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	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1412</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1412"/>
				<updated>2013-06-06T20:27:45Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well, e.g. a Pentium III with disabled caches will be comparable to a 386.&lt;br /&gt;
&lt;br /&gt;
Also, it is possible to use a slow 3D card to slow some of the games down, especially with the early proprietary APIs; a special case here are Rendition Vérité cards, since their slow VGA performance will also bottleneck DOS games using these modes. Finally, as a last resort one may try slowdown utilities such as [http://www.cpukiller.com/ CPU Killer] and [http://www.hpaa.com/moslo/ Mo'Slo].&lt;br /&gt;
&lt;br /&gt;
For games with unlisted optimal CPU specs refer to the minimum requirements published by the developers.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Bubble Ghost (1987) || Runs too fast/slow || 386SX 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Runs too fast || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Runs too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Carnage (1993/1994) || Runs too fast? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX || Increase resolution&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| X-Com UFO Defense (1994) || Scrolls too fast/ Shots fired very fast, Still very Playable || Pentium 166? || Adjust fire/scroll speed to your liking, not always effective&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
| Carmageddon (1997) || Runs too fast || ? ||&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Havoc (1995) || Too fast on late PII and above || Pentium II 300? || &lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek Generations (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Betrayal In Antara (1997) || Day/Night transitions + movement too fast || Pentium MMX 233 || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Runs too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: The Next Generation: Klingon Honor Guard (1998) || Crashes to desktop in the &amp;quot;Advanced Options&amp;quot; menu, CPU throttling issues || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Unreal (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| TNN Outdoors Pro Hunter (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Gex: Enter the Gecko (1998) || Lack of framerate limiter may cause the game to play too fast in certain situations || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hexplore (1998) || Crashes after a minute on fast P4 and above || Pentium III 500? || [http://www.mediafire.com/?0291qrmgkdbzv6v# Fix for Modern Systems]&lt;br /&gt;
|-&lt;br /&gt;
| Silver (1999) || Timing issues with a certain bell puzzle on fast Pentium 4 and above CPUs || PIII/Athlon 1GHz and below || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || &amp;lt;2 GHz || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| [[Unreal Tournament]] (1999) || CPU throttling issues || - || See main article for details&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: Deep Space Nine: The Fallen (2000) || CPU throttling issues || ? || Use Direct3D renderer&lt;br /&gt;
|-&lt;br /&gt;
| Cossacks: European Wars (2001) || Runs too fast in multiplayer? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1411</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1411"/>
				<updated>2013-06-06T20:23:35Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well, e.g. a Pentium III with disabled caches will be comparable to a 386.&lt;br /&gt;
&lt;br /&gt;
Also, it is possible to use a slow 3D card to slow some of the games down, especially with the early proprietary APIs; a special case here are Rendition Vérité cards, since their slow VGA performance will also bottleneck DOS games using these modes. Finally, as a last resort one may try slowdown utilities such as [http://www.cpukiller.com/ CPU Killer] and [http://www.hpaa.com/moslo/ Mo'Slo].&lt;br /&gt;
&lt;br /&gt;
For games with unlisted optimal CPU specs refer to the minimum requirements published by the developers.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Runs too fast || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Runs too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Carnage (1993/1994) || Runs too fast? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX || Increase resolution&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
| Carmageddon (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Bubble Ghost (1987) || Runs too fast/slow || 386SX 16 sweet spot ||&lt;br /&gt;
|-&lt;br /&gt;
| X-Com UFO Defense (1994) || Scrolls too fast/ Shots fired very fast, Still very Playable || Pentium 166? || Adjust fire/scroll speed to your liking, not always effective&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek Generations (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Runs too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: The Next Generation: Klingon Honor Guard (1998) || Crashes to desktop in the &amp;quot;Advanced Options&amp;quot; menu, CPU throttling issues || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Unreal (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| TNN Outdoors Pro Hunter (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Gex: Enter the Gecko (1998) || Lack of framerate limiter may cause the game to play too fast in certain situations || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || &amp;lt;2 GHz || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| [[Unreal Tournament]] (1999) || CPU throttling issues || - || See main article for details&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: Deep Space Nine: The Fallen (2000) || CPU throttling issues || ? || Use Direct3D renderer&lt;br /&gt;
|-&lt;br /&gt;
| Cossacks: European Wars (2001) || Runs too fast in multiplayer? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Silver (1999) || Timing issues with a certain bell puzzle on fast Pentium 4 and above CPUs || PIII/Athlon 1GHz and below || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Havoc (1995) || Too fast on late PII and above || Pentium II 300? || &lt;br /&gt;
|-&lt;br /&gt;
| Hexplore (1998) || Crashes after a minute on fast P4 and above || Pentium III 500? || [http://www.mediafire.com/?0291qrmgkdbzv6v# Fix for Modern Systems]&lt;br /&gt;
|-&lt;br /&gt;
| Betrayal In Antara (1997) || Day/Night transitions + movement too fast || Pentium MMX 233 || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Software_guides&amp;diff=1398</id>
		<title>Software guides</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Software_guides&amp;diff=1398"/>
				<updated>2013-05-28T09:35:20Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[List of CPU speed sensitive games]]&lt;br /&gt;
*[[List of games by MIDI standard]]&lt;br /&gt;
*[[How to create an autobackup batch script]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_games_by_MIDI_standard&amp;diff=1397</id>
		<title>List of games by MIDI standard</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_games_by_MIDI_standard&amp;diff=1397"/>
				<updated>2013-05-28T09:31:48Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: Created page with &amp;quot;This list describes which games used MIDI standards beyond General MIDI.  == Roland GS ==  {| class=&amp;quot;wikitable&amp;quot; |- ! Game title/release year/platform ! LA/55/88 ! NR ! GM ! GS...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This list describes which games used MIDI standards beyond General MIDI.&lt;br /&gt;
&lt;br /&gt;
== Roland GS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title/release year/platform&lt;br /&gt;
! LA/55/88&lt;br /&gt;
! NR&lt;br /&gt;
! GM&lt;br /&gt;
! GS&lt;br /&gt;
! BANK&lt;br /&gt;
! PERC&lt;br /&gt;
! DRUM&lt;br /&gt;
! RVB&lt;br /&gt;
! CRS&lt;br /&gt;
! CTF&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| EcoQuest (1991, DOS)&lt;br /&gt;
| LA&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dune II (1992, DOS)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VI (1992, DOS)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
| -&lt;br /&gt;
| ✓*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laura Bow 2: The Dagger of Amon Ra (1992, DOS)&lt;br /&gt;
| LA?&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Might and Magic IV (1992, DOS)&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ✓&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Legend:'''&lt;br /&gt;
&lt;br /&gt;
'''LA''': composed/transcribed for Linear Arithmetic synthesis devices (Roland MT-32, CM series, LAPC-I)&amp;lt;br&amp;gt;&lt;br /&gt;
'''55''': composed/transcribed for Roland SC-55&amp;lt;br&amp;gt;&lt;br /&gt;
'''88''': composed/transcribed for Roland SC-88&lt;br /&gt;
&lt;br /&gt;
'''NR''': sends no reset&amp;lt;br&amp;gt;&lt;br /&gt;
'''GM''': sends GM reset&amp;lt;br&amp;gt;&lt;br /&gt;
'''GS''': sends GS reset&lt;br /&gt;
&lt;br /&gt;
'''BANK''': uses extra instrument banks&amp;lt;br&amp;gt;&lt;br /&gt;
'''PERC''': uses additional percussion notes&amp;lt;br&amp;gt;&lt;br /&gt;
'''DRUM''': uses special drum kits &lt;br /&gt;
&lt;br /&gt;
'''RVB''': cc91 reverb controller&amp;lt;br&amp;gt;&lt;br /&gt;
'''CRS''': cc93 chorus controller&amp;lt;br&amp;gt;&lt;br /&gt;
'''CTF''': capital tone fallback (only SC-55 works, not mkII or 55 map) &lt;br /&gt;
&lt;br /&gt;
'''DRV''': ships with broken, missing driver&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''': disabled – needs special driver or game fix to enable feature&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=35811 VOGONS topic]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1396</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1396"/>
				<updated>2013-05-20T20:33:37Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games ostensibly supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All AGP 3dfx cards use the port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. All AGP 3dfx cards are AGP 2x (3.3V) and must not be used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable. PCI and AGP versions of 3dfx hardware were considered to perform virtually identically with contemporary games, but testing has shown that later games can largely profit from higher bus bandwidth.[http://translate.google.com/translate?hl=en&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fagp_vs_pci_v44500.php]&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can try the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
A method to improve texture quality with Voodoo cards is setting a negative LOD bias in the driver settings, resulting in a sharper image. However, this causes a slight performance hit and leads to very noticeable texture shimmering. The function is essentially only usable with FSAA on VSA-100 cards due to this.[http://www.anandtech.com/show/580/22][http://quake3tweaks.tripod.com/lod_nn4.html]&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards besides Banshee share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A detailed list of Voodoo2 compatible DOS Glide games can be found [http://vogons.zetafleet.com/viewtopic.php?t=35721 here].&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter in texture intensive games due to texture trashing and possible image quality problems resulting from the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and a 250 MHz RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
Banshee is notable for being the only 3dfx card which can run with asynchronous core/memory clocks; cards which are factory overclocked in this fashion do exist. It also was the first to have the &amp;quot;22-bit&amp;quot; 2x2 filter (see below).&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the added 2x2 box filter that masks dithering.[http://www.beyond3d.com/content/articles/61/1] &amp;quot;3D Filter Quality&amp;quot; in the driver allows to select between the 4x1 linear filter from Voodoo1/2 and the 2x2 box filter.&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall by reviewers, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, was considered to be superior in features and performance in D3D and OGL games, yet could still merely tie it in some Glide-centric/CPU limited games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar issue, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/1] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game. Turning on 4xFSAA will automatically disable the post filter that is used in 16-bit mode (as will playing in 32-bit color depth).[http://www.techspot.com/reviews/hardware/voodoo5_part2/voodoo5-2.shtml]&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only two playable games are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, T-buffer support was programmed into Serious Sam First/Second Encounter. It is supposed to be used for depth of field effects. To activate it, the game must run in 16-bit color depth, FSAA must be on and the following commands have to be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer usage in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still, given the experimental nature it is very unlikely that the DoF effects work as intended.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256 DDR, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point (the Voodoo 4 4500 was released almost four months after the Voodoo 5 5500). Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games which use it to a great extent are not optimally suited for 3dfx hardware. After 3dfx came to an end, fanmade drivers tried to solve this problem and make some 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
32-bit color depth rendering can be forced in the driver for games that don't natively support it (especially Glide games).&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact.[http://translate.google.com/translate?hl=en&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php] V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many non CPU limited games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1395</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1395"/>
				<updated>2013-05-20T08:27:59Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games ostensibly supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All AGP 3dfx cards use the port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. All AGP 3dfx cards are AGP 2x (3.3V) and must not be used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable. PCI and AGP versions of 3dfx hardware were considered to perform virtually identically with contemporary games, but testing has shown that later games can largely profit from higher bus bandwidth.[http://translate.google.com/translate?hl=en&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fagp_vs_pci_v44500.php]&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can try the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
A method to improve texture quality with Voodoo cards is setting a negative LOD bias in the driver settings, resulting in a sharper image. However, this causes a slight performance hit and leads to very noticeable texture shimmering. The function is essentially only usable with FSAA on VSA-100 cards due to this.[http://www.anandtech.com/show/580/22][http://quake3tweaks.tripod.com/lod_nn4.html]&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards besides Banshee share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter in texture intensive games due to texture trashing and possible image quality problems resulting from the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and a 250 MHz RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
