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Vox: Why video games are made of tiny triangles

HugeJerk says...

When I started in games, we could create assets with polygons that had more than 3 vertices, as long as it was coplanar. This probably still works because when the switch from software rendering to hardware was going on, even the early cards like the S3 or 3DFX would automatically handle it by converting it into triangles.

QUAKE: Forefather of the Online Deathmatch-LORE in a Minute

ant (Member Profile)

LGR Tech Tales - 3Dfx & Voodoo's Self-Destruction

Mordhaus says...

I owned 3 total 3dfx cards, including the last one, the 5500. They were great and glide was better than direct 3d for a long time. I was sad to see them go.

*promote

JiggaJonson (Member Profile)

Truckchase says...

Psst... GLQuake blows. 320x200 for me. Were you addicted to this game like I was?
In reply to this comment by JiggaJonson:
ACTUALLY, Quake was released to the public on June 22, 1996 and the OpenGL version wasn't released for more than six months later on January 22, 1997. While all my gradeschool buddies were focused on their SNES I was tagging along with my dad to computer shows (this was long before newegg) and saving up for my first 3dfx card. That was back in the good old days where you had to use a dongle cable just to run your 2D card to your 3D card and only THEN did it find its way to the monitor. Ahhh good times...

Get ur facts straight son!

30 Years of First-person and First-person shooter

deathcow says...

I started with the monster graphics card and then bought two voodoo-2 and ran them SLI for 1024x768.... loved quake 2 multiplayer too much, will never forget tokays and the warehouse etc. I think my original 3dfx was diamond? and the voodoo-2's were ?Canopus?

30 Years of First-person and First-person shooter

spawnflagger says...

I remember the passthrough 3DFX voodoo2 cards. And you could even put 2 of them in SLI- the origination of this acronym is Scan-Line-Interleave, where 1 card rendered the even lines, and 1 card rendered the odd lines. Since nVidia bought the defunct 3DFX's intellectual property, they could use the same acronym, but changed it to mean Scalable-Link-Interface instead.

Speaking of Acronyms and FPS, anyone remember the acronym LPB ?
Low Ping Bastards! These were the elusive few who had dual-ISDN or University network connection to the internet instead of dial-up. I always felt great when I had ping of 200+ and killed a LPB with ping <50 in quakeworld.
>> ^JiggaJonson:

ACTUALLY, Quake was released to the public on June 22, 1996 and the OpenGL version wasn't released for more than six months later on January 22, 1997. While all my gradeschool buddies were focused on their SNES I was tagging along with my dad to computer shows (this was long before newegg) and saving up for my first 3dfx card. That was back in the good old days where you had to use a dongle cable just to run your 2D card to your 3D card and only THEN did it find its way to the monitor. Ahhh good times...
Get ur facts straight son!

30 Years of First-person and First-person shooter

JiggaJonson says...

>> ^rkone:

>> ^JiggaJonson:
I'm a little peeved that they used a modified version of Quake. The openGL was not part of the original game with all it's fancy "textures."

Actually, glquake was released with quake or at least soon after, I remember running it with my bleeding-edge Pentium 2 266Mhz cpu and 3dfx Voodoo card. With that and my 50kbps cablemodem, I ruled glquakeworld!


ACTUALLY, Quake was released to the public on June 22, 1996 and the OpenGL version wasn't released for more than six months later on January 22, 1997. While all my gradeschool buddies were focused on their SNES I was tagging along with my dad to computer shows (this was long before newegg) and saving up for my first 3dfx card. That was back in the good old days where you had to use a dongle cable just to run your 2D card to your 3D card and only THEN did it find its way to the monitor. Ahhh good times...

Get ur facts straight son!

30 Years of First-person and First-person shooter

rkone says...

>> ^JiggaJonson:
I'm a little peeved that they used a modified version of Quake. The openGL was not part of the original game with all it's fancy "textures."


Actually, glquake was released with quake or at least soon after, I remember running it with my bleeding-edge Pentium 2 266Mhz cpu and 3dfx Voodoo card. With that and my 50kbps cablemodem, I ruled glquakeworld!

All the videos in Need For Speed II SE

Zonbie says...

I used to play this so much! I had a 3DFX Voodoo1 and this game supported it - I used to play two player split screen with my older brother I think we also managed to get some crazy models and modes inlocked...I seem to remember we raced as school buses and cardboard boxes

Unlike some NFS titles, it actually felt fast too...

Don't f*ck with JC Denton (0:49)

3dfx Commercial

3dfx Commercial

VirtualMirage says...

I remember one of my first investments in building a PC that was to be used solely by me and funded completely out of my pocket was a 3dfx Voodoo 5 5500 AGP video card. That thing was massive! I guess the equivalent to it today would be the GeForce 7950GT. It had 2 video chips with 32MB of buffer each and was one of the first cards to tout FSAA plus some T-Buffer effects that, sadly, didn't get taken advantage of. Before this beast I was running on a Voodoo3 2000 PCI card in a hand-me-down Comcrap PC. I picked that card up just so I could play Half Life and Unreal Tournament. Oh, those were the days.

3dfx Commercial

spoco2 says...

Ha! I didn't even know they made ads.

Oh, 3dfx, how amazing you were in the day... how quickly you actually fell. Quite sad.

But I thank you for the gaming world we have now and the Nvidia 8800 in my machine now

Oh yes... I think 'viral' is not correct for this, being that
a) it was made for tv
b) the company doesn't exist any more

So, how exactly would it be viral then?

3dfx Commercial

youdiejoe says...

OH yeah! I had a pair of 3dfx cards in SLI! I went to gaming conf and all the locals were hanging around my rig cuz I had the 60+fps at 1024x768 on Unreal and Quake 2... pffft.



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