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3dfx Interactive, Inc.
Company typePublic
IndustryComputer hardware
FoundedAugust 24, 1994; 32 years ago (1994-08-24) in San Jose, California, United States
FounderRoss Smith, Gary Tarolli, Scott Sellers
DefunctOctober 15, 2002 (2002-10-15)
FateBankruptcy; majority of assets acquired by Nvidia
Headquarters
San Jose
,
United States
Area served
Worldwide
Key people
Gordie Campbell (joined later)
Products3D graphics processing units, video cards (notably Voodoo Graphics series)
Number of employees
~100 (acquired by Nvidia) (2000)

3dfx Interactive, Inc. was a United States-based computer hardware firm headquartered in San Jose, California, established in 1994. It specialized in producing 3D graphics processing units and subsequently video cards. From the mid-1990s through 2000, the company was a trailblazer in 3D graphics innovation.

Its most notable product was the Voodoo Graphics, an add-in card that delivered hardware acceleration specifically for 3D rendering, while depending on the PC’s existing video card to handle 2D graphics. Despite this design constraint, both Voodoo Graphics and its successor, Voodoo2, achieved widespread adoption and became standard hardware for 3D gaming utilizing the company’s proprietary Glide API.

The surge in popularity of 3D gaming significantly contributed to 3dfx’s growth, prompting the release of products integrating both 2D display and 3D capabilities by the late 1990s. Nevertheless, Microsoft's introduction of Direct3D, a comprehensive and high-performance API, reduced Glide’s prominence. Although 3dfx maintained offerings focused on high-end performance, its competitive standing deteriorated.

Toward the end of the 1990s, a patent infringement lawsuit combined with falling revenues led to Nvidia acquiring the majority of 3dfx’s assets on December 15, 2000. This acquisition primarily aimed to secure intellectual property rights and onboard approximately one hundred engineering staff. The deal was completed 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

Founded on August 24, 1994, as 3Dfx, Inc., the company was created by Ross Smith, Gary Tarolli, and Scott Sellers—former employees of Silicon Graphics—and was later joined by Gordie Campbell from TechFarm. The initial product launched was the Voodoo Graphics 3D chip, which went into production on November 6, 1995. This VGA-compatible 3D accelerator incorporated features such as point-sampled texture mapping, Z-buffering combined with double buffering, Gouraud shading, subpixel correction, alpha blending, and anti-aliasing. Alongside the hardware came the Glide API developed by 3dfx to fully exploit the Voodoo Graphics chip’s capabilities. Glide emerged because existing APIs like DirectX 3.0 and OpenGL did not adequately support all of the chip’s functions.

The first graphics card utilizing this chip was Orchid Technology's Righteous 3D, released on October 7, 1996. While 3dfx focused on producing chips and some reference boards, it served primarily as an OEM supplier for graphics card manufacturers who handled design, marketing, and sales of cards equipped with the Voodoo chipset.

Initially, 3dfx gained traction within the arcade sector. Its technology made its debut in the baseball game ICE Home Run Derby in 1996, which featured a motion-sensitive bat controller. Later that year, it powered games such as Atari's San Francisco Rush: Extreme Racing and Wayne Gretzky's 3D Hockey. Following John Carmack of id Software releasing a version of Quake based on OpenGL in 1997, 3dfx developed MiniGL to convert OpenGL commands into Glide instructions. This development provided a competitive advantage since it was the only consumer chip manufacturer with an operational graphics library driver until around 1998.

Entry to the consumer market

By the end of 1995, the decline in DRAM costs allowed 3dfx to break into the consumer PC hardware sector with competitive pricing, disrupting existing 3D graphics solutions.[1] Before affordable 3D hardware became widespread, titles like Doom and Quake fueled demand for faster processors, prompting gamers to upgrade from 80386 to 80486 and eventually to Pentium CPUs.[2]

By 1997, Voodoo Graphics had established itself as the leading 3D accelerator among both consumers and developers.[3] Its primary rivals included PowerVR and Rendition. Although PowerVR produced dedicated 3D cards with reasonable support, they fell short of Voodoo in terms of performance and visual quality. Hybrid cards combining 2D and 3D acceleration—such as the Nvidia NV1, Matrox Mystique, S3 ViRGE, Vérité V1000, and ATI 3D Rage—offered weaker 3D capabilities but attracted OEMs due to their lower cost and simplicity.