Banshee is notable for being the only 3dfx card which can run with asynchronous core/memory clocks; cards which are factory overclocked in this fashion do exist. It also was the first to have the &amp;quot;22-bit&amp;quot; 2x2 filter (see below).&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the added 2x2 box filter that masks dithering.[http://www.beyond3d.com/content/articles/61/1] &amp;quot;3D Filter Quality&amp;quot; in the driver allows to select between the 4x1 linear filter from Voodoo1/2 and the 2x2 box filter.&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall by reviewers, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, was considered to be superior in features and performance in D3D and OGL games, yet could still merely tie it in some Glide-centric/CPU limited games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar issue, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/1] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game. Turning on 4xFSAA will automatically disable the post filter that is used in 16-bit mode (as will playing in 32-bit color depth).[http://www.techspot.com/reviews/hardware/voodoo5_part2/voodoo5-2.shtml]&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only two playable games are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, T-buffer support was programmed into Serious Sam First/Second Encounter. It is supposed to be used for depth of field effects. To activate it, the game must run in 16-bit color depth, FSAA must be on and the following commands have to be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer usage in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still, given the experimental nature it is very unlikely that the DoF effects work as intended.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256 DDR, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point (the Voodoo 4 4500 was released almost four months after the Voodoo 5 5500). Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games which use it to a great extent are not optimally suited for 3dfx hardware. After 3dfx came to an end, fanmade drivers tried to solve this problem and make some 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
32-bit color depth rendering can be forced in the driver for games that don't natively support it (especially Glide games).&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact.[http://translate.google.com/translate?hl=en&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php] V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many non CPU limited games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Gravis_Ultrasound&amp;diff=1394</id>
		<title>Gravis Ultrasound</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Gravis_Ultrasound&amp;diff=1394"/>
				<updated>2013-05-20T06:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gravis Ultrasound (GUS) soundcard family was released by Advanced Gravis during the 1990s. The original Ultrasound card was meant as a competitive product for the SoundBlaster cards as it provided sound mixing of 32 voices in hardware and came with up to 1MB of on-board sample RAM. The Ultrasound cards were quickly adopted by the demo scene as the hardware mixing ability used no additional processor power and allowed for playing back tracker modules in high quality.&lt;br /&gt;
&lt;br /&gt;
The Ultrasound card family consists of the following cards:&lt;br /&gt;
&lt;br /&gt;
* '''Ultrasound &amp;quot;Classic&amp;quot;''': released in 1991, 256 to 1024kB of RAM, GF1 based&lt;br /&gt;
* '''Ultrasound Max''': an extended GUS Classic with an additional CS4231 codec, 1MB RAM, GF1 based&lt;br /&gt;
* '''Ultrasound ACE''': addon GUS card without the codec and the SoundBlaster compatible control registers, can be used in combination with any SoundBlaster compatible card, GF1 based&lt;br /&gt;
* '''Ultrasound PnP''': released in 1995, complete re-design of the GUS based on the AMD Interwave chip, 8MB RAM (16MB with h/w mod), 16bit/44kHz playback and recording possible, 1MB of sample ROM, GUS compatible when RAM is installed, PnP compatible&lt;br /&gt;
* '''Ultrasound Extreme''': last GUS released by Gravis, GF1 based, ESS1688 codec for SoundBlaster comatibility, not PnP compatible, 1MB RAM&lt;br /&gt;
&lt;br /&gt;
===Ultrasound Classic===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Ultrasound Max===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Ultrasound ACE===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Ultrasound PnP===&lt;br /&gt;
Unlike any other Ultrasound card, the GUS PnP is not based on the GF1 but rather on the Interwave chip made by AMD. It is hardware compatible with the original GUS when initialized in GUS mode but differs from it in several aspects. First, it is able to play back 32 voices with the full 44kHz sample rate, where the GUS Classic went down to ~19kHz. Second, the on-board sample RAM can be extended to 8MB using SIMM, although the Interwave chip has an address space of 16MB. It also has a built-in effects processor and comes with 1MB of sample ROM filled with a GeneralMIDI compatible sound set.&lt;br /&gt;
&lt;br /&gt;
As the GUS Classic, the Interwave chip is neither SoundBlaster compatible nor has it an integrated OPL3 FM chip. The card only provides the SB control registers (0x220H, 0x388H, ...), the actual SoundBlaster emulation is done in software. To be fully compatible with the original GUS, some RAM has to be installed.&lt;br /&gt;
&lt;br /&gt;
Installing a GUS PnP can be quite a challenge due to its resource demand (three to four IRQs, three DMA channels, several IO ports). Fortunately these requirements can be lowered to two IO ports, two DMA channels and one IRQ when configured correctly. Prior to installing the card, any other soundcard and probably other extension cards should be removed from the system. They can be re-added when configuration of the GUS PnP is completed.&lt;br /&gt;
&lt;br /&gt;
====DOS support====&lt;br /&gt;
For a DOS installation, the following files are required:&lt;br /&gt;
* PNPV22B.ZIP: the basic driver installation disk for DOS and Windows 3.x&lt;br /&gt;
* SETRAM.ZIP: a GUS compatible patch set, needed for GUS MIDI playback in many games&lt;br /&gt;
* IWAVECFG.EXE: part of the &amp;quot;GUS PnP XSS InterWave EEPROM Toolz&amp;quot;, it will allow for substantially reducing the resource hunger of the GUS PnP&lt;br /&gt;
&lt;br /&gt;
The contents of the installation disk should be extracted to a temporary directory, then the installation procedure can be started with INSTALL.EXE. The driver files will be copied to C:\GRAVIS\ULTRASND, then the configuration utility SETUP.EXE will be called. Unfortunately, this program is quite buggy and may crash. If your computer hangs here, restart DOS and start it by bypassing CONFIG.SYS and AUTOEXEC.BAT. SETUP should run now and you can select and test the resources (IO, IRQ, DMA) the card needs. Do not worry if the GUS requests three IRQs, this can be changed later. If not needed, the CDROM interface and the gameport can be disabled here.&lt;br /&gt;
When finished successfully the SETUP untility will create the file IW.INI in the installation directory. It contains all configuration options of the GUS PnP and can be edited by hand now. SETUP also modifies AUTOEXEC.BAT and CONFIG.SYS. After first-time installation, SETUP should '''never''' be started again as it will probably mess up your configuration. The GUS patch set, SETRAM, has to be installed into a subfolder called MIDI in the installation directory (C:\GRAVIS\ULTRASND\MIDI by default).&lt;br /&gt;
The following entries will be added to AUTOEXEC.BAT, They can be moved to a separate batch file, which, in turn, can be called from AUTOEXEC.BAT.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@REM ===== Gravis initialization (1.3) =====&lt;br /&gt;
@SET INTERWAVE=C:\GRAVIS\ULTRASND\IW.INI&lt;br /&gt;
@SET IWDIR=C:\GRAVIS\ULTRASND&lt;br /&gt;
@C:\GRAVIS\ULTRASND\IWINIT.EXE&lt;br /&gt;
@C:\GRAVIS\ULTRASND\GETIWENV.EXE &amp;gt; C:\GRAVIS\ULTRASND\SETIWENV.BAT&lt;br /&gt;
@CALL C:\GRAVIS\ULTRASND\SETIWENV.BAT&lt;br /&gt;
@SET ULTRADIR=C:\GRAVIS\ULTRASND&lt;br /&gt;
@REM ===== Gravis initialization ends =====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The SETIWENV.BAT contains the ULTRASND and the BLASTER environment variables, it is overwritten on each reboot by GETIWENV. If you would like to modify the ULTRASND variable manually, remove the GETIWENV call above. The format of the ULTRASND variable is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SET ULTRASND=&amp;lt;io port&amp;gt;,&amp;lt;dma1&amp;gt;,&amp;lt;dma2&amp;gt;,&amp;lt;irq1&amp;gt;,&amp;lt;irq2&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;DEVICE=C:\GRAVIS\ULTRASND\IWINIT.EXE...&amp;quot; entry in your CONFIG.SYS is not strictly necessary for correct function of the card and can be removed. Now the computer should be rebooted, if all went correctly the Interwave driver will find and initialize the GUS. You should test the card with the PLAY.EXE tool and a wave/MIDI file before continuing.&lt;br /&gt;
If you plan to use an additional soundcard for SoundBlaster compatibility (which is highly recommended!) the SB and MPU emulation of the GUS has to be disabled. Start the IWAVECFG tool, you will see the PnP resources the card currently uses. Disabled devices will show &amp;quot;---&amp;quot;, the IDE device and the gameport should be disabled already. You should deactivate the MPU emulation (I/O to &amp;quot;---&amp;quot;) , the SB emulation (FM I/O to &amp;quot;---&amp;quot;) and the second GUS IRQ if it is not already switched off. Your GUS PnP will now only use two I/O ports 0x220, 0x32c (for the CoDec, not shown), one IRQ and two DMA channels (preferably 6 and 7). You might want to change the I/O to 0x240 as most SoundBlaster cards like to have the 0x220 address for themselves. Save the changes and exit.&lt;br /&gt;
Now open the IW.INI file with an editor and change the resource values in the &amp;quot;[setup 0]&amp;quot; section to match the PnP configuration in IWAVECFG. An example for I/O 0x240, IRQ 7 and DMA 6,7 is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[setup 0]&lt;br /&gt;
SynthBase=240&lt;br /&gt;
CodecBase=34c&lt;br /&gt;
CDBase=0&lt;br /&gt;
ATAPIBase=0&lt;br /&gt;
MpuBase=0&lt;br /&gt;
AdlibBase=0&lt;br /&gt;
GamePort=0&lt;br /&gt;
IRQ1=7&lt;br /&gt;
IRQ2=0&lt;br /&gt;
CDIRQ=0&lt;br /&gt;
MPUIRQ=0&lt;br /&gt;
SBIRQ=0&lt;br /&gt;
DMA1=6&lt;br /&gt;
DMA2=7&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Disabled resources are set to 0. Leave the other values in IW.INI untouched and save the changes. You can now reinstall other soundcards and configure them for SoundBlaster compatibility. The GUS PnP should not interfere with the configuration now.&lt;br /&gt;
&lt;br /&gt;
====DOS games and the GUS PnP====&lt;br /&gt;
&lt;br /&gt;
A lot of DOS games support the original GUS directly. The GUS PnP is mostly GUS compatible when DRAM is installed and the original GUS patches are present in C:\GRAVIS\ULTRASND\MIDI. However, some games will not detect the GUS PnP or crash, Epic games (Jazz Jackrabbit or One Must Fall) are some examples. Gravis has provided a multi-purpose patch utility called PREPGAME.EXE to deal with those incompatibilities, it will scan the current directory for supported games and update them to work with the GUS PnP. Simply change into the game directory and execute PREPGAME. Most games also look for the ULTRASND environment variable as defined in SETIWENV.BAT.&lt;br /&gt;
If a game does not support the GUS and you do not have a second SB compatible card, one of two SoundBlaster emulation programs can be used (GUS SB emulation has to be enabled in PnP configuration):&lt;br /&gt;
* IWSBOS: provides SoundBlaster, Adlib and GeneralMIDI compatibility, does not require EMM386 but has problems with some protected-mode games (DOS4/GW and friends).&lt;br /&gt;
* MegaEM: provides SoundBlaster, Adlib, GeneralMIDI and basic MT32 (only MT32 instrument mapping) compatibility, requires EMM386 or similar memory manager, should work better with protected-mode games&lt;br /&gt;
&lt;br /&gt;
Both emulators support only SoundBlaster 2.0 (i.e. not SBPro) and have severe compatibility issues, Adlib sound playback quality is appalling. MegaEM, in addition, is very picky about the EMM386 version. Games using the Miles Audio Interface Library 3 (AIL) can use the Interwave chip directly with appropriate drivers (IWAV.DIG, IWAV.MDI). Some LucasArts games using iMuse can also be patched for Interwave support. To put the GUS PnP into Interwave compatible mode, IWSBOS has to be loaded.&lt;br /&gt;
&lt;br /&gt;
====Windows support====&lt;br /&gt;
&lt;br /&gt;
===Ultrasound Extreme===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.gravisultrasound.com Gravis Ultrasound Archive]&lt;br /&gt;
* [http://gona.mactar.hu/GRAVIS Drivers and software for all GUS cards]&lt;br /&gt;
* [http://www.vogonsdrivers.com/getfile.php?fileid=100 GUS PnP XSS InterWave EEPROM Toolz]&lt;br /&gt;
* [http://www.ninjacode.org/gf1/cards.html GF1 Museum: photos, descriptions, audio samples]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1382</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1382"/>
				<updated>2013-05-17T23:22:18Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games ostensibly supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All AGP 3dfx cards use the port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. All AGP 3dfx cards are AGP 2x (3.3V) and must not be used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable. PCI and AGP versions of 3dfx hardware were considered to perform virtually identically with contemporary games, but testing has shown that later games can largely profit from higher bus bandwidth.[http://translate.google.com/translate?hl=en&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fagp_vs_pci_v44500.php]&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can try the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
A method to improve texture quality with Voodoo cards is setting a negative LOD bias in the driver settings, resulting in a sharper image. However, this causes a slight performance hit and leads to very noticeable texture shimmering. The function is essentially only usable with FSAA on VSA-100 cards due to this.[http://www.anandtech.com/show/580/22][http://quake3tweaks.tripod.com/lod_nn4.html]&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter in texture intensive games due to texture trashing and possible image quality problems resulting from the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall by reviewers, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, was considered to be superior in features and performance in D3D and OGL games, yet could still merely tie it in some Glide-centric/CPU limited games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar issue, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/1] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only two playable games are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, T-buffer support was programmed into Serious Sam First/Second Encounter. It is supposed to be used for depth of field effects. To activate it, the game must run in 16-bit color depth, FSAA must be on and the following commands have to be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer usage in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still, given the experimental nature it is very unlikely that the DoF effects work as intended.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256 DDR, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games which use it to a great extent are not optimally suited for 3dfx hardware. After 3dfx came to an end, fanmade drivers tried to solve this problem and make some 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
