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Canopus Pure 3D II (12 meg Voodoo 2) and Quake 2
still one of my fave shooters.
The first 3D accelerator I ever had was the Voodoo Rush.
I think that came with Turok, which is at least the first 3D accelerated game that I remember.
Did the voodoo 1 and 2 cards support openGL and glide? I had one but don't really remember.Ditto...Intergraph Intense 3D Voodoo
Turok was trash, though. Played the crap out of GL Quake.
All 3Dfx cards supported Glide - it was a low level rasterization library specially built for 3Dfx hardware. OpenGL support for Voodoo1/Voodoo2 was accomplished through a Glide wrapper - first the so-called miniGL driver optimized for GLQuake and games that used a similar list of OpenGL extensions, then later for an installable client driver (ICD) that supported a broader range of functionality. The miniGL was fast but only reliably worked with Quake and Quake II engine games. The ICD was more generally useful, and came from sources as diverse as 3Dfx, Wicked3D, and the eventual, very functional community MesaFX driver.Did the voodoo 1 and 2 cards support openGL and glide? I had one but don't really remember.
That last point's weirdly debatable... They never worked for 2D in Windows, but there is an X11 driver that will queue it up to work as a 2D card in *nixland. They'll only run in 16-bit color at the resolutions supported by their framebuffer size, but you could technically do it. I think a guy I knew in college actually ran a server that way for a little while, years and years ago.Diamond Monster 3d II. I ended up getting a second one and running SLI. Though technically wasn't a video card on its own.
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Thanks. Had no idea about this, my 11 year old self with my monster 3d didn't know what he was doing.All 3Dfx cards supported Glide - it was a low level rasterization library specially built for 3Dfx hardware. OpenGL support for Voodoo1/Voodoo2 was accomplished through a Glide wrapper - first the so-called miniGL driver optimized for GLQuake and games that used a similar list of OpenGL extensions, then later for an installable client driver (ICD) that supported a broader range of functionality. The miniGL was fast but only reliably worked with Quake and Quake II engine games. The ICD was more generally useful, and came from sources as diverse as 3Dfx, Wicked3D, and the eventual, very functional community MesaFX driver.
VQuake was really rad: it replicated the look of software Quake while enhancing it with 16-bit color, texture filtering, and low performance hit edge antialiasing. That it worked on a Rendition V1000 - a card with a fillrate hovering around 25 megapixels - and scaled well down to a low-end Pentium was all the more impressive. Unfortunately it was also pretty technically difficult on the backend, and after some initial enthusiasm John Carmack swore off any more vendor-specific 3D ports. GLQuake was a hacky kludge - it didn't apply overbrighting to lights because no hardware shipping at the time supported it without adding a rendering pass, leaving the game looking washed out, and it didn't replicate some of Quake's visuals accurately. But it did work on a broad range of hardware without a bunch of work needed for specific optimization, and pretty soon it ruled the day. I wish Rendition had managed to squeak out a Windows port of VQuake built on VHexen II's source code, but that's the way things go sometimes.Creative 3D Blaster, Rendition V1000. VQuake was rad!
That it worked on a Rendition V1000 - a card with a fillrate hovering around 20 megapixels - and scaled well down to a low-end Pentium was all the more impressive.
Gah, I misremembered. My first thought was, "eh, what's 5 megapixels," but in 1996, the answer was, "a lot." My bad.Uh you remember differently than me. V1000 had 25 MP/s fill rate, but since it could not do Z-Buffer, it was essentially halved to 12.5 MP/s. It was semi-fixed for V2000 series, so that's why it was more CPU dependent than the Voodoo. The low end Pentium is a misnomer because at the time of V1000, all we had were 'low end' Pentium's. P55C didn't launch until 1997.