Results 1 to 3 of 3

Thread: From Voodoo Graphics to VSA-100 and beyond

Hybrid View

  1. #1
    Administrator
    Join Date
    Apr 2010
    Posts
    67

    3Dfx Voodoo Rush (Voodoo Graphics + Alliance ProMotion -AT25 or Macronix MX 86251FC)

    3Dfx Voodoo Rush (SST-96)

    (This posting is still in beta-stage, information herein not confirmed and exhaustive!)

    The Voodoo Rush was introduced in late summer 1997 and did incorporate both a Voodoo Graphics chip set and a third-party chip for displaying 2D images such as the Alliance ProMotion AT25 or Macronix' MX86251FC. It can be seen as an attempt to enter the OEM space which were reluctant to build systems with Voodoo Graphics and a separate 2D accelerator because of both the external cabling and the validation required. The Voodoo Rush may also have been put into place in order to both fix one of the shortcomings of the original Voodoo Graphics and to capitalize on the need for a modern 2D accelerator.

    3dfx Voodoo Rush: Alliance ProMotion AT25 (2D)


    The result however was disappointing. In general, the both publicly available combinations of the Voodoo Graphics chip set with 2D accelerators failed to achieve both the performance and the level of compatibility that the 3D part alone could boast with.

    The cards varied wildly in appearance, some even incorporating a dual-PCB design, where the 2D and 3D parts were stacked on top of each other.

    3Dfx Voodoo Rush
    Codename no internal name given
    Type 2D/3D card with Voodoo Graphics plus third-party chip for 2D functionality (Alliance ProMotion AT25; AT3D or Macronix MX86251FC)
    Year 1996
    Manufacturing Technology 500 nm
    No. of transistors 1 Million for the Voodoo chipset plus the respective 2D chip
    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 these boards. The first one being a Hercules Stingray 128/3D (internal model no. S3318 TV) where the more common Alliance ProMotion AT25 lends its 2D capabilities to the Vooodoo Graphics chipset. It comes with 2 MiByte for the 2D chip and 2+2 MiByte for the Voodoo Graphics part of the card.

    3dfx Hercules Stingray 128-3D (single planar Voodoo Rush + Alliance ProMotion AT25)3dfx Hercules Stingray 128-3D (single planar Voodoo Rush + Alliance ProMotion AT25)  back view

    The other card is a 2theMax/Gainward (then also known as Cardexpert) Fantasy FX Dragon 2000. It uses the Macronix MX86251 chip (which require special drivers). It also comes with up to 8 MiByte, where 2 of them are reserved for the 2D chip and 2 are for Voodoo Graphics' framebuffer. 2 MiByte are presoldered to the card and another two can be added via drop-in sockets. I received mine with only two of the sockets populated, but the additional memory is not working.

    3dfx 2theMax Gainward Fantasy FX Dragon 2000 (single planar Voodoo Rush + Macronix MX86152FC)3dfx 2theMax Gainward Fantasy FX Dragon 2000 (single planar Voodoo Rush + Macronix MX86152FC) back view

  2. #2
    Administrator
    Join Date
    Apr 2010
    Posts
    67

    3Dfx Voodoo 2 (SST-96)

    3Dfx Voodoo 2 with SLI

    (This posting is still in beta-stage, information herein not confirmed and exhaustive!)

    On November 3rd 1997, 3Dfx introduced the new generation of Voodoo via press release and scheduled an estimated availability for Q1 1998. The Voodoo 2 improved on its predecessor in a number of ways. Functionally, nothing very significant was added to the architecture with 3D performance being the main concern at that time and rightly so! Manufactured in 350 instead of Voodoo Graphics' 500 nm process tech, 3dfx was able to bump the clock speeds significantly to 90 MHz. Additionally, every Voodoo 2 card was outfitted with two texture chips (each with its own 2-4 MiByte of texture memory) making for a multi-textured fillrate of about 180 MTexels/sec. Thus Voodoo 2 was able to to multi-texturing at almost quadruple (more precisely: 3,6x) the rate of Voodoo Graphics.

    3dfx Voodoo 2: SST-96 Framebuffer Interface3dfx Voodoo 2: SST-96 TMU

    Due to the larger default frame buffer, a single Voodoo 2 was able to accelerate games using a z-buffer in resolutions up to 800x600. Paired with a like card in Scan Line Interleave mode (for short SLI), where each card would do only half the vertical resolution, this was increased to a then might 1024x768.

    The continued support for 3dfx proprietary Glide API provided customers with a usable base of dozens of accelerated games which would automatically benefit from the higher graphics power. Compatibility issues due to the larger memories were rare, but present. Third party tools soon offered a work around limiting the adressable memory for a given game to Voodoo Graphics levels.

    The whole press release is shown at www.thefreelibrary.com and here's the interesting part:
    Quote Originally Posted by 3Dfx Voodoo 2 press release
    SAN JOSE, Calif., Nov. 3 /PRNewswire/ -- 3Dfx Interactive today announced plans for the introduction of their new standard in 3D acceleration, Voodoo 2 Graphics(TM). A generational leap beyond the Company's original award winning Voodoo Graphics chipset, Voodoo 2 will be available at the consumer level in the first Quarter of 1998 and will retail for under $300.