32-bit color depth rendering can be forced in the driver for games that don't natively support it (especially Glide games).&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact.[http://translate.google.com/translate?hl=en&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php] V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many non CPU limited games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1381</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1381"/>
				<updated>2013-05-17T22:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well, e.g. a Pentium III with disabled caches will be comparable to a 386. Also, it is possible to use a slow 3D card to slow some of the games down, especially with the early proprietary APIs; a special case here are Rendition Vérité cards, since their slow VGA performance will also bottleneck DOS games using these modes. &lt;br /&gt;
&lt;br /&gt;
For games with unlisted optimal CPU specs refer to the minimum requirements published by the developers.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Runs too fast || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Runs too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Carnage (1993/1994) || Runs too fast? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX ||&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
| Carmageddon (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek Generations (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Runs too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: The Next Generation: Klingon Honor Guard (1998) || Crashes to desktop in the &amp;quot;Advanced Options&amp;quot; menu, CPU throttling issues || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Unreal (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| TNN Outdoors Pro Hunter (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Gex: Enter the Gecko (1998) || Lack of framerate limiter may cause the game to play too fast in certain situations || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || &amp;lt;2 GHz || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| [[Unreal Tournament]] (1999) || CPU throttling issues || - || See main article for details&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: Deep Space Nine: The Fallen (2000) || CPU throttling issues || ? || Use Direct3D renderer&lt;br /&gt;
|-&lt;br /&gt;
| Cossacks: European Wars (2001) || Runs too fast in multiplayer? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1380</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1380"/>
				<updated>2013-05-15T23:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All AGP 3dfx cards use the port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically. All AGP 3dfx cards are AGP 2x (3.3V) and must not be used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can try the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
A method to improve texture quality with Voodoo cards is setting a negative LOD bias in the driver settings, resulting in a sharper image. However, this causes a slight performance hit and leads to very noticeable texture shimmering. This can be somewhat countered by enabling FSAA with VSA-100 cards.[http://www.anandtech.com/show/580/22][http://quake3tweaks.tripod.com/lod_nn4.html]&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar problem, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only two playable games are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, T-buffer support was programmed into Serious Sam First/Second Encounter. It is supposed to be used for depth of field effects. To activate it, the game must run in 16-bit color depth, FSAA must be on and the following commands have to be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer usage in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still, given the experimental nature it is very unlikely that the DoF effects work as intended.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256 DDR, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards. &lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many non CPU limited games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
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&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1379</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1379"/>
				<updated>2013-05-14T10:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* General 3dfx information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All AGP 3dfx cards use the port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically. All AGP 3dfx cards are AGP 2x (3.3V) and must not be used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar problem, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only very few applications are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, Serious Sam First/Second Encounter can make use of the T-buffer. It is used for depth of field effects and motion blur on certain objects. To activate it, the game must run in 16-bit color depth and the following commands must be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer usage in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still it is unclear whether the other effects work as intended or not.&lt;br /&gt;
&lt;br /&gt;
Finally, it is possible that 3DMark2000 supports it for motion blur effects.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards. &lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1377</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1377"/>
				<updated>2013-05-14T03:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Voodoo 4/5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically. All AGP 3dfx cards are AGP 2x (3.3V) and must not used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar problem, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only very few applications are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, Serious Sam First/Second Encounter can make use of the T-buffer. It is used for depth of field effects and motion blur on certain objects. To activate it, the game must run in 16-bit color depth and the following commands must be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer usage in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still it is unclear whether the other effects work as intended or not.&lt;br /&gt;
&lt;br /&gt;
Finally, it is possible that 3DMark2000 supports it for motion blur effects.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards. &lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1376</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1376"/>
				<updated>2013-05-14T03:59:21Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Voodoo 4/5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically. All AGP 3dfx cards are AGP 2x (3.3V) and must not used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar problem, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only very few applications are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, Serious Sam First/Second Encounter can make use of the T-buffer. It is used for depth of field effects and motion blur on certain objects. To activate it, the game must run in 16-bit color depth and the following commands must be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is then supposed to confirm T-buffer in the console when starting it up. Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still it is unclear whether the other effects work as intended or not.&lt;br /&gt;
&lt;br /&gt;
Finally, it is possible that 3DMark2000 supports it for motion blur effects.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards. &lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1375</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1375"/>
				<updated>2013-05-14T03:56:38Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically. All AGP 3dfx cards are AGP 2x (3.3V) and must not used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar problem, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only very few applications are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, Serious Sam First/Second Encounter can make use of the T-buffer. It is used for depth of field effects and motion blur on certain objects. To activate it, the game must run in 16-bit color depth and the following commands must be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still it is unclear whether the other effects work as intended or not.&lt;br /&gt;
&lt;br /&gt;
Finally, it is possible that 3DMark2000 supports it for motion blur effects.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards. &lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it performs similarly and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1374</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1374"/>
				<updated>2013-05-14T03:55:11Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until December 15, 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically. All AGP 3dfx cards are AGP 2x (3.3V) and must not used in newer 1.5V slots. Only retail Voodoo 4 4500 cards are AGP 4x 1.5V capable.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. The first notable games to do so were GLQuake, Quake II (both 1997) and Unreal (1998). Single-pass trilinear filtering was possible as well.&lt;br /&gt;
&lt;br /&gt;
The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory. For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the standard for PC 3D accelerator cards throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.[http://www.beyond3d.com/content/articles/61/1]&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. Also Asus had a similar problem, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring early Direct3D features (8-bit paletted textures or table fog). If this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered among the best all-around cards for vintage gaming purposes of that time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Through the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.anandtech.com/show/350/2][http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Only very few applications are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing. These include a custom made Q3Test demo (ver. 1.08), in which 3dfx hacked motion blur support to promote their then new cards. Screenshots from this demo emerged around November 1999 and the actual program was released in December 2000, after 3dfx went bankrupt. The demo consists of three maps and does not feature bots; the motion blur effect is seen with weapons, powerups and moving players. It is only displayed correctly with 4xFSAA turned on for OpenGL and there is no known way to enable it in any other version of Quake 3.&lt;br /&gt;
&lt;br /&gt;
Also, Serious Sam First/Second Encounter can make use of the T-buffer. It is used for depth of field effects and motion blur on certain objects. To activate it, the game must run in 16-bit color depth and the following commands must be written in the console: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ogl_iTBuffereffect=2&lt;br /&gt;
ogl_iTBufferSamples=4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other valid values for the second command are 2 and 8, depending on the number of VSA-100 chips on the used card. The FSAA implementation in this game is reported to be faster than in other releases. Still it is unclear whether the other effects work as intended or not.&lt;br /&gt;
&lt;br /&gt;
Finally, it is possible that 3DMark2000 supports it for motion blur effects.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards. &lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it [http://translate.google.com/translate?hl=de&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php performs similarly] and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1758 Glide games list]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility NGlide wrapper compatibility list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://www.voodooalert.de/de/content/tests/index.php Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20000304054232/http://www.gigabyte.de/gigadeutsch/news/news.htm List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://translate.google.com/translate?hl=en&amp;amp;ie=ASCII&amp;amp;prev=_t&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http://web.archive.org/web/20070304033237/http://rma.asus.de/support/FAQ/faq034_lx_tntrew.htm List of affected Asus motherboards with modding instructions]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://floodyberry.com/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards]&lt;br /&gt;
*[http://www.falconfly.de/downloads/Q3_Motion_Blur.zip Q3Test 1.08 for Voodoo 5]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1373</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1373"/>
				<updated>2013-05-12T17:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5) and anisotropic filtering (implemented in GeForce 256, only started to be useful with about GeForce 3).&lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and was notable for supporting all of its required features with adequate speed, unlike previous 3D chipsets such as [[S3]] Virge and [[Matrox]] Mystique. It also introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications, which was becoming increasingly important at the time since it was required for the then upcoming Quake 3.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that it has to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor, featuring 8 or 12 MB EDO DRAM and supporting Direct3D 6. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multi-texturing and single-pass trilinear filtering is further increased. The first notable games to do so were Quake II (1997) and Unreal (1998). The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory.&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the best 3D accelerator card throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. A list with Gigabyte motherboards which are confirmed for use with Voodoo3 cards by the company is available in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring 8-bit paletted textures or table fog. If all this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered the all-around best vintage card for games of its time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Due to the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA.[http://www.beyond3d.com/content/articles/37/5] Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was considered obsolete by reviewers upon its introduction due to the GeForce 2 MX performing better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it [http://translate.google.com/translate?hl=de&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php performs similarly] and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary. Note that with 4xFSAA in any resolution or 1024x768x32 with no AA the Voodoo5 hits its fillrate limit in many games, making faster CPUs effectively useless.[http://www.rashly3dfx.com/products/images/133fsbCPU.gif]&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility Glide games list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Findex.php&amp;amp;act=url Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fweb.archive.org%2Fweb%2F20000108224559%2Fhttp%3A%2F%2Fwww.gigabyte.de%2Fgigadeutsch%2Fnews%2Fnews.htm&amp;amp;act=url List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://web.archive.org/web/20120819114837/http://www.team5150.com/~andrew/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards (archived)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1366</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1366"/>