Dreamcast

In 1997, 3dfx partnered with entertainment firm Sega to create a new gaming console platform. Sega evaluated two competing designs: "Katana," developed in Japan utilizing NEC and Imagination Technologies components,[4][5][6][7] and "Blackbelt," a U.S.-based system leveraging 3dfx technology.[6][8]

However, on July 22, 1997, Sega ended its agreement with 3dfx,Cite error: The opening <ref> tag is malformed or has a bad name choosing instead NEC's PowerVR chipset for their console while intending to secure rights to 3dfx technology to prevent competitor access.Cite error: The opening <ref> tag is malformed or has a bad nameCite error: The opening <ref> tag is malformed or has a bad name

No explicit explanation was given to 3dfx for this termination. Industry analysts speculated that Sega preferred NEC’s reliable chipset supply, already proven with Nintendo 64, along with its capacity for rapid production scaling.[9] Dale Ford from Dataquest suggested Sega’s decision was influenced by competitive market dynamics and a strategic focus on long-term sustainability.[10]

Ultimately, Sega abandoned the "Blackbelt" design and adopted NEC's "Katana" architecture for the Dreamcast console. In response, 3dfx filed a lawsuit against Sega for breach of contract, accusing them of negotiating in bad faith to appropriate its technology; this dispute was resolved through an out-of-court settlement.[11][4]

Development of Rampage

At the start of 1998, 3dfx launched the Rampage initiative aimed at creating cutting-edge graphics technology expected to surpass competitors by several years. The company assembled dedicated hardware and software teams in Austin, Texas responsible for developing both 2D and 3D Windows device drivers tailored for Rampage. Initially focused on this project, the Austin hardware group later expanded its efforts to include transform and lighting (T&L) engines and MPEG decoding solutions.

Acquisition of STB

In January 1999, 3dfx announced that approximately one million Banshee cards had been sold. Despite Nvidia gaining ground among OEMs with its RIVA TNT—offering superior 3D performance and native 32-bit color support—3dfx’s presence in OEM channels remained limited, with Banshee adoption relatively modest.

In a significant strategic move, 3dfx acquired STB Systems for US$141 million in December 1998 to shift from solely supplying OEMs toward manufacturing, marketing, and retailing its own graphics products. STB’s extensive OEM relationships and distribution networks were expected to expand 3dfx’s market penetration; however, cultural clashes and organizational differences hindered smooth integration. Prior to acquisition, STB had considered partnering with Nvidia but maintained minimal engagement with 3dfx.

Following the acquisition, Nvidia further solidified its position by providing complete reference designs directly to OEMs. Meanwhile, STB’s manufacturing facility in Juarez, Mexico struggled to compete on cost efficiency and quality against Asian original design manufacturers (ODMs) and contract electronics manufacturers (CEMs). Some OEM clients rejected products made in Juarez, opting instead for Nvidia-supplied alternatives.

This acquisition played a pivotal role in accelerating 3dfx’s decline. The Voodoo3 was the first card developed entirely in-house rather than manufactured by third parties—who subsequently became competitors sourcing Nvidia chips. This alienated remaining OEM customers by reducing supplier options and flexibility on pricing.

After acquiring STB, 3dfx introduced two entry-level models under the Velocity brand: the Velocity 100 featuring 8 MB of SDRAM and the Velocity 200 equipped with 16 MB of SGRAM, both built around the Voodoo3 2000 chipset but reportedly operating at reduced clock speeds. Testing indicated that the Velocity 100 ran at typical Voodoo3 frequencies (143 MHz), with one TMU disabled under OpenGL and Glide but capable of being reactivated without adverse effects.

As the company concentrated on retail graphics cards, its expansion within OEM markets stagnated. Lacking the infrastructure necessary for six-month product refresh cycles demanded by OEM clients, 3dfx ultimately decided to focus exclusively on retail-branded product manufacturing.

