Over the course of 3d video card history, manufacturers have developed technologies that changed the way we play games, just take AA and AF for example, both were considered gimmicks when presented but now are de-facto standard.
But what about the 3d technologies that promised but didn't deliver?
These are the ones that come to mind.
- Quadratic Texture Maps
Quadrawhat?? The elders of 3d community may remember nvidias first 3d accelerator, the NV-1 which powered the Diamond EDGE 3D. Before the days of Direct X, the NV-1 used Quadratic Textured maps which rendered smooter objects than using polygons. Unfortunately for nvidia, MS chose polygons as the render primitive for Direct X, a wise choice at the time, as quads had problems with collision detection.
- Tile Based rendering.
This technology basically discarded polygons that were covered by other geometry. PowerVR released several chips using this technology, the most popular card was the Kyro II. At the time it rivaled the geforce 2 and ati radeon but driver and compatibility issues and the lack of a TnL engine were its doom.
- Motion Blur/Depth of field.
First announced by 3dfx as T-buffer technology and appearing on the voodoo5 5500 it promised to deliver hollywood effects to your games, unfortunately the speed was too slow and quality was lacking.
- Voxels.
Short for volumetric pixel, its a rendering primitive like splines, polygons and quadratic texture maps. Voxels represented points in a 3d space much like pixels do it in a 2d space. A few games used it but again lack of support and direct x killed it for gaming.
- 10 bit Color.
Remember the Parhelia? It was one of its main features promising realistic color rendering. Today ATI and nvidia also support 10 bit color but since LCDs are 8bit (even with analog vga) this feature is somewhat of a waste.
- Fragment Anti-aliasing.
Also brought by the Parhelia, this technology only applied AA to edges and used occlusion removal techniques to save bandwidth. Unfortunately many games displayed image artifacts and since Matrox pulled from the gaming scene the technology didn't evolve.
- TripleHead.
Another Parhelia's feature, TripleHead is basically support for three monitors on a single desktop. The concept was great and the games that supported it looked awesome. Not all was good though, it only supported analog vga and since ATI nor nvidia offered similar solutions once matrox pulled from gaming it practically dissapeared.
- Higher Order Surfaces.
Technologies like Displacement Mapping, Truform (n-patches) and Adaptive tessellation promised to deliver high detail models with low polygons, I'm not sure why developers didn't support any of this technologies, probably because nvidia's RT-patches was a complete failure.
- Temporal AA. ATI implemented this mode for the r300 family. The idea was to change the AA pattern every frame so you could get higher AA quality with the speed of a normal AA mode. You eye would not detect the AA patterns and you would percieve higher IQ. nvidia was rumored to have a similar solution based on SLI AA but it never came out.
But what about the 3d technologies that promised but didn't deliver?
These are the ones that come to mind.
- Quadratic Texture Maps
Quadrawhat?? The elders of 3d community may remember nvidias first 3d accelerator, the NV-1 which powered the Diamond EDGE 3D. Before the days of Direct X, the NV-1 used Quadratic Textured maps which rendered smooter objects than using polygons. Unfortunately for nvidia, MS chose polygons as the render primitive for Direct X, a wise choice at the time, as quads had problems with collision detection.
- Tile Based rendering.
This technology basically discarded polygons that were covered by other geometry. PowerVR released several chips using this technology, the most popular card was the Kyro II. At the time it rivaled the geforce 2 and ati radeon but driver and compatibility issues and the lack of a TnL engine were its doom.
- Motion Blur/Depth of field.
First announced by 3dfx as T-buffer technology and appearing on the voodoo5 5500 it promised to deliver hollywood effects to your games, unfortunately the speed was too slow and quality was lacking.
- Voxels.
Short for volumetric pixel, its a rendering primitive like splines, polygons and quadratic texture maps. Voxels represented points in a 3d space much like pixels do it in a 2d space. A few games used it but again lack of support and direct x killed it for gaming.
- 10 bit Color.
Remember the Parhelia? It was one of its main features promising realistic color rendering. Today ATI and nvidia also support 10 bit color but since LCDs are 8bit (even with analog vga) this feature is somewhat of a waste.
- Fragment Anti-aliasing.
Also brought by the Parhelia, this technology only applied AA to edges and used occlusion removal techniques to save bandwidth. Unfortunately many games displayed image artifacts and since Matrox pulled from the gaming scene the technology didn't evolve.
- TripleHead.
Another Parhelia's feature, TripleHead is basically support for three monitors on a single desktop. The concept was great and the games that supported it looked awesome. Not all was good though, it only supported analog vga and since ATI nor nvidia offered similar solutions once matrox pulled from gaming it practically dissapeared.
- Higher Order Surfaces.
Technologies like Displacement Mapping, Truform (n-patches) and Adaptive tessellation promised to deliver high detail models with low polygons, I'm not sure why developers didn't support any of this technologies, probably because nvidia's RT-patches was a complete failure.
- Temporal AA. ATI implemented this mode for the r300 family. The idea was to change the AA pattern every frame so you could get higher AA quality with the speed of a normal AA mode. You eye would not detect the AA patterns and you would percieve higher IQ. nvidia was rumored to have a similar solution based on SLI AA but it never came out.