				<updated>2013-05-11T16:38:11Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Voodoo 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5), anisotropic filtering (only started to be useful with about GF3) and bad performance in some then available Direct3D games, since Microsoft's API had the problem of not being programmable as close to the hardware as OpenGL and its MiniGL/Glide derivatives were and therefore was slow to take off initally. &lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications, which was becoming increasingly important at the time since it was required for the then upcoming Quake 3.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that they have to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor and featuring 8 or 12 MB EDO DRAM. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Since the V2 features single-pass multi-texturing and single-pass trilinear filtering (and therefore supports Direct3D 6), performance in games utilizing these features is further increased because the second texture unit is taken advantage of. The first notable games to do so were Quake II (1997) and Unreal (1998). The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling resolutions up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory.&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the best 3D accelerator card throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 as the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. A list with Gigabyte motherboards which are confirmed for use with Voodoo3 cards by the company is available in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring 8-bit paletted textures or table fog. If all this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered the all-around best vintage card for games of its time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Due to the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA. Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was obsolete upon its introduction due to the GeForce 2 MX performing far better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it [http://translate.google.com/translate?hl=de&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php performs similarly] and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary.&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility Glide games list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Findex.php&amp;amp;act=url Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fweb.archive.org%2Fweb%2F20000108224559%2Fhttp%3A%2F%2Fwww.gigabyte.de%2Fgigadeutsch%2Fnews%2Fnews.htm&amp;amp;act=url List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://web.archive.org/web/20120819114837/http://www.team5150.com/~andrew/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards (archived)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Graphics_Cards&amp;diff=1365</id>
		<title>Graphics Cards</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Graphics_Cards&amp;diff=1365"/>
				<updated>2013-05-11T16:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[3dfx]]&lt;br /&gt;
*[[NVIDIA]]&lt;br /&gt;
*[[ATI]]&lt;br /&gt;
*[[Rendition]]&lt;br /&gt;
*[[PowerVR]]&lt;br /&gt;
*[[S3]]&lt;br /&gt;
*[[Matrox]]&lt;br /&gt;
*[[Tseng Labs]]&lt;br /&gt;
*[[Cirrus Logic]]&lt;br /&gt;
*[[Trident]]&lt;br /&gt;
*[[Number Nine]]&lt;br /&gt;
*[[SiS]]&lt;br /&gt;
*[[Intel/Real3D]]&lt;br /&gt;
*[[3Dlabs]]&lt;br /&gt;
*[[XGI Technology]]&lt;br /&gt;
*[[Alliance Semiconductor]]&lt;br /&gt;
*[[Oak Technology]]&lt;br /&gt;
*[[Weitek]]&lt;br /&gt;
*[[ARK Logic]]&lt;br /&gt;
*[[Macronix]]&lt;br /&gt;
*[[Chromatic]]&lt;br /&gt;
*[[Western Digital/Philips]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1364</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1364"/>
				<updated>2013-05-11T16:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Voodoo2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5), anisotropic filtering (only started to be useful with about GF3) and bad performance in some then available Direct3D games, since Microsoft's API had the problem of not being programmable as close to the hardware as OpenGL and its MiniGL/Glide derivatives were and therefore was slow to take off initally. &lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications, which was becoming increasingly important at the time since it was required for the then upcoming Quake 3.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that they have to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor and featuring 8 or 12 MB EDO DRAM. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Since the V2 features single-pass multi-texturing and single-pass trilinear filtering (and therefore supports Direct3D 6), performance in games utilizing these features is further increased because the second texture unit is taken advantage of. The first notable games to do so were Quake II (1997) and Unreal (1998). The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling resolutions up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory.&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the best 3D accelerator card throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the restrictive memory architecture and possible image quality problems due to the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 than the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. A list with Gigabyte motherboards which are confirmed for use with Voodoo3 cards by the company is available in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring 8-bit paletted textures or table fog. If all this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered the all-around best vintage card for games of its time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Due to the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA. Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was obsolete upon its introduction due to the GeForce 2 MX performing far better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it [http://translate.google.com/translate?hl=de&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php performs similarly] and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary.&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility Glide games list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Findex.php&amp;amp;act=url Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fweb.archive.org%2Fweb%2F20000108224559%2Fhttp%3A%2F%2Fwww.gigabyte.de%2Fgigadeutsch%2Fnews%2Fnews.htm&amp;amp;act=url List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://web.archive.org/web/20120819114837/http://www.team5150.com/~andrew/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards (archived)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1363</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1363"/>
				<updated>2013-05-11T15:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. A notorious example for this is Unreal (1998), a game that was geared towards software rendering at first, but had a Glide renderer added during development as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.[http://www.xbitlabs.com/articles/graphics/display/voodoo3-3000.html]&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from early on to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all Glide games properly.&lt;br /&gt;
&lt;br /&gt;
The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5), anisotropic filtering (only started to be useful with about GF3) and bad performance in some then available Direct3D games, since Microsoft's API had the problem of not being programmable as close to the hardware as OpenGL and its MiniGL/Glide derivatives were and therefore was slow to take off initally. &lt;br /&gt;
&lt;br /&gt;
A disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is somewhat prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers. PCI and AGP versions of 3dfx cards perform almost identically.&lt;br /&gt;
&lt;br /&gt;
Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to play all Glide games fluently. AMD's K6 line can be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run early Glide titles full-speed. Older games should be able to cope with faster CPUs; exceptions are listed [[List of games that require specific CPUs to run properly|here]]. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
&lt;br /&gt;
Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
&lt;br /&gt;
All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
&lt;br /&gt;
Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
&lt;br /&gt;
== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
&lt;br /&gt;
Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
&lt;br /&gt;
It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
&lt;br /&gt;
Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
&lt;br /&gt;
To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
&lt;br /&gt;
The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications, which was becoming increasingly important at the time since it was required for the then upcoming Quake 3.&lt;br /&gt;
&lt;br /&gt;
Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that they have to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
&lt;br /&gt;
Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
&lt;br /&gt;
The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
&lt;br /&gt;
It has been reported that Voodoo1 cards produce artifacts on the screen and do not play most DOS Glide games correctly when the FSB is higher than 100 MHz, even if the PCI bus runs at default clock speeds.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be early statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
&lt;br /&gt;
Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer somewhat smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
&lt;br /&gt;
== Voodoo Rush ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
&lt;br /&gt;
Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
&lt;br /&gt;
The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
&lt;br /&gt;
The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo 3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
&lt;br /&gt;
== Voodoo2 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor and featuring 8 or 12 MB EDO DRAM. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Since the V2 features single-pass multi-texturing and single-pass trilinear filtering (and therefore supports Direct3D 6), performance in games utilizing these features is further increased because the second texture unit is taken advantage of. The first notable games to do so were Quake II (1997) and Unreal (1998). The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling resolutions up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory.&lt;br /&gt;
&lt;br /&gt;
Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
&lt;br /&gt;
A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the best 3D accelerator card throughout 1998.&lt;br /&gt;
&lt;br /&gt;
Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
&lt;br /&gt;
For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the Matrox G200.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration. Weak points include occasional slight stutter due to the limited memory design and the passthrough design.&lt;br /&gt;
&lt;br /&gt;
== Banshee ==&lt;br /&gt;
&lt;br /&gt;
Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
&lt;br /&gt;
Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 3 ==&lt;br /&gt;
&lt;br /&gt;
[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
&lt;br /&gt;
The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
&lt;br /&gt;
Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, 1024x1024 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.&lt;br /&gt;
&lt;br /&gt;
Its prime competitor was the NVIDIA RIVA TNT2, of which the TNT2 Ultra was widely considered to be the better choice overall, mainly due to superior Direct3D performance and more features. Still, arguably 2048x2048 textures and 32-bit rendering were not as significant in 1999 than the better game compatibility of the Voodoo 3. Other competitor cards included the ATI Rage 128 Pro and S3 Savage 4.&lt;br /&gt;
&lt;br /&gt;
The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo 3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. A list with Gigabyte motherboards which are confirmed for use with Voodoo3 cards by the company is available in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
&lt;br /&gt;
Like with all Voodoo cards, V3 will run games requiring 8-bit paletted textures or table fog. If all this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered the all-around best vintage card for games of its time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
&lt;br /&gt;
[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
&lt;br /&gt;
The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
&lt;br /&gt;
The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Due to the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA. Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
&lt;br /&gt;
Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
The Voodoo 5 generally performs similarly to the GeForce 256, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Likewise, the delayed Voodoo 4 4500 was obsolete upon its introduction due to the GeForce 2 MX performing far better at a similar price point. Despite this, reviewers pointed out that the VSA-100's SSAA implementation was superior to the competition.&lt;br /&gt;
&lt;br /&gt;
Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards. After 3dfx came to an end, fanmade drivers tried to solve this problem and make 2001 and later games playable on these cards.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it [http://translate.google.com/translate?hl=de&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php performs similarly] and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides optimal Glide gameplay up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in these titles.&lt;br /&gt;
&lt;br /&gt;
To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary.&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
&lt;br /&gt;
== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LPocZ-FX8SU}}&lt;br /&gt;
{{#ev:youtube|_S4qCr77jJ8}}&lt;br /&gt;
{{#ev:youtube|mXpoRJjsr-g}}&lt;br /&gt;
{{#ev:youtube|HLWIhqAfFz0}}&lt;br /&gt;
{{#ev:youtube|wGLy2iIviek}}&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|eghlSdGvuC0}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility Glide games list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Findex.php&amp;amp;act=url Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fweb.archive.org%2Fweb%2F20000108224559%2Fhttp%3A%2F%2Fwww.gigabyte.de%2Fgigadeutsch%2Fnews%2Fnews.htm&amp;amp;act=url List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://web.archive.org/web/20120819114837/http://www.team5150.com/~andrew/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards (archived)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1360</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1360"/>
				<updated>2013-05-11T03:17:36Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Runs too fast || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Runs too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Carnage (1993/1994) || Runs too fast? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX ||&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
