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Voodoo4 @ Comdex

by Steve Gibson, Nov 06, 1999 12:09pm PST
Related Topics – 3dfx

An interesting article over at 3DConcept is discussing the capabilities and possibilities of the recently announced Voodoo4 (and Jack's followup)aka Napalm by 3dfx which will be showing some technology off at Comdex in a week. With S3 recently announcing that the Savage2000 is stinky, our only hope in the near future is the Voodoo4 until NVidia changes the world again.

Assuming further a game having a depth complexity of 3.5 (like Q3A) and that we want to play this game at a resolution of 1024x768 at 60 fps. Then we would need a fillrate of about 1024 * 768 * 60 * 3.5 * 4 = 660 MPix
Since 3dfx announced about 1,000MPix fill rate, it looks like that won't be an issue.




Comments

51 Threads | 51 Comments
  • #47 and #42

    I was just getting worried because of the statement that Napalm is based on the Voodooo core, which, I think you all can agree on this, is outdated by todays standards.
    The problem I see right now is that there is still games in development that uses Glide as the main API (read UT, DNF). It\'s just like the developers are saying \"We write this game for Voodoo owners, but we\'ll throw together a hack so it will work with OGL/DX as well\". Developers out there: Stop writing games that uses proprietary API:s, use industry standards!
    And yes, I do know that Glide once was the industry standard.








  • I for one am waiting for the new 3DFX cards to come out. I have two PC\'s at home, a P2/266 with a Voodoo2 and a Cel300 O.C\'d to 450 with a TNT1 card.

    I\'m pretty unsatisfied with the performance of the TNT. A lot of games I play (Dungeon Keeper 2, Myth 2, Unreal Tournament) load up faster and play MUCH smoother on the Voodoo 2, even though the PC the TNT\'s in is much faster.

    Sure, you can argue the whole 16 vs. 32 bit color thing with the TNT\'s, but at the end of the day, I\'d rather have the game running at steady frame rates.

    My nickel.