Delays

Originally, the company's final product, known as Napalm, was a modified version of the Voodoo3 intended to accommodate advanced technologies and higher clock frequencies, delivering performance on par with the RIVA TNT2. However, Napalm's launch was postponed, and Nvidia's introduction of the innovative GeForce 256—which transferred more processing workload from the CPU to the GPU—made Napalm less competitive. As a result, Napalm underwent a redesign to enable support for multi-chip setups similar to the Voodoo2. The resulting product, called VSA-100 (Voodoo Scalable Architecture), was capable of rivaling the GeForce.[12]

When graphics cards based on VSA-100 finally reached consumers, the GeForce 2 and ATI Radeon were already delivering superior performance at comparable price points. The primary strength of the Voodoo 5 5500 lay in its enhanced spatial anti-aliasing capabilities and its relatively minor performance degradation when anti-aliasing was active. Recognizing its speed shortcomings, 3dfx shifted marketing focus toward image quality rather than sheer speed—a strategic reversal from previous campaigns. Despite achieving moderate sales figures, these volumes were insufficient to maintain company viability.

GigaPixel and insolvency

On March 28, 2000, 3dfx acquired GigaPixel for $186 million to expedite the Rampage product release and unveiled its Sage geometry processor. GigaPixel had been close to securing a contract with Microsoft for the Xbox but ultimately lost out to Nvidia.

Shortly after launching the Voodoo 4 in late 2000,[13] creditors initiated bankruptcy proceedings against 3dfx. Facing slim prospects for contesting these actions, 3dfx chose to sell its assets to Nvidia, effectively ending its operations. Legal battles concerning this transaction lasted over ten years; in 2014, the U.S. Court of Appeals confirmed that Nvidia had paid fair market value.[13]

Several engineers who worked on Rampage/Sage transitioned to Nvidia to contribute to the GeForce FX series development, while others joined ATI, aiding their X series and Crossfire initiatives.

Prototype Spectre 1000 units were delivered just days before bankruptcy. Software teams swiftly developed drivers and emulation support for Rampage features. At acquisition time, successors named "Fear" (Rampage-based) and "Sage2" were under development; "Mojo" was planned as a fusion of both with enhanced features derived from GigaPixel’s technology. Though never released, testing of Spectre 1000 indicated it would trail Nvidia’s GeForce 256; however, Spectre 2000 and 3000 variants might have competed effectively until late 2002 against Nvidia’s GeForce 4 series.[14]

Following acquisition, Nvidia discontinued technical support for all 3dfx products.[15] Although community-developed drivers remain accessible, they lack official endorsement and are considered beta releases. Nvidia briefly introduced a trade-in program allowing former 3dfx users to exchange their hardware for comparable Nvidia GPUs.[16] On December 15, 2000, 3dfx issued a final apology to its customers.[17] In 2003, leaked source code enabled enthusiasts to create updated drivers and maintain unofficial support.

Although CEO Greg Ballard’s marketing initiatives in 1997 marked a significant shift, his limited expertise in graphics research and development hindered adaptation to single-card solutions dominating both 2D and 3D markets. Investments into Voodoo Banshee and Voodoo3 diverted critical resources from Rampage development and resulted in millions lost in sales and market share.[2] In early 1999, the announcement that Voodoo2 would only support OpenGL and Glide on Windows 2000—not Direct3D—alienated PC gamers as many titles transitioned to Direct3D, pushing customers toward competitors like Nvidia and ATI. Ballard resigned in January 2000.[18]

Voodoo Graphics PCI

A standard Voodoo Graphics PCI card incorporated a DAC, a frame buffer processor, a texture mapping unit, and 4 MB of EDO DRAM, all functioning at 50 MHz. It was designed solely for 3D acceleration, necessitating a separate conventional video controller to handle 2D display output. A pass-through VGA cable connected the video controller to the Voodoo card, which then linked to the monitor. The activation of the Voodoo’s output varied by model, employing either mechanical relays—which produced audible "clicks"—or solid-state switching components.