| Carmageddon (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek Generations (1997) || Runs too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Runs too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: The Next Generation: Klingon Honor Guard (1998) || Crashes to desktop in the &amp;quot;Advanced Options&amp;quot; menu, CPU throttling issues || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Unreal (1998) || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| TNN Outdoor Pro Hunter || &amp;quot; || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || &amp;lt;2 GHz || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| [[Unreal Tournament]] (1999) || CPU throttling issues || - || See main article for details&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| Star Trek: Deep Space Nine: The Fallen (2000) || CPU throttling issues || ? || Use Direct3D renderer&lt;br /&gt;
|-&lt;br /&gt;
| Cossacks: European Wars (2001) || Runs too fast in multiplayer? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Software_guides&amp;diff=1359</id>
		<title>Software guides</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Software_guides&amp;diff=1359"/>
				<updated>2013-05-10T06:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[List of CPU speed sensitive games]]&lt;br /&gt;
*[[How to create an autobackup batch script]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1357</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1357"/>
				<updated>2013-05-10T06:46:32Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: D1stortion moved page List of games that require specific CPUs to run properly to List of CPU speed sensitive games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Too fast? || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX ||&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || &amp;lt;2 GHz || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_games_that_require_specific_CPUs_to_run_properly&amp;diff=1358</id>
		<title>List of games that require specific CPUs to run properly</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_games_that_require_specific_CPUs_to_run_properly&amp;diff=1358"/>
				<updated>2013-05-10T06:46:32Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: D1stortion moved page List of games that require specific CPUs to run properly to List of CPU speed sensitive games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of CPU speed sensitive games]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1356</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1356"/>
				<updated>2013-04-29T17:23:03Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Too fast? || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX ||&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || &amp;lt;2 GHz || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1355</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1355"/>
				<updated>2013-04-29T09:43:58Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Too fast? || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX ||&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Fix available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || ? || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1354</id>
		<title>List of CPU speed sensitive games</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=List_of_CPU_speed_sensitive_games&amp;diff=1354"/>
				<updated>2013-04-29T06:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of games that do not run properly in some ways on CPUs faster than what was common than at the game's release. 1990+ for the most part, since before that, this was more often the case than not: As a general rule, games for IBM XT computers require a 8088 4.77 MHz to play right.&lt;br /&gt;
&lt;br /&gt;
Some CPUs, for example AMD K6-2 and earlier Pentium IIs have selectable multipliers, which may help with achieving the lower speeds recommended for some of the games in this article. Additionally, disabling L1/L2 caches will slow down the processor as well.&lt;br /&gt;
&lt;br /&gt;
== DOS ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Patch available?&lt;br /&gt;
|-&lt;br /&gt;
| Double Dragon (1988) || Locks up before final battle and player 2 will have fewer moves || 8088 4.77 MHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Wing Commander (1990) || Too fast? || max. 386DX-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Test Drive III (1990) || Too fast || 386 ||&lt;br /&gt;
|-&lt;br /&gt;
| The Secret of Monkey Island (1990) || Garbled MT-32 music with fast CPUs || ? ||&lt;br /&gt;
|- &lt;br /&gt;
| Space Quest IV: Roger Wilco and The Time Rippers (1991) || Bugs every time a sequel police is on the screen || 386? ||&lt;br /&gt;
|-&lt;br /&gt;
| Ultima VII: The Black Gate (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Zool (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Star Control II (1992) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lotus III: The Ultimate Challenge (1992) || Crashes with invalid opcode error || Pentium II 350 or slower&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate (1993) || Crashes at startup with glass breaking sound (5x86 133/P166 and Sound Blaster) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Day of the Tentacle (1993) || No sound with &amp;gt;P166MMX || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Lemmings 2: The Tribes (1993) || Requires HDD smaller than 504 MB (CHS limit) or else the copy protection checksum calculated by the installer is wrong || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| SkyRoads (1993) || Too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent (1994) || Runs too fast with ~higher PIIs || Pentium 233 MMX ||&lt;br /&gt;
|-&lt;br /&gt;
| Jazz Jackrabbit (1994) || Doesn't start (error message &amp;quot;Runtime error 200&amp;quot;) with about PII 233 || plays fine with patch || [http://www.jazz2online.com/downloads/341/jazz-1-tppatch/ TPPATCH] (3rd party)&lt;br /&gt;
|-&lt;br /&gt;
| Theme Park (1994) || Runs too fast || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft: Orcs &amp;amp; Humans (1994) || Scrolls too fast, water animations cycle too fast, somewhat playable || 486 DX2/66? ||&lt;br /&gt;
|-&lt;br /&gt;
| King's Quest VII: The Princeless Bride (1994) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Warlords II Deluxe (1995) || Crashes on startup with fast CPUs || 486DX2-66 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warcraft II: Tides of Darkness (1995) || Scrolls too fast with PIIs, but playable || Pentium 133? || Battle.net Windows version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Alien Trilogy (1996) || Runs too fast on higher P3s || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Descent II (1996) || Normal game speed, but mouse sensitivity drops down on high framerates || Pentium II 300? ||&lt;br /&gt;
|-&lt;br /&gt;
| Toonstruck (1996) || Speed bug with one or two puzzles || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Micro Machines 2: Turbo Tournament (1996) || ? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Hi-Octane (1996) || Speed problems || Pentium 90 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game title !! Symptoms with faster CPUs !! Recommended CPUs !! Patch available?&lt;br /&gt;
|-&lt;br /&gt;
| Master of Orion II (1996) || Battle screen scrolls too fast, minor issue || Pentium 166? ||&lt;br /&gt;
|-&lt;br /&gt;
| Jane's US Navy Fighters 97 (1996) || Runs too fast || ? || Increase resolution; Jane's Fighters Anthology version works fine&lt;br /&gt;
|-&lt;br /&gt;
| SimCopter (1996) || Runs too fast/glitchy and crashes on P4 3.2 GHz/98SE || K6-2 350 ||&lt;br /&gt;
|-&lt;br /&gt;
| Streets of SimCity (1997) || &amp;quot; || &amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| Interstate '76 (1997) || Broken physics? || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Wipeout 2097/Wipeout XL (1997) || Runs too fast || ? || supposedly available&lt;br /&gt;
|-&lt;br /&gt;
| Imperialism (1997) || World map scrolls too fast || plays fine with patch || Patch 1.1 (slight scrolling delay added)&lt;br /&gt;
|-&lt;br /&gt;
| Sega Rally Championship (1997) || Direct3D version plays too fast || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| Grand Prix Legends (1998) || Too fast with &amp;gt;1.7 GHz || plays fine with patch || [http://www.vroc.net/papy.com/gpl/download.html#1.2 CPU patch for version 1.2]&lt;br /&gt;
|-&lt;br /&gt;
| Monaco GP Racing Simulation 2 (1999) || Runs too fast at &amp;gt;2.0 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
| Speed Busters (1999) || Crashes at &amp;gt;2.0GHz || ? || GOG.com version works fine&lt;br /&gt;
|-&lt;br /&gt;
| Pro Rally 2001 (2000) || Hangs at &amp;gt;2.0 GHz || plays fine with patch || Install with [http://ubisoft-en.custhelp.com/ci/fattach/get/267/0/session/L2F2LzEvdGltZS8xMzYwNTI0MjI5L3NpZC9fNGlPUXdpbA==/filename/PRSetup-IV.zip], update to 1.1, [http://www.zeus-software.com/files/nglide/prorally2001_patch.zip], may not work with AMD FX CPUs&lt;br /&gt;
|-&lt;br /&gt;
| FIFA Football 2002 (2001) || Crashes to desktop with &amp;gt;2 GHz || &amp;lt;2 GHz ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=34869 VOGONS thread on the subject]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Main_Page&amp;diff=1330</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Main_Page&amp;diff=1330"/>
				<updated>2013-04-28T08:05:03Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''VOGONS Wiki''''', a reference site covering vintage computer hardware used for playing games that don't run correctly on modern computers.&lt;br /&gt;
&lt;br /&gt;
Current goals:&lt;br /&gt;
*Write about the details, advantages, disadvantages and quirks of useful old gaming hardware.&lt;br /&gt;
*Write guides to help get old games running their best.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Help:Wiki_markup Wiki Page Markup Guide] (how to make Wiki pages)&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Extension:FlashMP3 FlashMP3] plugin info (add audio playback to pages)&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Extension:EmbedVideo EmbedVideo] plugin info (embed videos from common sites)&lt;br /&gt;
&lt;br /&gt;
== Gaming Build Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[Hardware guides]]&lt;br /&gt;
*[[Software guides]]&lt;br /&gt;
*[[Recommended Builds]]&lt;br /&gt;
&lt;br /&gt;
== Hardware Info ==&lt;br /&gt;
&lt;br /&gt;
*[[CPUs]]&lt;br /&gt;
*[[Graphics Cards]]&lt;br /&gt;
*[[Sound Cards &amp;amp; Modules]]&lt;br /&gt;
*[[Motherboards &amp;amp; Chipsets]]&lt;br /&gt;
*[[Input Devices]]&lt;br /&gt;
*[[Storage Devices]]&lt;br /&gt;
*[[Monitors]]&lt;br /&gt;
*[[Miscellaneous Components]]&lt;br /&gt;
&lt;br /&gt;
== Game Setup Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[General DOS articles]]&lt;br /&gt;
*[[General Windows articles]]&lt;br /&gt;
*[[Specific DOS game guides]]&lt;br /&gt;
*[[Specific Windows game guides]]&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
*[[3dfx Benchmarks]]&lt;br /&gt;
*[[Socket 7 benchmark results]]&lt;br /&gt;
&lt;br /&gt;
== [[Retrocomputing resources]] ==&lt;br /&gt;
&lt;br /&gt;
== Related sites ==&lt;br /&gt;
* [http://vogons.zetafleet.com VOGONS Forum]&lt;br /&gt;
* [http://www.vogonsdrivers.com VOGONS Vintage Driver Library] &lt;br /&gt;
* [http://www.dosbox.com DOSBox]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Main_Page&amp;diff=1328</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Main_Page&amp;diff=1328"/>
				<updated>2013-04-28T08:04:23Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''VOGONS Wiki''''', a reference site covering vintage computer hardware used for playing games that don't run correctly on modern computers.&lt;br /&gt;
&lt;br /&gt;
Current goals:&lt;br /&gt;
*Write about the details, advantages, disadvantages and quirks of useful old gaming hardware.&lt;br /&gt;
*Write guides to help get old games running their best.&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Help:Wiki_markup Wiki Page Markup Guide] (how to make Wiki pages)&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Extension:FlashMP3 FlashMP3] plugin info (add audio playback to pages)&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Extension:EmbedVideo EmbedVideo] plugin info (embed videos from common sites)&lt;br /&gt;
&lt;br /&gt;
=== Gaming Build Guides ===&lt;br /&gt;
&lt;br /&gt;
*[[Hardware guides]]&lt;br /&gt;
*[[Software guides]]&lt;br /&gt;
*[[Recommended Builds]]&lt;br /&gt;
&lt;br /&gt;
=== Hardware Info ===&lt;br /&gt;
&lt;br /&gt;
*[[CPUs]]&lt;br /&gt;
*[[Graphics Cards]]&lt;br /&gt;
*[[Sound Cards &amp;amp; Modules]]&lt;br /&gt;
*[[Motherboards &amp;amp; Chipsets]]&lt;br /&gt;
*[[Input Devices]]&lt;br /&gt;
*[[Storage Devices]]&lt;br /&gt;
*[[Monitors]]&lt;br /&gt;
*[[Miscellaneous Components]]&lt;br /&gt;
&lt;br /&gt;
=== Game Setup Guides ===&lt;br /&gt;
&lt;br /&gt;
*[[General DOS articles]]&lt;br /&gt;
*[[General Windows articles]]&lt;br /&gt;
*[[Specific DOS game guides]]&lt;br /&gt;
*[[Specific Windows game guides]]&lt;br /&gt;
&lt;br /&gt;
=== User benchmarks ===&lt;br /&gt;
*[[3dfx Benchmarks]]&lt;br /&gt;
*[[Socket 7 benchmark results]]&lt;br /&gt;
&lt;br /&gt;
=== [[Retrocomputing resources]] ===&lt;br /&gt;
&lt;br /&gt;
=== Related sites ===&lt;br /&gt;
* [http://vogons.zetafleet.com VOGONS Forum]&lt;br /&gt;
* [http://www.vogonsdrivers.com VOGONS Vintage Driver Library] &lt;br /&gt;
* [http://www.dosbox.com DOSBox]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1320</id>
		<title>3dfx</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=3dfx&amp;diff=1320"/>
				<updated>2013-04-28T07:41:46Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:3Dfxlogo old.png|right|150px|alt=Old 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
3dfx (written as 3Dfx until 1999) was a 3D graphics chipset manufacturer and later on graphics card manufacturer. Founded in 1994, the company was one of the pioneers of 3D graphics in the PC industry in the mid to late 1990's. Their products were mainly popular for PC 3D game accelerators, but also used in arcade machines and professional visualization systems.&lt;br /&gt;
&lt;br /&gt;
[[File:3dfxlogo new.png|right|140px|alt=New 3dfx logo]]&lt;br /&gt;
&lt;br /&gt;
They played an important role in the 3D graphics industry until 2000, when most of their assets were purchased by [[NVIDIA]] Corporation, after which the company filed for bancruptcy and officialy went defunct in 2002.&lt;br /&gt;
&lt;br /&gt;
== General 3dfx information ==&lt;br /&gt;
&lt;br /&gt;
3dfx cards - namely their proprietary Glide API - can be considered one of the prime reasons to use vintage hardware today, because many early 3D games starting from 1996 had versions for at least some 3dfx cards, and in many cases these cards brought the superior image quality. Perhaps the most notorious example here is Unreal (1998), a game that first was developed for software rendering, but had a Glide renderer added as soon as it was clear that Voodoo would come out as the best 3D accelerator. The game also had Direct3D and OpenGL renderers, but Direct3D was well in its infancy back in the day and even the OpenGL renderer wasn't their best effort, therefore players with competitor cards had to wait for Epic's patches to improve the graphics, but in the end it would take fanmade patches to provide competitive renderers.&lt;br /&gt;
&lt;br /&gt;
