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3dfx Oral History Panel with Ross Smith, Scott Sellers, Gary Tarolli, and Gordon Campbell

Computer History Museum · Youtube · 34 HN points · 5 HN comments
HN Theater has aggregated all Hacker News stories and comments that mention Computer History Museum's video "3dfx Oral History Panel with Ross Smith, Scott Sellers, Gary Tarolli, and Gordon Campbell".
Youtube Summary
Moderated by Shayne Hodge on July 29, 2013, in Mountain View, California, X6887.2013
© Computer History Museum

3dfx was a pioneering consumer computer graphics company best known for its Voodoo Graphics accelerators for PCs. Their graphics products also found their way into popular arcade games such as San Francisco Rush and NFL Blitz. 3dfx's cards and their Glide API were arguably the most popular and important products of their era. Despite their early dominance in the computer graphics industry, 3dfx went from industry leader to bankruptcy in just a few years' span. In this oral history, the four original co-founders discuss the history of 3dfx, lessons learned, and anecdotes from their careers in technology.

* Note: Transcripts represent what was said in the interview. However, to enhance meaning or add clarification, interviewees have the opportunity to modify this text afterward. This may result in discrepancies between the transcript and the video. Please refer to the transcript for further information - http://www.computerhistory.org/collections/catalog/102746834.

Visit computerhistory.org/collections/oralhistories/ for more information about the Computer History Museum's Oral History Collection.
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Mar 29, 2022 · 1 points, 0 comments · submitted by skywritergr
Apr 05, 2019 · rasz on The 3dfx Voodoo1
Computer history museum 3dfx Oral History Panel is fantastic https://www.youtube.com/watch?v=3MghYhf-GhU
Feb 14, 2018 · rasz on Fall of Voodoo
You might also like watching Computer History Museums "3dfx Oral History Panel with Ross Smith, Scott Sellers, Gary Tarolli, and Gordon Campbell" https://www.youtube.com/watch?v=3MghYhf-GhU

Ross Smith, Scott Sellers and Gary Tarolli were 3dfx founders, they left Silicon Graphics to do this startup.

Creators of Voodoo (3dfx = Gary Tarolli, Scott Sellers) came from the world of fully programmable GPUs. Silicon Graphics workstations had full T&L since ~1988 (http://www.sgistuff.net/hardware/systems/iris3000.html).

The whole point of Voodoo 1 was making it as simple and cheap as possible by removing all the advanced features and calculating geometry/lighting on the CPU.

https://www.youtube.com/watch?v=3MghYhf-GhU

kijiki
Iris Graphics Geometry Engines weren't programmable in the modern sense. There was a fixed pipeline of Matrix units, clippers and so on that fed the fixed function Raster Engines. You could change various state that went into the various stages, but the pipeline's operations were fixed.

Later SGI Geometry Engines used custom, very specialized DSP-like processors, but the microcode for those were written by SGI, and not end-user programmable.

There were probably research systems before it, but AFAIK the Geforce 3 was the first (highly limited) programmable geometry processor that was generally commercially available.

dom0
Uhm, weren't their later graphics systems heavily based on i860 processors?
kev009
Yes, later REs were i860s.
This is how Gary Tarolli designed first 3DFX chip.

https://www.youtube.com/watch?v=3MghYhf-GhU

Some interesting history here in a discussion of 3DFX: https://www.youtube.com/watch?v=3MghYhf-GhU
purplequark
If you go to http://www.computerhistory.org/collections/oralhistories/ , and click on the Videos tab, you can view it with a sync'd/searchable transcript. It's a beta feature right now, and I know they'd appreciate feedback.

Incidentally, while only a few of the oral histories have videos up, there's 500 or so transcripts up, will worth a perusal.

May 27, 2014 · 33 points, 15 comments · submitted by da02
brownbat
Tech moves fast. Sure, Moore's Law yadda yadda, but sometimes it's hard to get a sense of what that really means.

For me, what's astounding is thinking back on all these business wars in tech in the 90s that seemed so crucial at the time. Half a decade later, one or both sides were absorbed, dead, or irrelevant.

psgbg
Yeah.

Palm's vs Pocket PC's. Nokia vs the world. Sega vs Nintendo.

Not many wars where decided by technology itself but other things.

Nokia trusted his middle-end low-end market share then android and iPhone came out.

Palm lost it's way when the smartphones came out.

Sega lost because bad decisions. Nintendo also had bad decision but now is staying behind because the ferocity of the fight between Microsoft and Sony.

Kodak had amazing products but it's perfectionist way to do things let them lagging behind.

Kodak and Nokia are really sad stories because both had amazing products but didn't understood the changes around them. (yeah both more recent examples)

Microsoft won their previous wars because understood the previous reality "feature complete but mediocre solutions". I mean, what the people need want but no more just the essential part. So they dethrone Lotus, Wordperfect etc.

agumonkey
About Kodak failure to imagine a world without analog technology : http://petapixel.com/2010/08/05/the-worlds-first-digital-cam...

Very surprising.

dagw
Kodak also demoed the first professional DSLR in 1988, and released the first commercially available DSLR in 1991. In fact Kodak, with their series of Nikon based DSLRs, basically owned the professional digital photography market throughout the 90's.
maxerickson
This surprised me and I ended up at this nicely informative page:

http://eocamera.jemcgarvey.com/

By way of these:

http://www.dpreview.com/forums/post/4382994

http://www.digicamhistory.com/1988.html

psgbg
I don't think they failed to imagine a world without analog technology. They failed to produce a painless transition.

