COMDEX '97
by Neil Mouneinme
Looking for information on Voodoo2 products, we swung by a few 3dfx
vendors, including Diamond and Canopus. Diamond had a demo of Turok:
Dinosaur Hunter going on a Voodoo2 machine, but it was difficult to tell
how much better it was running. There wasn't a framerate counter, and Turok
already ran pretty well on Voodoo1 anyhow. We would have to head to the
3dfx booth to get the real skinny. In the meantime, the rep announced a
release date as February and a price point between USD $200 and $300.
Diamond looks set to get the jump on the competition releasing a Voodoo2
product.
At Canopus, the atmosphere and attitude was very different. Canopus is
looking into releasing a Voodoo2 card sometime around March to April, but
had no prototype cards ready for the show. However, we had an interesting
conversation with the president of the company, Hiroshi Yamada. Mr. Yamada
realizes that the way his company sells their product in the US they can
only attract a niche market. He asked many questions, and expressed a very
sincere interest in learning what kind of 3d card features do hardcore
gamers want.
To ensure the interest of the serious gamer, Canopus have adopted
the philosophy of making sure that their product will always offer some
kind of technological advantage to offset the higher price point and
limited distribution methods. We have already seen this in the Pure 3d with
its extra texture memory, overclocking friendly design, and its extra
TV/S-Video outputs. In fact, Mr. Yamada openly reccomended that Pure 3d
owners acquire fans for their cards so they can safely overclock them to
60Mhz! Not exactly the kind of thing one expects to hear from a company
president. Canopus is looking into building an inexpensive fan for Pure3d
owners if they can get a quality mechanism and have it fit the card snugly,
as well. So while Canopus will launch their Voodoo2 product some time after
the competition, their card should be a very strong contender.
So what's the news at 3dfx itself? We spent a considerable amount of time
at the 3dfx booth with Brian Bruning to try to bring back the most complete
picture of what the new baby at 3dfx can do. The good news is that the hype
you've probably been hearing is basically true. Using Glide applications,
the Voodoo 2 is a screamer beyond compare. A strong variety of games were
on display with the technology, including Half-Life, Riot, Incoming, Quake
2, Need for Speed 2 SE, and Longbow 2.
The driving game, Need for Speed 2, has been panned for having a sluggish
frame rate and poor control response in some cases. Running on the Voodoo
2, it is almost an entirely new game - even comparable against Sega's
mega-expensive SuperGT arcade racer. The game runs unbelievably smooth - at
least 30 fps, possibly much more - and that is running at 1024x768, and
including some impressive environment mapping effects to make the cars look
shiny.
Remember that that kind of resolution increase means that the card has to
be at least FOUR times faster just to maintain performance equivalent to
Voodoo1. Clearly the Voodoo 2 has the power to spare. Playing games at such
incredible resolution levels is a sight to behold. Everything now looks
workstation-class. You can just imagine $50,000 graphics workstations all
over the world beginning to sweat profusely.
The new board has some interesting features: Detail texturing, improved
mip-mapping, improved lighting effects, improved environment mapping,
triangle hardware setup, dual texture processors, and now instead of 50 or
57 Mhz that the Voodoo1 runs at, the Voodoo 2 now handles 90 Mhz! (Ed. See also our 3d Page).
The Detail Texturing and improved mip-mapping allow the Voodoo2 to
carefully scale the details in the textures used between very basic from
far away and extremely complex up close. This will have a positive effect
on alleviating the "out-of-focus" look that anti-aliased games can get with
low-res textures, and without large texture memory penalties.
The new lighting effects are difficult to describe, exactly, because we
only were shown them in the context of one demo. They have two basic
results, though - the illumination of various objects is even more flexible
and realistic looking than before, and objects can have a very glossy sheen
that reflects the lighting of the environment effectively.
The Voodoo 2 can paint stuff on the screen fast. Wicked fast. However,
supporting this incredible drawing speed requires quite a lot of complex 3d
calculations. The computer can only handle a limited number of these
computations at a time, though. This creates a new source of bottlenecking
in the graphics engine. Fill rate is very important, but polygon counts are
now becoming extremely important as well. After all, we don't just want
things to paint faster on the screen, we also want them to have a more
realistic, detailed shape, and we want to be able to have lots of them
without having the frame rate drop.
Voodoo 2 addresses this problem by
incorporating a hardware-based ntriangle setup engine. This is a
special-purpose "3d-coprocessor" of sorts that takes much of the math load
off of the CPU, allowing for more polygons and it frees up CPU cycles that
can be spent on more appropriate things, like AI routines. The bad news,
as I had mentioned in an earlier newsgroup post, is that Microsoft doesn't
seem to be interesting in supporting such features in Direct 3D, and that it had
appeared that the only way to use such cool features was with Glide.
3dfx is very resourceful, however, and as it turns out, they will be
building the Direct 3d support for the triangle setup processor into their
own Direct3d driver. Unfortunately, this doesn't alleviate the fact that
Direct 3d still has a tremendous amount of inefficiencies, making a Glide
version of a game far preferable to a Direct 3d version, especially on a
Voodoo2.
The last feature is probably the one you've heard the most about, and
that's the Scan Line Interleaving interface. This allows 2 Voodoo 2 boards
to operate at double the fill-rate of a single board, and it allows them to
pool their framebuffer sizes to allow higher resolutions and/or speeds than
possible with only one card. Since each card is purchased separately, this
is a very intriguing upgrade path for serious gamers. Just slap on a second
one when the first gets a little old, or when your bank account recovers.
That's an affordable upgrade path.
This is all well and good, but you're probably wondering how this is going
to affect your favorite sims, right? Voodoo 2 goes a long way in this
regard. I had the opportunity to play Longbow 2 on a single-card PCI
system. The computer itself is a P2-266. With all the details set to the
highest possible settings, the game ran totally smooth. At one point, when
I accidentally hit the wrong key on the foreign keyboard, it took me a
moment to notice that I was still in the virtual cockpit and not the
bitmapped version - that's how smooth it was going. Longbow 2 might be one
of the first graphically intense simulations in a long time where some
users might actually have enough equipment to max out the game and have
speed to spare within three months of its release. (Ed. Note: F22: ADF and TAW will also benefit from this extra horsepower!)
Faster frame rates are important too, but finding out what can the card
*really* do is important in getting an idea of what kind of games can we
expect to see in the future. To get us these answers, Brian ran a demo
designed around the new hardware that takes advantage of its new features.
The results were so unbelievable that for a little while we were convinced
that there was something suspicious going on. The demo they displayed was a
an arcade shooter technology demonstrator tentatively called "Shot". It
takes place underwater, and naturally bears a passing resemblance to the
Microsoft shooting game "Deadly Tide."
But where Deadly Tide was rendered
with computers crunching numbers for weeks, Shot was running on an SLI
dual-Voodoo2 system in 30+ frames per second! The graphics bordered on
being photo-realistic at times. Rather than looking like the typical
"ink-and-paint" cartoony polygon models, many objects were rendered so
finely that they looked like they were sculpted out of plastic or other
material. It's only natural that the next generation of 3d rendering
hardware would reach this next level eventually, but it was shocking to
realize just how close it is.
Assuming it doesn't lose much efficiency in
the translation to OpenGL, a pair of SLI Voodoo2 cards should definitely be
able to deliver the kind of quality imaging you can see in the demo AVIs
available of Su-27 2.0. It will probably be a little while before we see
many games that use these extra graphics detail features, but in the
meantime, it's likely that lucky Voodoo2 owners will be spending a lot of
time with maxxed out detail settings in Glide games next year.
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