It was also common for game developers to put 3dfx logos on their games' boxes, leading to misconceptions for a decent amount of games supporting Glide which actually do not at all, or only provide a special MiniGL driver for 3dfx cards. This was again due to 3dfx being the dominant 3D solution at this time, and also a commonly known brand with PC gamers. If software does not straightforwardly access either glide.dll, glide2x.dll/ovl or glide3x.dll, it cannot be said to directly support the Glide API.&lt;br /&gt;
&lt;br /&gt;
Since Glide was a proprietary interface, there were 3rd party efforts from day one to bring it to all 3D cards. Glide wrappers are at a level where they can properly emulate how those games would look on a real Voodoo card and can be considered a viable alternative to the real cards. A problem with them is that games written for Win9x are not necessarily compatible with modern operating systems, so only a (at best) period-correct Win9x system can be guaranteed to play all games properly.&lt;br /&gt;
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The main weak points of all vintage cards apart from incompatibility with modern mainboards/operating systems are lack of full screen anti-aliasing (addressed with V5), anisotropic filtering (only started to be useful with about GF3) and bad performance in some then available Direct3D games, since Microsoft's API had the problem of not being programmable as close to the hardware as OpenGL and its MiniGL/Glide derivatives were and therefore was slow to take off initally. &lt;br /&gt;
&lt;br /&gt;
The biggest disadvantage of 3dfx's SLI multi-GPU solution (V2 SLI/V5 for consumer cards) is that it is prone to slight horizontal artifacts somewhat akin to screen tearing, which results from the multiple chips not fully working synchronously. This can be prevented by activating VSync in the drivers or in the games, a solution which itself has the problem of causing mouse lag in many cases.&lt;br /&gt;
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All 3dfx cards use the AGP port as a mere 66 MHz PCI port and do not utilize any of the special features that AGP offers; therefore, PCI and AGP versions of 3dfx cards perform almost identically.&lt;br /&gt;
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Cards of Voodoo2 SLI/3 grade speed scale with CPUs up until about a ~1 GHz Intel Pentium III Coppermine, although a PIII 500 Katmai should be enough to get all Glide games going fluently. AMD's K6 line can only be considered second choice when building a 3dfx centered PC, because these CPUs can be a significant bottleneck with some later games. Pentium Classic and Pentium MMX CPUs will only be able to run the earliest Glide titles decently, as these CPUs were already reaching the end of their lifecycle when 3dfx cards arrived. Older games besides a very few [[List of games that require specific CPUs to run properly|exceptions]] should be able to cope with faster CPUs. Lastly, it should be noted that Voodoo Graphics cards will not work with K7 (Athlon) CPUs, and Voodoo2 cards will need special 3rd party drivers to work with these CPUs.&lt;br /&gt;
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Community-made resources for 3dfx cards include drivers, such as Amigamerlin, x3dfx and SFFT, which can provide more features and speed than the latest official drivers from 2000 and some of which allow the cards to be run under Windows XP, or tools such as V.Control which provide more in-depth tweaking options. For potentially better OpenGL compatibility or speed, one can use the MesaFX standalone OpenGL driver or Metabyte's WickedGL MiniGL driver.&lt;br /&gt;
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All 3dfx cards share the fact that the graphics core and memory always run at the same frequency. This makes overclocking generally harder than on other cards, because in many cases the memory will hit the limit earlier than the core. Still it is possible: V1/V2 cards can be overclocked by environment variables, while the other cards contain an option in the driver for this. With most drivers this needs to be unlocked with a [http://www.falconfly.de/downloads/overclock.zip special utility from 3dfx], which will also allow the user to set VSync options for both DirectX and OpenGL. Better cooling, e.g. through means of a case fan is advised when overclocking.&lt;br /&gt;
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Note that 3dfx cards can react quite sensitively to overclocked system buses, such as the commonly attempted 133 MHz FSB on 100 MHz-specified Intel 440BX chipset boards. Such an overclock on these boards will result in a 89 MHz (instead of 66 MHz) frequency for the AGP bus due to the lack of a proper divider, which can result in garbled BIOS screens and IDE drive corruption. Finally, note that all overclocking happens at the user's own risk.&lt;br /&gt;
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== Getting the best compatibility ==&lt;br /&gt;
&lt;br /&gt;
For better compatibility and versatility, it is common practice among vintage computer enthusiasts to have multiple video or sound cards in one system. Back in the day, this was typically widespread and necessary for 3D-only 3dfx cards with a loop cable (V1/V2). That way, one can easily have a faster card for OpenGL/D3D (or a card supporting one of the other proprietary 3D APIs) combined with e.g. V2 SLI which will automatically engage when Glide is chosen in games. This may cause issues with some cards if for some reason OpenGL/D3D would be needed on the 3dfx card(s).&lt;br /&gt;
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Another way is to combine said non-3dfx card with a 2D+3D 3dfx card, one of them being AGP and the other one PCI. Due to both being full video cards one would need to perform the switch in the BIOS under &amp;quot;Primary VGA adapter&amp;quot;, &amp;quot;Boot from AGP/PCI&amp;quot; or likewise (if it supports it) depending on what card is needed. This method has the disadvantage of requiring to relocate the monitor cable each time because there is no passthrough; a monitor with multiple inputs or a VGA or KVM switch would solve that problem, potentially with DVI for one of the cards if available. This should work very reliably without any conflicts.&lt;br /&gt;
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It is also possible to take advantage of multi-monitor support in Windows 98, either with a multi-input monitor by switching between inputs on the monitor itself or two monitors. However, this has been reported to cause Windows to use the OpenGL software fallback mode as long as the secondary display is enabled, so it is perhaps not the optimal solution. Direct3D hardware acceleration only works on the primary display.&lt;br /&gt;
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Finally, for maximum Glide compatibility, one could even use three cards (e.g. V1, V2 and V3/4/5) and switch between the cards by copying the appropriate glide2x.dll/glide3x.dll drivers into the game directory depending on which card the game should run with. When using this method, it is important to install the drivers in ascending order, so that games which access the drivers in the Windows folder use the newest 3dfx card. For DOS games, one would analogically copy Glide2x.ovl into the game folder.&lt;br /&gt;
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To get games which were originally made for Voodoo Graphics to work with Voodoo2 boards, one can use the following SST variables in the autoexec.bat, either directly or by an external batchfile:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;SET SST_GRXCLK=90&lt;br /&gt;
SET SST_FT_CLK_DEL=0x4&lt;br /&gt;
SET SST_TF0_CLK_DEL=0x6&lt;br /&gt;
SET SST_TF1_CLK_DEL=0x6&lt;br /&gt;
SET SST_VIN_CLKDEL=0x1&lt;br /&gt;
SET SST_VOUT_CLKDEL=0x0&lt;br /&gt;
SET SST_TMUMEM_SIZE=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Voodoo Graphics ==&lt;br /&gt;
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[[File:Voodoo_1.jpg|200px|thumb|Diamond Monster 3D (4 MB)]]&lt;br /&gt;
[[File:Canopus_Pure3D.jpg|200px|thumb|Canopus Pure3D (6 MB)]]&lt;br /&gt;
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The Voodoo Graphics chipset, based on the SST1 architecture, was 3dfx's first foray into the PC market. Its release in 1996 was primarily made possible by EDO DRAM declining in price, allowing good profits from an adequately-equipped ~$300 Voodoo Graphics solution. The PCI cards, which were manufactured by board partners, feature a frame buffer processor, a texture mapping unit (TMU), a RAMDAC and 4 MB EDO DRAM (some later versions were released with 6 or even 8 MB). Both the RAM and graphics processors operate at 50 MHz, with 2 MB RAM being used as framebuffer and 2 MB as texture memory. The RAM banks are on independent 64-bit buses. A Pentium 90 with 8 MB RAM was considered the minimal specifications for these cards.&lt;br /&gt;
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The chipset was rich in features, boasting perspective correct texture mapping, bilinear texture filtering, level of detail MIP mapping, sub-pixel correction, polygonal-based Gouraud shading and texture modulation. It natively supported Direct3D 5 and introduced Glide, 3dfx's own proprietary API that worked initially under DOS and later under Windows 9x and NT 4.0/2000. Glide was essentially a subset of OpenGL, with no support for features deemed unnecessary for PC gaming at the time, and for some functions not supported by the SST1 architecture. OpenGL games were initially only supported through the use of MiniGL, which was an OpenGL driver with only the necessary functions implemented for a specific game, most notably Quake engines. In May 1999, 3dfx released a full OpenGL ICD, providing support for all OpenGL applications, which was becoming increasingly important at the time since it was required for the then upcoming Quake 3.&lt;br /&gt;
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Voodoo Graphics does not have 2D functions like VGA or GUI acceleration, meaning that they have to be used in conjunction with a standard 2D card by means of a [[VGA passthrough cable]]. Voodoo cards have relays onboard that switch between passthrough mode and output mode, controlled by the driver or DOS game/Glide. Unfortunately the passthrough impacts 2D quality because of the signal passing through additional circuitry that may not be of optimum quality. High resolution GUI modes are most noticeably affected.&lt;br /&gt;
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Thanks to 3dfx's efforts with game developers and publishers and the excellent performance of their solution, the company's technology was quickly adopted as the de-facto standard in PC 3D gaming. Voodoo 1 enjoyed lengthy support from game developers. Despite only supporting resolutions as high as 640x480 (800x600 without the usage of Z-buffering) and 16-bit color depth, the card was usable with games into 2000.&lt;br /&gt;
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The prime competitors upon its release were the [[PowerVR]] PCX1 and [[Rendition]] Vérité V1000 chipsets, the latter of which already featured complete 2D processing onboard. Other competitors include the [[Matrox]] Millenium II/[[Matrox Mystique]], [[ATI]] Rage II, [[S3]] Virge and [[NVIDIA]] RIVA 128, all of which had 2D functions, but only the RIVA 128 can be said to match the Voodoo 1 in performance, while of course lacking Glide support.&lt;br /&gt;
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'''Bottom line:'''&lt;br /&gt;
The card's prime use case would be statically-linked Glide games in DOS that depend on the first Voodoo chipset. Later games, starting with ca. 1997, are better played with the subsequent Voodoo cards. &lt;br /&gt;
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Cards with higher than 4 MB are a trade-off: they have somewhat higher compatibility to later games, but lose some compatibility with first generation titles. 6 MB versions only have more texture memory and are therefore still limited to 640x480; 8 MB boards are able to show 800x600 resolutions due to extra framebuffer memory. Both offer smoother frame rates in games with more texture memory usage, such as Unreal and Quake 2.&lt;br /&gt;
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== Voodoo Rush ==&lt;br /&gt;
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[[File:Jazz Multimedia Voodoo Rush.jpg|200px|thumb|Jazz Adrenaline 3D (Alliance ProMotion)]]&lt;br /&gt;
[[File:Voodoo_Rush_with_Macronix_2D.jpg|200px|thumb|Procomp G108 (Macronix)]]&lt;br /&gt;
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Voodoo Rush was released in August 1997 for the PCI bus and addressed the main shortcoming of the Voodoo Graphics by being a complete 2D/3D solution. The chipset combined either an [[Alliance Semiconductor]] AT25/AT3D or [[Macronix]] 2D core on the same board as the exact same Voodoo chipset (on some cards the 3dfx part came as a daughterboard).&lt;br /&gt;
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The combination of two independent chipsets led to a bottleneck for the 3dfx part and therefore about 10% lower performance. The cards had 4, 6 or 8 MB total memory, with only 8 MB versions offering 4 MB for texture space, similarly to Voodoo Graphics. Some cards had slightly higher clocks to close the performance gap. The cards also sometimes weren't fully compatible to existing games, leading to specific Voodoo Rush patches for some games, e.g. Tomb Raider.&lt;br /&gt;
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The AT3D chipset has rudimentary 3D functions which can be activated, meaning that Rush cards that feature it have two 3D chipsets.&lt;br /&gt;
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'''Bottom line:''' Rush cards were an infamous early attempt at a 2D/3D card by 3dfx and should be avoided when building a vintage gaming system. Primarily a curiosity. Despite that, the cards may be potentially useful in fringe cases like in a system with only a single available PCI slot that does not support a Banshee or Voodoo3 because of a weak power supply or weak voltage regulators. They shouldn't be difficult to acquire since the demand is not as high as for other 3dfx cards.&lt;br /&gt;
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== Voodoo2 ==&lt;br /&gt;
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[[File:3dfx_Voodoo_2.jpg|200px|thumb|Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)]]&lt;br /&gt;
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Released in early 1998, the Voodoo2 chipset (SST96) expanded upon its predecessor by adding a second texture processor and featuring 8 or 12 MB EDO DRAM. The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Since the V2 features single-pass multi-texturing and single-pass trilinear filtering (and therefore supports Direct3D 6), performance in games utilizing these features is further increased because the second texture unit is taken advantage of. The first notable games to do so were Quake II (1997) and Unreal (1998). The cards also support SLI (Scan-Line Interleave), a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling resolutions up to 1024x768. With one card installed, up to 800x600 is possible regardless of memory.&lt;br /&gt;
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Following the same principle as the Voodoo1 there are three independent 64-bit RAM buses, one for the frame buffer processor and one for each TMU. While 4 MB RAM are available for the frame buffer, the textures have to be copied into the RAM of both TMUs. So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times. &lt;br /&gt;
