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Technology Stocks : 3DFX -- Ignore unavailable to you. Want to Upgrade?


To: Chip Anderson who wrote (13068)6/1/1999 11:53:00 PM
From: David Krafcsik  Read Replies (1) | Respond to of 16960
 
Voodoo 3: Fightin' the Good Fight!

A Bit Feature Limited Maybe, But Slow It Ain't

That's the lead in for the Computer Gaming World's review of the Voodoo3-3000 AGP in the July issue. It's a fairly even-handed review (by Loyd Case, their technical guru) and they give it 4 out of 5 stars. Here's an excerpt:

".......the high clock speed (166 Mhz) makes for some serious 3D performance -- as 3D GameGauge numbers show, Voodoo3 is no slouch in this department. So in a single AGP slot, you have Voodoo2 SLI performance , pretty decent 2D (Windows) performance, and the ability to run Glide games very, very fast. OpenGL and Direct3D games also perform well with Voodoo3."

(bottom of page shows a comparison of the Voodoo3-3000 and a Hercules Dynamite TNT, which it thoroughly spanks by 30 to 70% greater frame rate at 800 x 600 resolution.... Quake and Quake II numbers are at the 70% end of the scale....)

"When you open up the package, the first thing you see is the heat sink, which looks to be roughly the size of Manhatten, and covers more real estate than just the chip. The software bundle is quite good, too: full versions of Unreal and Need For Speed III, a coupon for Unreal Tournament, and an extended demo version of Descent III. Finally, there's 3dfx Tools, which puts a lot of control into the hands of the users (and has a slick user interface)."

"But there are limitations. There's no options for 32-bit rendering and there's no memory configuration larger than 16 MB. In addition, Voodoo3 can't do AGP texturing. This was apparent in the 3D Winbench 99 test, in which Voodoo3 couldn't run at a resolution of 1600x1200x16. The Hercules Dynamite TNT, also with 16MB of RAM, could run at that resolution -- albeit slowly. It's possible that the 3000 could have run 3D Winbench at 1600x1200 if it had 32MB of RAM, but it doesn't."

"So Voodoo3 is fast, but the competition, in the form of nVidia's TNT2 and Matrox's G400 Max, among others, will give Voodoo3 a run for it's money. 3dfx has no real alternative to the feature set of its competitors; all it currently has is Voodoo3 -- its version of a stripped down Dodge Charger with a 440 cubic inch engine. Still, the technology, though older than the competition, gives up nothing in raw performance."

" Thirty-two-bit rendering won't start to become a big deal until Quake III:Arena ships later this year, and that game will likely be followed by other titles that need 32-bit rendering capability. But 16 bit output still looks good in current games, and for these games Voodoo3 definitely delivers."

Oh, and they also mention that they will have a review of the Voodoo3-3500 in next months issue (August issue, but mailed to subscribers beginning of July). I guess that means they must have a 3500 in their pudgy little hands as we speak.... lucky bastards! :P



To: Chip Anderson who wrote (13068)6/2/1999 4:39:00 PM
From: Jeffrey P  Read Replies (1) | Respond to of 16960
 
hate to waste the bandwidth but... Hook .plan ....

Egads, how rumors fly so quickly and brazenly. And how scary that they are often so close to the truth and yet so far. :-)

To make a long story short, I'm leaving id.

My work at id has been a pivotal and important part of my life. I've learned a lot about programming, team work, and dealing with being in a position of high visibility. Even better, I've made some really good friends. The owners here have given me a great opportunity to advance myself both professionally and personally and they've rewarded me far better than expected in the process. This is a once in a lifetime gig, and will mark one of the most significant periods in my life.

For all these things and more I am hugely appreciative to Kevin, John, and Adrian. I cannot emphasize enough what kind of a privilege and learning experience it has been working here and, specifically, working with John. The type of talent, genius, and hard work he has demonstrated is the kind of thing you see once in a generation, and I feel privileged to have been able to work with someone of his caliber.

The team here consists of some of the most talented people I have ever worked with, and it was one hell of a ride working with so many people that simply will not accept anything but the best from you or them. These guys have done a stellar job with Quake2 and Quake3 -- which will OWN the first person deathmatch market -- and going forward, I expect even bigger and better things from this crew.

And of course -- the fans. You guys and gals rock. I may have had my disagreements with some of you in the past, but most of all, if you're flaming at me, it's because you care, and I'd much rather have you folks argue with me than not give a damn. Crap, I'm getting all teary eyed and shit, so instead of turning this into some James Cameron acceptance speech, let me wrap up.

I will probably remain here another week or two cleaning up loose odds and ends, getting things transfered over cleanly, and saying my goodbyes. For business stuff, if you are an IHV your interim point of contact will be Graeme (zaphod@idsoftware.com). I expect that I will continue to receive e-mail here for a bit, so I will start forwarding relevant e-mails to the appropriate parties.

There is no sinister reason for my departure, it's actually an age old story: I got an offer from another company that, quite simply, I could not refuse. Later this week a press release will be issued announcing my new position, and I'm sure some of you will not be surprised when you see where I've ended up. :-)

Signing off,
Brian Hook


Hmmm.... new position... want to bet 3dfx or nVidia? Leaning towards 3dfx. Microsoft? Egad!

Jeff P.