Voodoo Rush

In August 1997, 3dfx introduced the Voodoo Rush, which combined a Voodoo graphics chip and a 2D chip on the same circuit board, removing the requirement for an additional VGA card. Most boards utilized an Alliance Semiconductor AT25/AT3D 2D chipset, while some featured a Macronix alternative. Plans for collaboration with Trident did not come to fruition.

Although the Rush matched the specifications of the original Voodoo Graphics, its performance was hindered by shared memory bandwidth between the 2D chip’s CRTC and indirect PCI register access. The absence of an interrupt mechanism forced drivers to poll the Rush continuously, increasing system overhead and causing PCI bus congestion. This typically resulted in about a 10% performance reduction, with even greater slowdowns in windowed environments. To address these issues, Hercules later released Rush variants featuring 8 MiB of VRAM and a 10% higher clock frequency.

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

The Voodoo Rush marked 3dfx’s initial commercial setback, as weak sales led to its discontinuation within twelve months.

Voodoo2

Released in March 1998 as the successor to the original Voodoo Graphics chipset, the 3dfx Voodoo2 incorporated a second texturing unit, enabling dual-texture application per rendering pass. Unlike competitors such as ATI Rage Pro, Nvidia RIVA 128, and Rendition Verite 2200—which utilized single-chip architectures—the Voodoo2 required three separate chips plus an independent VGA card. Despite constraints like dithered 16-bit color in 3D and maximum resolutions limited to 800×600 pixels, it delivered superior frame rates and became recognized as a premium—and expensive—PC 3D graphics solution. Its robust performance combined with brand loyalty from the original Voodoo Graphics contributed to its market success. Users preferred its dedicated 3D processing approach since it allowed pairing with high-quality 2D cards, unlike many integrated 2D/3D solutions that compromised on 2D capabilities.

The Voodoo2 debuted Scan-Line Interleave (SLI) technology, which connected two cards to share rendering workloads and increased maximum resolution support up to 1024×768. However, the elevated cost and complexity of operating two Voodoo2 boards alongside a separate 2D adapter limited SLI’s commercial adoption and profitability. This technology was absent from subsequent 3dfx products until it reappeared linking VSA-100 chips in the Voodoo 5 series.

Several months later, Nvidia launched the integrated 2D/3D chipset RIVA TNT, which emerged as a modest competitor challenging the dominance of the Voodoo2.

Voodoo Banshee

Launched toward the close of 1998, the Voodoo Banshee was designed to appeal to mainstream consumers by offering a more affordable price point through increased component integration and an enhanced feature set that included 2D acceleration. This integrated single-chip solution merged a 2D video card with partial Voodoo2 3D hardware, incorporating one texture mapping unit. Although the absence of a second TMU resulted in slower performance than the Voodoo2 in multi-textured 3D environments, the Banshee could equal or surpass the Voodoo2’s speed in single-textured scenes thanks to a higher clock frequency and improved pixel fillrate.

The Banshee marked 3dfx’s initial entry into 2D acceleration, competing effectively with leading 2D graphics cores from Matrox, Nvidia, and ATI. It boasted a 128-bit 2D GUI engine alongside a 128-bit VESA VBE 3.0 VGA core, accelerating DirectDraw and supporting all Windows Graphics Device Interface (GDI) functions, including polygon acceleration in hardware. In Windows NT benchmarks, its 2D core nearly reached peak theoretical performance.

Moreover, the Voodoo Banshee provided support for MPEG2 video acceleration.

Voodoo3

Positioned as 3dfx’s premier graphics card, the Voodoo3 ultimately did not meet expectations. While it slightly outperformed the RIVA TNT2 in speed tests, it lacked support for 32-bit color and large textures—features that were impressive on paper but had limited game compatibility at the time. Although sales were strong, the Voodoo3 fell short relative to earlier models, resulting in Nvidia overtaking 3dfx in market dominance.

As 3dfx responded to the TNT2, Nvidia introduced the GeForce 256, a single-chip processor integrating transform and lighting, triangle setup/clipping (hardware T&L), and rendering units—providing a considerable edge over the Voodoo3. The Voodoo3 2000 PCI was the fastest 2D/3D card available for Apple Macintosh upon release, though it required beta firmware updates for full support.