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A large number of cards from different manufacturers were released, with some deviating from the reference design and/or featuring extra cooling and even slight factory overclocks. The Voodoo2 remained the best 3D accelerator card throughout 1998.&lt;br /&gt;
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Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator.&lt;br /&gt;
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For SLI operation a special SLI cable is required. It is also possible to use a [[How to make a Voodoo 2 SLI cable|modified floppy drive cable]].&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The iconic Voodoo2 SLI setup holds nostalgic value for some people. Thanks to the PCI interface, they can theoretically be used even with some modern mainboards. Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration.&lt;br /&gt;
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== Banshee ==&lt;br /&gt;
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Released in 1998, the Banshee was 3dfx's first fully integrated 2D+3D card. It combines a new 2D core, a single-TMU Voodoo2 and the RAMDAC into one chip. It is clocked at 100 MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Banshee cards were the first 3dfx cards to universally feature some kind of cooling solution and came equipped with 8MB/16MB SDRAM or SGRAM, with PCI and AGP versions existent.&lt;br /&gt;
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Its 2D acceleration was very capable. It rivaled the fastest 2D cores from Matrox, Nvidia, and ATI, consisting of a 128-bit GUI engine and a 128-bit VESA VBE 3.0 VGA core. DirectDraw is accelerated, and the GUI portion supports all of the Windows Graphics Device Interface (GDI) in hardware. The GUI engine achieved near-theoretical maximum performance with a null driver test in Windows NT.&lt;br /&gt;
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'''Bottom line:''' Banshee cards are far superior to Voodoo Rush, although they have a few bugs in various areas such as video playback and DOS VESA modes. As such they are not ideal gaming choices, although they can be still useful for some games.&lt;br /&gt;
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== Voodoo 3 ==&lt;br /&gt;
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[[File:3dfx_Voodoo_3_3000.jpg|200px|thumb||Voodoo 3 3000 AGP]]&lt;br /&gt;
[[File:3dfx_Voodoo_3_3500.jpg|200px|thumb||Voodoo 3 3500 TV]]&lt;br /&gt;
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The Voodoo 3, codenamed &amp;quot;Avenger&amp;quot;, was announced at COMDEX in November 1998 and released on April 3, 1999. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes. The cards were released in four different flavors: the 125 MHz Voodoo 3 1000, the 143 MHz Voodoo 3 2000, the 166 MHz Voodoo 3 3000, and the 183 MHz Voodoo 3 3500 TV with integrated TV tuner. Except for the low-end V3 1000, which could also come with 8 MB, all cards featured 16 MB. The V3 line came both in PCI or AGP versions, with the 3500 being AGP-only. Some PCI versions featured SGRAM instead of the standard SDRAM. Thanks to the integrated 350 MHz RAMDAC (V3 3000/3500), the maximum resolution is 2048x1536 at about 75 Hz.&lt;br /&gt;
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Now facing stronger competition from [[NVIDIA|NVIDIA's]] RIVA TNT line, which already supported 32-bit color depth, higher than 256x256 textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because 32-bit rendering introduced a big performance hit on competitor cards. At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term &amp;quot;22-bit&amp;quot;, describing the fact that the RAMDAC of the card would perform either a 2x2 box or 4x1 line filter on the image, depending on the driver settings, masking some of the dithering.&lt;br /&gt;
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The RIVA TNT2 Ultra rivaled the higher V3 cards in speed. The GeForce 256, which came out later that year, beats it both by features and performance in D3D and OGL games, yet can still merely tie it in some Glide-centric games such as Unreal Tournament.&lt;br /&gt;
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A noteworthy problem with Voodoo3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with. The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3.3V for this slot, but due to cost saving measures some mainboard manufacturers utilized parts that were specified for less than that. Voodoo3 cards were reported to demand up to 4.8A, which could cause severe thermal issues, crashes and even hardware failures with these boards. One known manufacturer with this problem was Gigabyte. A list with Gigabyte motherboards which are confirmed for use with Voodoo3 cards by the company is available in the links section.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' A Voodoo 3 2000 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory (for 1024x768 as the highest resolution available with Voodoo2 SLI there would be 16 - 4.5 = 11.5 MB available instead of 4 MB, nearly three times as much). The image quality is slightly better due to more advanced RAMDAC filtering and the end of the passthrough design.&lt;br /&gt;
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Like with all Voodoo cards, V3 will run games requiring 8-bit paletted textures or table fog. If all this is taken into account together with its good DOS compatibility/speed, wide availability and low cost, the Voodoo 3 can be considered the all-around best vintage card for games of its time frame and before.&lt;br /&gt;
&lt;br /&gt;
== Voodoo 4/5 ==&lt;br /&gt;
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[[File:PowerColor_Voodoo_4_4500.jpg|200px|thumb||PowerColor Evilking IV]]&lt;br /&gt;
[[File:3dfx_Voodoo_5_5500.jpg|200px|thumb||Voodoo 5 5500]]&lt;br /&gt;
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The VSA-100 (Voodoo Scalable Architecture), codenamed &amp;quot;Napalm&amp;quot;, was the final product from 3dfx and was released in 2000. Only the single-chip Voodoo 4 4500 and the dual-chip Voodoo 5 5500 made it to market, both clocked at 166 MHz and released both in AGP and PCI versions. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each (instead of one pipeline with two texture units), larger texture caches and data paths expanded from 16-bit to 32-bit. The chip supports 32-bit color depth 3D rendering, 2048x2048 textures, FXT1 and DXTC texture compression.&lt;br /&gt;
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The marketing was now more centered on image quality (&amp;quot;cinematic effects&amp;quot;) than speed: Due to the added &amp;quot;T-buffer&amp;quot; the Voodoo 4 4500 is capable of 2x RGSSAA (rotated-grid supersampling anti-aliasing), while the Voodoo 5 5500 supports up to 4x RGSSAA. Compared to other methods such as MSAA (multisample anti-aliasing), this variant is considered higher quality, because it smooths the whole screen and eliminates texture flickering to a great extent, therefore generating a much &amp;quot;calmer&amp;quot; and more realistic image especially when moving in the game.&lt;br /&gt;
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Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode. Generally speaking, the 4x mode is only practially useful up to 800x600 depending on the game.&lt;br /&gt;
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The Voodoo 5 generally performs close to the GeForce 256 DDR, but was not competitive with high-end GeForce 2 cards, especially since Glide support in new games was rapidly declining by that time. Despite this, its SSAA implementation was considered superior to the competition. Unlike the GeForce cards which were Direct3D 7 capable, the VSA-100 line was still limited to Direct3D 6, as it lacked Hardware T&amp;amp;L. This feature, which was introduced by Nvidia a year before, was slowly taking off in 2000 and games from that time which use it to a great extent are not optimally suited for these cards.&lt;br /&gt;
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Voodoo 4 4500 cards have 32 MB SDRAM. Voodoo 5 5500 cards have 64 MB SDRAM, although only 32 of it are actually usable due to the SLI method used, much like with Voodoo2 SLI. Voodoo 5 cards require supplementary power in the form of a single Molex connection.&lt;br /&gt;
&lt;br /&gt;
'''Bottom line:''' The V4 4500 is not a large improvement over the V3, since it [http://translate.google.com/translate?hl=de&amp;amp;sl=de&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Fv3vsv4.php performs similarly] and its new features are of limited benefit due to this fact. V5 5500 is considerably faster and provides an optimal Glide experience up to around 1280x1024 without AA, with the added possibility of adding anti-aliasing for higher image quality in lower resolutions, which may be especially useful with older games that are locked to these modes. For authentic hardware, VSA-100 can provide the best visual quality in such titles.&lt;br /&gt;
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To attain the best possible frame rates, the cards can be combined with fast CPUs such as Athlon XPs with the KT333 chipset. AGP 3.3v support is necessary.&lt;br /&gt;
&lt;br /&gt;
Macintosh PCI versions of the V5 5500 have DVI outputs for clearer image quality. Using this with DOS games may [[General monitor advices|cause problems]] due to locked refresh rates though.&lt;br /&gt;
&lt;br /&gt;
== Other 3dfx cards ==&lt;br /&gt;
&lt;br /&gt;
The company also released other cards, such as the budget Velocity (name taken after the acquisition of STB) line, which only came with 1 TMU similarly to Banshee, although the second one can reportedly be enabled by a registry hack. Also, 3dfx had plans for a Voodoo 5 6000, which would have come with four VSA-100 chips installed and would have been powered by an external power supply, dubbed &amp;quot;Voodoo Volts&amp;quot;. About 150-250 of these were made as prototypes. These cards beat Nvidia's GeForce 2 line and are even competitive with GeForce 3 when used with faster CPUs, and are also capable of 8x RGSSAA. The prototypes are considered &amp;quot;legendary&amp;quot; in the enthusiast community and are highly sought after, with prices easily as high as $1000 paid for them.&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[3dfx Benchmarks]]''&lt;br /&gt;
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== Video captures ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QLBgaLOi7N4}}&lt;br /&gt;
{{#ev:youtube|4j07Gmrw50E}}&lt;br /&gt;
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== External links ==&lt;br /&gt;
*[http://www.tdfx.de/eng/grafikkarten_alle.shtml Complete database of 3dfx cards]&lt;br /&gt;
*[http://www.falconfly.de/ Best resource for 3dfx drivers + other information]&lt;br /&gt;
*[http://www.zeus-software.com/downloads/nglide/compatibility Glide games list]&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=886 Complete list of Glide games for DOS]&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2DC6912FD577F199 3D Acceleration Comparison with many 3dfx games]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fwww.voodooalert.de%2Fde%2Fcontent%2Ftests%2Findex.php&amp;amp;act=url Many 3dfx tests and driver comparisons]&lt;br /&gt;
*[http://patrizio1.tripod.com/var.htm List of SST variables]&lt;br /&gt;
*[http://translate.google.com/translate?sl=de&amp;amp;tl=en&amp;amp;js=n&amp;amp;prev=_t&amp;amp;hl=de&amp;amp;ie=UTF-8&amp;amp;eotf=1&amp;amp;u=http%3A%2F%2Fweb.archive.org%2Fweb%2F20000108224559%2Fhttp%3A%2F%2Fwww.gigabyte.de%2Fgigadeutsch%2Fnews%2Fnews.htm&amp;amp;act=url List of Gigabyte mainboards which will accept a Voodoo3]&lt;br /&gt;
*[http://www.3dgw.com/faq/moodys_voodoo2_faq.htm Moody's Voodoo2 FAQ]&lt;br /&gt;
*[http://web.archive.org/web/20120819114837/http://www.team5150.com/~andrew/carmack/johnc_plan_1998.html#d19980216 John Carmack on texture swapping with Voodoo cards (archived)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=AMD_CPUs&amp;diff=1317</id>
		<title>AMD CPUs</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=AMD_CPUs&amp;diff=1317"/>
				<updated>2013-04-28T07:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== K5 ==&lt;br /&gt;
&lt;br /&gt;
== K6 ==&lt;br /&gt;
&lt;br /&gt;
[[File:AMD_K6-200.jpg|200px|thumb||AMD K6 200MHz]]&lt;br /&gt;
&lt;br /&gt;
== K6-2 ==&lt;br /&gt;
&lt;br /&gt;
Released in early 1998, the K6-2 CPUs were an enhancement of the original K6. Cache size remained the same, however the K6-2 saw the introduction of 3Dnow!, a SIMD instruction set akin to MMX. Some games and drivers (especially 3Dfx) were patched or updated to take advantage of 3Dnow!. Quite a few K6-2 models ran using a 100MHz FSB which gave a boost of 5%-10% depending on the game.&lt;br /&gt;
K6-2 processors are used quite often in Super Socket 7 machines thanks to the unlocked multiplier. Its overall floating point performance, however, was not as high as that of Intel's Pentium II or even Celeron.&lt;br /&gt;
&lt;br /&gt;
== K6-III ==&lt;br /&gt;
&lt;br /&gt;
The K6-III was released in 1999 , just a few months before the Athlon, although only in small volumes. It's only advantage over the K6-2 is the inclusion of full-speed L2 cache on the chip, where as K6 and K6-2 processors used motherboard cache as L2. This has the additional benefit of increasing the cacheable area. This is significant, as many Socket 7 and Super 7 motherboards could only cache 64MB or 128MB (only a few motherboards could cache more memory). When using a K6-III the motherboard cache acts as L3 cache.&lt;br /&gt;
K6-III processors come in 2 different voltages, namely 2.2V and 2,4V. While the 2.2V parts produce only slightly more heat then the Pentium MMX parts do, the 2.4V chips ran rather hot (about 20W max for the 2.2V part and almost 30W max for the 2.4V part).&lt;br /&gt;
In terms of performance, certain games such as MDK2 love the full-speed L2 cache and benefit from it, although most games don't benefit nearly as much.&lt;br /&gt;
K6-III CPUs should generally be avoided and replaced with K6-2+/III+ CPUs (if the motherboard supports it) which are much cooler and clock higher.&lt;br /&gt;
&lt;br /&gt;
== K6-2+/K6-III+ ==&lt;br /&gt;
&lt;br /&gt;
K6-2+/K6-III+ CPUs were released in 2000 as cheap upgrades to owners of K6-2 and K6-III CPUs. They were manufactured at a smaller 0.180nm process thus consuming far less power. Despite the name, both processors feature full-speed ondie L2 cache, with the K6-2+ featuring 128KB and the K6-III+ 256KB.&lt;br /&gt;
The K6-2+/III+ are perhaps the most favoured chips from the K6 line of CPUs, due to their low heat output and minimal power requirements, most of which allow them to clock as high as 600MHz, which generally is an easily attainable speed. At that speed, the performance of the K6-II+/III+ is around that of Pentium II/III 450 and Pentium II/III 500, depending on the game.&lt;br /&gt;
&lt;br /&gt;
== Athlon ==&lt;br /&gt;
[[File:Socket_A_Athlons.JPG|200px|thumb||Socket A CPU's]]&lt;br /&gt;
In 1999 AMD left Super 7 behind and created the Athlon processor for Slot A. This was a vast improvement when compared to it's earlier offerings and made AMD a genuine competitor to Intel, which started the famous &amp;quot;1GHz race&amp;quot;.&lt;br /&gt;
Later AMD replaced Slot A with Socket A around the time it introduced Athlon's second core, the Thunderbird.&lt;br /&gt;
Thunderbird at first made use of a 200MHz FSB (using 100MHz SDRAM) but this was later raised to 266MHz (using 133MHz SDRAM). A budget version of Thunderbird was also made, called the Duron. The Duron is basically a Thunderbird with 3/4's of it's L2 cache cut away, yet it still remained competitive compared to Intel's Celeron's.&lt;br /&gt;