    Voodoo 2 is an expandable architecture with a base configuration of a 192-bit memory architecture and 2.2 Gigabytes per second of memory bandwidth, delivering over 50 BOPS (Billions of Operations per Second). This configuration delivers an incredible 3 million triangles per second and 90 million dual-textured, bilinear-filtered, per-pixel MIP-mapped, alpha-blended, Z-buffered pixels per second, over three times the performance of the current Voodoo Graphics. Voodoo 2 contains a full floating-point hardware triangle setup unit for maximum triangle throughput on Pentium, Pentium Pro and Pentium II powered systems. Voodoo 2 is also an AGP-capable technology designed to utilize the higher bandwidth available through AGP and will support 3D games with resolutions up to 1024 X 768.

    "We believe that Voodoo 2 will not only change the way people play games, but the way that people design games," said Greg Ballard, President and CEO, 3Dfx Interactive. "The original Voodoo Graphics and Voodoo Rush chipsets opened people's eyes to the possibilities of 3D gaming and the response has been overwhelming. We have once again set the standard by which all other 3D accelerators will be judged."

    Since Voodoo 2 maintains full software compatibility with Microsoft's Direct3D, 3Dfx's Glide and OpenGL, current 3Dfx accelerated games will run on the new chipset. This new level of technology will not require the end user to purchase new software, as the current catalog of over 150 3Dfx enhanced titles will not only run on Voodoo 2, but will receive a noticeable improvement in performance.

    Two technologies developed specifically for 3Dfx's arcade customers have now been made available to PC game players. The basic chipset for Voodoo2 contains two texture processing units that simultaneously apply two textures to a triangle for single-pass, single-cycle rendering of effects such as trilinear filtering, sophisticated lighting, spotlights and detail texturing. Dual texture units effectively double the texture fill rate and provide dramatic performance increases in games such as id Software's Quake and Quake 2, which will run upwards of 110 frames per second.

    Customers will also be able to purchase a second board of the same type and connect the two for even faster gameplay. Voodoo 2 will automatically detect a second chipset and will begin operating in Scanline Interleave mode, where the first chipset draws the even scanlines of a frame while the second chipset draws the odd, reducing the amount of work per chipset by half and allowing each card to run at twice the speed. This high-end configuration expands to a 384-bit memory architecture with 4.3 Gigabytes per second memory bandwidth, achieving an amazing 180 million pixels per second.
    Contrary to the claims made in the press release, all publicly available cards didn't come in AGP flavor and thus weren't able to utilize the modern graphics port. The 192 Bit memory bus mentioned in the press release consists of three separate 64 bit wide connections. One for the fixed 4 MiByte framebuffer and one for each of the two texture units' 2-4 MiBytes.


    3Dfx Voodoo 2
    Codename SST-96 (notes: SST probably stands for Scott-Sellers-Tarolli, the founders of 3Dfx)
    Type 3D add-on card, no 2D functionality
    Year 1997 (announced), 1998 (released)
    Manufacturing Technology 350 nm
    No. of transistors 1 Million per chip
    Pixel throughput 1 Pixel per clock
    Texel throughput 2 Texel per clock (board level)
    Z/Depth throughput 1 Zixel per clock
    Core Clock rate 90 MHz
    Memory Clock rate 90 MHz
    Memory Data rate 90 MT/sec.
    Memory 4 MiByte Framebuffer + 2-4 MiByte Texture Memory for eacht of the two texture units
    Memory Interface 3x 64 Bit (one for Framebuffer, two 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, 1024x768 (single board without Z-Buffer)
    Multi-Chip configuration SLI, adding a second board connected via internal cable could double the theoretical figures and greatly improve 3D performance as well as enabling 1024x768 as generally usable 3D resolution


    Currently, I own two of these boards (and a rather special one), one being the Creative Labs 3D Blaster VoodooČ (internal model no. CT6670). It is the fully equipped consumer version with a total of 12 MiBytes of video memory (EtronTech EM614163A-25) and a fairly standard model in every respect.

    3dfx Creative Labs 3D Blaster VoodooČ (Voodoo 2, 12 MiB) CT66703dfx Creative Labs 3D Blaster VoodooČ (Voodoo 2, 12 MiB) CT6670 back view

    The other Voodoo 2 card according to the rather excellent ressource database at falconfly.de comes in from CMC and is called Orbit 3D (internal model no FQI3DFXV2). It is also equipped with 12 MiByte grand total memory (EliteMT M11B416256A M3462-UA -25J). No bells and wihstles on this one either.

    3dfx CMC Orbit 3D (Voodoo 2, 12 MiByte)3dfx CMC Orbit 3D (Voodoo 2, 12 MiByte) back view

    Last but not least, I am one of the lucky persons to own a Quantum 3D board: It is called Obsidian2 SLI2 X24 and basically incorporates two 12 MiByte Voodoo2 cards on one single card albeit with two PCBs. In order to remove excessive heat beween the two planes, a fan is mounted at the right of the very long base PCB and blow air inbetween the PCBs. In total there are six chips (two framebuffer chips and 2x2 texture chips) working teamed up to render the image. 24 MiByte of EDO-RAM (Silicon Magic R9822 SM81C2256K16CJ-25, specced at 100 MHz) were an enourmous amount for that time. The cards works, but needs a special adapter cable called Medusa, which I do not have.

    3dfx Quantum 3D Obsidian2 SLI2 X24 (Single-Board Voodoo 2 SLI)3dfx Quantum 3D Obsidian2 SLI2 X24 (Single-Board Voodoo 2 SLI) back view

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •