3Dfx Voodoo Graphics
Also known as SST1, the Voodoo Graphics was almost a failure as bad as the NV1 had been for Nvidia. Story goes that nobody was willing to manufacture and market the boards, which were using 2 MiByte of framebuffer along with 2 MiByte of texture memory, because it was too expensive for a small set of games. Luckily for 3dfx and the whole industry, memory prices came down a lot in just the right time and then there was no one who wouldn't want a Voodoo Graphics card any more!
Working with two chips, one being the pixel processor and the other doing the texturing work, it was build on a 500nm process and had two separate interfaces to the respective 2 MiByte partitions for framebuffer and textures, each being 64 bit wide. The boards used EDO-RAM. The chip was capable of bilinear texture filtering, perspective correction, using palletized textures for saving memory, alpha-blending, z-buffering (limited to 640x480 pixels) and a few other neat tricks not too common in the 3D world back then. The card worked on one pixel per clock which with its 50 MHz standard clock rate yielded a fillrate of 50 Megapixels/texels. The two things that set the Voodoo Graphics apart from anything else in its class was 3dfx' easy-to-use proprietary programming language called Glide and the ability to run in configurations consisting of up to 6 chips - as far as I know. Each pixel processor could communicate with three texturing chips, or so say my friends at Beyond3d.com, and each of those quartets could work in tandem with one other. The prohibitive cost of these setups prevented them from appearing in the consumer space.
Here you can find a copy of the original (I suppose) press release 3Dfx issued on November 6th, 1995. Some interesting passages:
Originally Posted by 3Dfx Press Release, Nov. 6th, 1995
3Dfx Voodoo Graphics Codename SST-1 (notes: SST probably stands for Scott-Sellers-Tarolli, the founders of 3Dfx) Type 3D add-on card, no 2D functionality Year 1995 Manufacturing Technology 500 nm No. of transistors 1 Million Pixel throughput 1 Pixel per clock Texel throughput 1 Texel per clock Z/Depth throughput 1 Zixel per clock Core Clock rate 50 MHz Memory Clock rate 50 MHz Memory Data rate 50 MT/sec. Memory 2 MiByte Framebuffer + 2-4 MiByte Texture Memory Memory Interface 2x 64 Bit (one for Framebuffer, one for Texture Memory) Supported 3D-Features Perspective Correction, Bilinear Filtering, Alpha Blending, Z-Buffer, Gouraud Shading, Multi-Texturing Supported Resolutions 320x240, 512x384, 640x400, 640x480, 800x600 (without Z-Buffer)
Currently, I own two of the boards. One of them is the Orchid Righteous 3D, which is a standard configuration except for its nice print on the backside and a audibly switching mechanical relais when entering 3D mode.
The other is a Miro HiScore 3D (technically identical to the Canopus Pure 3D), which features a TV out and is equipped with 2 additional MiBytes of texture memory, making it a 6 MiByte card.