio of Texture Mapping Units to render output units; note that Velocity models activate one TMU in OpenGL and Glide but enable both under DirectX applications.

Additional resources

External resources

  1. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named vsa-100
  2. ↑ Lua error in Module:Citation/CS1/Configuration at line 2123: attempt to index field '?' (a nil value).
  3. ↑ Lua error in Module:Citation/CS1/Configuration at line 2123: attempt to index field '?' (a nil value).
  4. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named std_adp111
  5. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named titan
  6. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named BallardDeparture