With game developers increasingly adopting industry-standard DirectX and the growing popularity of OpenGL, 3dfx released its Glide API as open source under the General Public License on December 6, 1999.

Voodoo 4 & 5

The unreleased Voodoo 5 5000 featured 32 MB of VRAM compared to the 64 MB found on the 5500 model.

The Voodoo 4 4500 suffered commercial failure due to both delayed availability and underwhelming performance, falling behind budget-friendly competitors such as the GeForce 2 MX and Radeon VE, which were favored in OEM channels.

Significantly, Macintosh editions of both the Voodoo 4 and Voodoo 5 offered dual VGA and DVI outputs, unlike their PC counterparts that included only VGA. However, Mac versions lacked hardware MPEG2 decode acceleration, restricting DVD playback capabilities.

The top-tier Voodoo 5 6000 was canceled because of an AGP bus data corruption issue and was limited to AGP 2x speeds, rendering it incompatible with newer Pentium 4 motherboards. Production was extremely limited, with fewer than a thousand units manufactured. Despite this, testing revealed that the Voodoo 5 6000 surpassed the performance of the GeForce 2 GTS, ATI’s Radeon 7200, and even approached that of faster cards like the GeForce 2 Ultra and Radeon 7500. Occasionally, it matched the capabilities of the GeForce 3. Nevertheless, its high cost of production—attributable to a complex four-chip architecture, external power requirements, and pioneering use of 128 MB VRAM—would have hindered its competitiveness in the marketplace.

Products

Model Release Date Code name VGA1 Process (nm) Bus Interface Memory Capacity (MB) Core Frequency (MHz) Memory Frequency (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 yes 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 yes 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" "yes" "250" "AGP 2x" "8" "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" "yes" "250" "AGP 2x, PCI (varies)" "8-16" "125-200" "125-200" "2:1" "125-200" "125-200" "250-400" "0" "2-3.19" "SDR" "128" "6.0"
(2000 or unreleased) (VSA-100 and variants) "yes" "180-250" (AGP up to 4x, PCI) (16-128) (143-166) (143-166) (2:2 or multiples) (332-1328) (SDR or DDR) (64-256) (6.0)"
(Unreleased) (Rampage variants) "yes" "180" (AGP 4x) (64-128) (200) (400) (4:4 or multiples) (800-1600) (DDR) (128-256) (7.0)"
  • 1 VGA column indicates the presence of an integrated VGA component enabling standalone operation.
  • 2 Core configuration denotes the ratio of texture mapping units to render output units; note that Velocity models feature limited TMU capabilities depending on the API.

This portfolio illustrates the company’s commitment to evolving graphics hardware through multiple generations of Voodoo and Spectre GPUs, catering to both consumer and professional sectors by progressively enhancing memory throughput and fillrate performance crucial for demanding graphical workloads.

Further reading

External links

  1. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named NGen37
  2. ↑ 2.0 2.1 Cite error: Invalid <ref> tag; no text was provided for refs named titan
  3. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named NGen36
  4. ↑ 4.0 4.1 Cite error: Invalid <ref> tag; no text was provided for refs named RetroinspectionD
  5. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named kent
  6. ↑ 6.0 6.1 Cite error: Invalid <ref> tag; no text was provided for refs named gamasutra1
  7. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named NG38
  8. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named EdgeHistory
  9. ↑ Template:Fix/category[citation needed]
  10. ↑ Template:Fix/category[citation needed]
  11. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named contract_breach
  12. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named vsa-100
  13. ↑ 13.0 13.1 Cite error: Invalid <ref> tag; no text was provided for refs named In re 3dfx
  14. ↑ "First look at 3DFX's cancelled Rampage GPU". Dark Side of Gaming.
  15. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named std_adp111
  16. ↑ "3dfx Owners Can Now Trade in their Voodoo Graphics Card for a Verto Graphics Cards Featuring NVIDIA's High-Performance GPUs". Nvidia.
  17. ↑ "Letter to Customers".
  18. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named BallardDeparture