The had amazing technologies. I had digital cameras of samsung, Sony and Kodak and the Kodak product was the one I loved more.

Sony and Samsung were stupidly weak to sand, bad battery consumption and some other minor quirks. The Kodak camera was ugly as hell but it worked (thinking some parallel to Nokia products).

Kodak thought "our brand is what people buy so if we offer people will buy".

Fujifilm nailed it. Created a diversified products, put a hand to their patents in plastics chemicals and other things and started to sell technology. So they diversified.

Kodak released products over engineered at slow peace. They still biding in analog products, meanwhile their digital products never took off. Kodak was the mayor patent holder in its time in optical, chemical, plastic and other things. But they were a GIANT biding in sell products and never understood their clients. They never understood their technology value and never understood what the market wanted. One day they stopped to sell and Kodak went out of business.

swax
I remember well upgrading my computer with a 3dfx voodoo card. Nothing short of revolutionary. It's hard to explain, but imagine going from what was at the time normal - incredibly pixelated, slow gameplay, to crisp, clear, and fast gameplay which up until that point never really existed. Not buying the card wasn't even an option, there was nothing remotely like it at the time.
tragic
My abiding memory of the first 3dfx cards - apart from total envy - was that you then had a spate of games that went way overboard on the coloured lighting effects, so whatever you were playing had this acid-fried psychedelia look to it.

Fortunately, Quake II was able to stick to that famous brown-on-brown palette.

Also: 640x480 being unimaginably high-resolution...

mickeyp
No. 16-bit, as I recall, was the upper limit for Voodoo cards. Resolution wasn't a problem. I played Unreal (the original) at 1600x1200x60hz on my old 17" CRT monitor. I had a Voodoo 3 card back then.

I still remember staying up all night playing Deus Ex on that rig.

The late 90s truly was the golden age of PC gaming.

tragic
I'm talking Voodoo 1 here. ;-)

Voodoo2 I think was 800x600, but you could push it up to 1024 if you had two chained up with SLI.

Of course, when I first got a Voodoo card, it was plugged into a 15" cheapo CRT which couldn't even handle anything north of 800x600. So it wasn't an enormous problem.

staunch
I have one of those 3dfx shirts from 1998. Some employees were handing them out at a Quake tournament I participated in. Good times.
None
None
beloch
I remember buying the Diamond Monster 3D based on 3DFX's voodoo 1 chipset. The hardware was a total hack job! It didn't do desktop 2D graphics at all, so you still needed a separate card for that. To avoid forcing users to swap plugs on their monitor every time they fired up a 3D application, the Voodoo included a pass-through plug. Yup. You took a short VGA patch cable and plugged the output of your 2D card right into the 3DFX card, and then your monitor into the 3DFX card! Next, games had to be written specifically to take advantage of the 3DFX API (Glide), so gaming support was far from universal. If something as unrefined as the original vooddo was released today it would probably be scoffed at.

However, it's also worth noting what a huge leap forward in quality the original voodoo card offered. The original quake was ported to GL so that it could work on the voodoo, and it was a revelation. Many games were subsequently released with wildly different software and Glide (3DFX's API) rendering modes. The original "Grand Theft Auto" in particular looked vastly better under Glide than under software. Before long, game developers started requiring Glide hardware support rather than trying to build software rendered versions of their game. The voodoo cards were such a big leap forward for gaming that they were universally adopted in spite of their problems.

After 3DFX folded and the voodoo series fell into obsolescence, it was difficult to play an entire generation of glide-only games for quite some time. Fortunately, despite the fact that Glide was proprietary, a host of different people made glide wrappers, and we can now enjoy Glide optimized games from the comfort of a standard DOSBOX install!

wtallis
NVidia's G-Sync is almost as kludgy as Voodoo Graphics. In theory it can be properly taken advantage of by a well-written preexisting game engine, but there are also a ton of games out there that assume a fixed limit of 60FPS and will see no more benefit than if Direct3D were to start doing triple buffering. And the idea of ripping a PCB and power supply out of your monitor and replacing them is definitely as uglier than a VGA patch cable. Fortunately, commercial G-Sync monitors will become available a lot quicker than the 2D-capable Voodoo 3.
anon4
> a fixed limit of 60FPS

These days it's 30fps: https://www.youtube.com/watch?v=Y1yn5OD5WbM#t=107

phil21
I'm going to say that the hardware implementation wasn't a hack job at all. Their "competitors" at the time had far worse implementations, even if it was a single VGA output (who cares?). This way 3dfx could focus on 3D, and leave 2D to people that cared.

3dfx voodoo1/2 did one thing and did it damned well. They are basically responsible for the 3D revolution in gaming, as before 3dfx you had absolute shit like Matrox and Trident with "3d accelerators" which may as well have not existed. It was as close to a hard requirement as anything at the time for gaming.

Voodoo3 was the beginning of the end for 3dfx, and I wouldn't doubt that part of that was having to switch focus to 2d performance as well as 3d.

Time to go pull out my old V1/V2/V5500's from storage :)

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