Thunderbird went from 600MHz to 1400MHz.&lt;br /&gt;
&lt;br /&gt;
When AMD introduced Thunderbird's successor, it had to compete with Intel's netburst CPU's, which inherently had much higher clock frequencies compared to Thunderbird. It was then that AMD reinstated the PR rating, starting with Thunderbird's successor, the Palomino.&lt;br /&gt;
&lt;br /&gt;
The Palomino was basically an optimized Thunderbird (something which can be seen as the die is more square compared to the rectangular die of the Thunderbird CPU's) build in the same manufacturing process. Another difference is that Palomino CPU's were made with a plastic package instead of the purple ceramic package used by Thunderbird.&lt;br /&gt;
&lt;br /&gt;
Both Thunderbird and Palomino produced a large amount of heat (sometimes in excess of 70W, compared to the 30W to 35W of Pentium 3) and needed beefy coolers in order to be kept cool and were relatively easy to overheat and burn out if the CPU cooler was either not installed properly or if it had moved while the entire system was in transit (like in the back of a car on a bumpy road). None of the Thunderbirds have internal thermal protection circuitry, thus one has to be very careful when installing the CPU cooler. An internal thermal diode (that shut down the CPU in case of overheating) was introduced with the Palomino, but reliability of that thermal diode is heavily dependent on the motherboard - it often didn't work correctly with lower quality / cheaper motherboards. [http://www.youtube.com/watch?v=BSGcnRanYMM Video showcasing operation without heatsink]&lt;br /&gt;
&lt;br /&gt;
The Palomino is otherwise better known as &amp;quot;Athlon XP&amp;quot; and &amp;quot;Athlon MP&amp;quot; (the latter was designed for use in multiple processor systems) and, as mentioned before, used the PR rating in it's model number instead of using it's real clock speed like Thunderbird did. Palomino was also generally the first Athlon to use DDR memory instead of SDRAM (though both can work with either type of memory, it is best to use DDR memory instead of SDRAM as SDRAM created quite a memory bandwidth bottleneck). &lt;br /&gt;
Palomino went from 1333MHz (1500+ rating) to 1733MHz (2100+ rating).&lt;br /&gt;
&lt;br /&gt;
Palomino was succeeded by Thoroughbred, which was basically a die-shrink of Palomino and the processor die regained it's rectangular shape. Thoroughbred had some initial problems when AMD tried to scale Thoroughbred and a second revision of Thoroughbred was made to solve that problem successfully. Thoroughbred was also the first Athlon to reach a 333MHz FSB. Thoroughbred scaled from 1400MHz all the way to 2200MHz&lt;br /&gt;
&lt;br /&gt;
Thoroughbred was again succeeded by the Barton core, which doubled the L2 cache from 256KB to 512KB, somewhat improving performance. Barton was also the first Athlon to reach a 400MHz FSB. And even though Barton was barly any faster then the fastest Thoroughbred which it replaced, it still performed better thanks to it's increased L2 cache.&lt;br /&gt;
&lt;br /&gt;
The 2500+ Barton chip was very popular with overclockers as it was often possible to overclock the chip to 3200+ speeds.&lt;br /&gt;
&lt;br /&gt;
'''Today:''' Try to get the fastest CPU that will run on your motherboard. Theres basically little difference in heat output between the various models of Socket A Athlons, but the performance difference between the older models and the newer ones is significant. The Thunderbirds are very easy to unlock though, one only needs a pencil. But there are also mobile Socket A Athlons which come unlocked in the first place and may consume somewhat less power then the desktop models.&lt;br /&gt;
When considering building a Socket A system, one should keep in mind that Socket A Athlons draw a lot of power from the 5V line from the PSU, which is something modern PSU's are having trouble with.&lt;br /&gt;
&lt;br /&gt;
==Related links==&lt;br /&gt;
*[http://pclinks.xtreemhost.com/elec_pentium.htm Old Processor Electrical Specifications]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Intel_CPUs&amp;diff=1316</id>
		<title>Intel CPUs</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Intel_CPUs&amp;diff=1316"/>
				<updated>2013-04-28T07:23:06Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Socket 370 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intel is probably the most well known CPU manufacturer in the world.&lt;br /&gt;
They've been making CPU's all the way from the earliest 8086 and are still designing and manufacturing CPU's to this day.&lt;br /&gt;
&lt;br /&gt;
Even though in modern days, Intel CPU's only fit in Intel sockets and the other way around, in the old days there was a wide variety of manufacturers for any given CPU socket.&lt;br /&gt;
&lt;br /&gt;
== Socket 4 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pentium_66.jpg|200px|thumb||Pentium 66]]&lt;br /&gt;
&lt;br /&gt;
Socket 4 was released around 1993 and housed the very first real Pentium processor. Very few different CPU's have been made to fit this socket, which is limited to the Pentium 60MHz, the Pentium 66MHz and the obscure Pentium Overdrive which ran at either 120MHz or 133MHz.&lt;br /&gt;
Because of the limited variety of CPU's manufactured for this socket and the limited speed options these motherboards provided, Socket 4 is a far less flexible platform when compared to Socket 3 or Socket 7.&lt;br /&gt;
Socket 4 supported the then new 60MHz FSB and 66MHz FSB (even though some Socket 4 motherboards were made that had slower FSB's like 50MHz and 40MHz).&lt;br /&gt;
Usually Socket 4 motherboards were fitted with ISA and PCI slots, though some VLB slotted Socket 4 motherboards were made. Socket 4 motherboards used either EDO or FPM memory modules and the memory modules had to be fitted in pairs where in it's predecessor, single modules were used. This was because Socket 4 was the first x86 motherboard that had a 64-bit memory bus (486 and earlier used a 32-bit, or a 16-bit memory bus).&lt;br /&gt;
&lt;br /&gt;
All Socket 4 motherboards were made as AT motherboards or as proprietary boards. No ATX Socket 4 motherboards were ever made.&lt;br /&gt;
No AGP slotted Socket 4 motherboard was ever made.&lt;br /&gt;
&lt;br /&gt;
== Socket 7 ==&lt;br /&gt;
=== Pentium Classic ===&lt;br /&gt;
Classic Pentium CPUs have a wide variety of speeds, from 75 to 200 MHz. They are supported by literally any Socket 7 chip set and proved to be fine performers. Pentium Classic is a good choice for Socket 7 Build, especially for beginners. They are easy to find and cost next to nothing.&lt;br /&gt;
&lt;br /&gt;
=== Pentium MMX ===&lt;br /&gt;
[[File:Pentium166MMX.jpg|200px|thumb||Pentium 166 MMX]]&lt;br /&gt;
Pentium MMX CPUs arrived in 166, 200, 233MHz versions (66MHz x2.5, x3.0, x3.5).&lt;br /&gt;
&lt;br /&gt;
Comparing to Pentium Classic, they have different core (P55C) with lesser 0.28 µm process. L1 cache was doubled (32KB vs 16KB). A new set of instructions called MultiMedia eXtensions was introduced, although the software to use them started to appear only by the time Pentium MMX processors were severely outdated. &lt;br /&gt;
&lt;br /&gt;
Pentium MMX processors are supported by later Socket 7 motherboards with '''split rail voltage'''. Not every motherboard will accept such a CPU.&lt;br /&gt;
&lt;br /&gt;
Overall Pentium MMX 233 can be considered the best choice of ''authentic'' CPU for a socket 7 system. When overclocked to 262MHz or further, it provides exceptional performance no other Socket 7 CPU can match. Pentium MMX CPUs are harder to find than classic Pentiums, but they are still quite cheap.&lt;br /&gt;
&lt;br /&gt;
== Socket 370 ==&lt;br /&gt;
[[File:Pentium3_1400.JPG|200px|thumb||Pentium 3 1400MHz]]&lt;br /&gt;
Socket 370 was released on the 4th of January 1999 and was originally made as a budget CPU socket compared to Intel's higher-end Slot 1 solution. Later it became Intel's main CPU Socket until the release of the Pentium 4, after which it moved to the budget end of the market again before being phased out altogether.&lt;br /&gt;
A wide variety of CPU's exist for this socket, ranging from the 333MHz Celeron (with Mendocino core) all the way to the Pentium 3 1400MHz (with the 512 KB L2 cache version also being known as Tualatin-S). The Tualatin-S was also very popular for servers because of their low power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
VIA also made a variety of CPU's for this socket, though compatibility is somewhat sketchy.&amp;lt;br&amp;gt;&lt;br /&gt;
As this CPU socket went through a couple revisions, not all Socket 370 CPU's will work in any given Socket 370 motherboard, even though they will mechanically fit. Generally speaking there are 3 different types of motherboards using this socket:The early Celeron Mendocino-only motherboards (usually limited to a 66MHz FSB), the Coppermine capable motherboards (having a maximum FSB of either 100MHz or 133MHz) and the Tualatin capable motherboards. Sometimes Tualatin capable motherboards have their CPU socket colored blue instead of the usual white.&lt;br /&gt;
&lt;br /&gt;
To prevent usage of newer CPU's in older motherboards, Intel switched a couple pins around to prevent operation of Coppermine CPU's in the earliest Celeron-only boards and Intel repeated that trick when it started manufacturing Tualatin CPU's. This prevented the use of later chips in older motherboards, even if the right (lower) voltage could be supplied by the motherboard.&lt;br /&gt;
&lt;br /&gt;
Usually Socket 370 boards have AGP slots. The older ones have an AGP 2x (3.3V) and the newer ones have a universal 1.5V AGP 4x slot. Motherboards using ALi's M1631 (Aladdin TNT2) or Intel's i810/810E chipsets do not support an AGP slot. All Socket 370 motherboards have PCI slots and the older types of Socket 370 motherboards have ISA slots. ISA slots are more common on motherboards using non-Intel chipsets. Almost all Socket 370 motherboards are ATX (though a few AT Socket 370 motherboards are known to exist). Only very few Tualatin motherboards featured one or 2 ISA slots.&lt;br /&gt;
Usually motherboards with the Intel i815 chipset have no ISA slots, except when the motherboard is equipped with a bridge chip. The bridge chip may cause some problems when using ISA sound cards.&lt;br /&gt;
&lt;br /&gt;
The Intel i810/815 chipsets also only support up to 512 MB of memory. Its main competitors didn't have that limitation.&lt;br /&gt;
&lt;br /&gt;
'''Today:''' Popular choices these days are either a 1000MHz Coppermine or, if the motherboard supports it, a 1400MHz Tualatin-s. Both these processors are about the fastest of their kind and widely available. The 1400MHz Tualatin-s is about as fast as a 1400MHz AMD Thunderbird while consuming about half the power, which helps in keeping case temperatures down.&lt;br /&gt;
A number of BX Socket 370 motherboards were also made, just get the fastest processor available for your board.&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Intel_CPUs&amp;diff=1315</id>
		<title>Intel CPUs</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Intel_CPUs&amp;diff=1315"/>
				<updated>2013-04-28T07:22:21Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intel is probably the most well known CPU manufacturer in the world.&lt;br /&gt;
They've been making CPU's all the way from the earliest 8086 and are still designing and manufacturing CPU's to this day.&lt;br /&gt;
&lt;br /&gt;
Even though in modern days, Intel CPU's only fit in Intel sockets and the other way around, in the old days there was a wide variety of manufacturers for any given CPU socket.&lt;br /&gt;
&lt;br /&gt;
== Socket 4 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pentium_66.jpg|200px|thumb||Pentium 66]]&lt;br /&gt;
&lt;br /&gt;
Socket 4 was released around 1993 and housed the very first real Pentium processor. Very few different CPU's have been made to fit this socket, which is limited to the Pentium 60MHz, the Pentium 66MHz and the obscure Pentium Overdrive which ran at either 120MHz or 133MHz.&lt;br /&gt;
Because of the limited variety of CPU's manufactured for this socket and the limited speed options these motherboards provided, Socket 4 is a far less flexible platform when compared to Socket 3 or Socket 7.&lt;br /&gt;
Socket 4 supported the then new 60MHz FSB and 66MHz FSB (even though some Socket 4 motherboards were made that had slower FSB's like 50MHz and 40MHz).&lt;br /&gt;
Usually Socket 4 motherboards were fitted with ISA and PCI slots, though some VLB slotted Socket 4 motherboards were made. Socket 4 motherboards used either EDO or FPM memory modules and the memory modules had to be fitted in pairs where in it's predecessor, single modules were used. This was because Socket 4 was the first x86 motherboard that had a 64-bit memory bus (486 and earlier used a 32-bit, or a 16-bit memory bus).&lt;br /&gt;
&lt;br /&gt;
All Socket 4 motherboards were made as AT motherboards or as proprietary boards. No ATX Socket 4 motherboards were ever made.&lt;br /&gt;
No AGP slotted Socket 4 motherboard was ever made.&lt;br /&gt;
&lt;br /&gt;
== Socket 7 ==&lt;br /&gt;
=== Pentium Classic ===&lt;br /&gt;
Classic Pentium CPUs have a wide variety of speeds, from 75 to 200 MHz. They are supported by literally any Socket 7 chip set and proved to be fine performers. Pentium Classic is a good choice for Socket 7 Build, especially for beginners. They are easy to find and cost next to nothing.&lt;br /&gt;
&lt;br /&gt;
=== Pentium MMX ===&lt;br /&gt;
[[File:Pentium166MMX.jpg|200px|thumb||Pentium 166 MMX]]&lt;br /&gt;
Pentium MMX CPUs arrived in 166, 200, 233MHz versions (66MHz x2.5, x3.0, x3.5).&lt;br /&gt;
&lt;br /&gt;
Comparing to Pentium Classic, they have different core (P55C) with lesser 0.28 µm process. L1 cache was doubled (32KB vs 16KB). A new set of instructions called MultiMedia eXtensions was introduced, although the software to use them started to appear only by the time Pentium MMX processors were severely outdated. &lt;br /&gt;
&lt;br /&gt;
Pentium MMX processors are supported by later Socket 7 motherboards with '''split rail voltage'''. Not every motherboard will accept such a CPU.&lt;br /&gt;
&lt;br /&gt;
Overall Pentium MMX 233 can be considered the best choice of ''authentic'' CPU for a socket 7 system. When overclocked to 262MHz or further, it provides exceptional performance no other Socket 7 CPU can match. Pentium MMX CPUs are harder to find than classic Pentiums, but they are still quite cheap.&lt;br /&gt;
&lt;br /&gt;
== Socket 370 ==&lt;br /&gt;
[[File:Pentium3_1400.JPG|200px|thumb||Pentium 3 1400MHz]]&lt;br /&gt;
Socket 370 was released on the 4th of January 1999 and was originally made as a budget CPU socket compared to Intel's higher-end Slot 1 solution. Later it became Intel's main CPU Socket until the release of the Pentium 4, after which it moved to the budget end of the market again before being phased out altogether.&lt;br /&gt;
A wide variety of CPU's exist for this socket, ranging from the 333MHz Celeron (with Mendocino core) all the way to the Pentium 3 1400MHz (with the 512 KB L2 cache version also being known as Tualatin-S). The Tualatin-S was also very popular for servers because of their low power consumption. &lt;br /&gt;
VIA also made a variety of CPU's for this socket, though compatibility is somewhat sketchy.&lt;br /&gt;
As this CPU socket went through a couple revisions, not all Socket 370 CPU's will work in any given Socket 370 motherboard, even though they will mechanically fit. Generally speaking there are 3 different types of motherboards using this socket:The early Celeron Mendocino-only motherboards (usually limited to a 66MHz FSB), the Coppermine capable motherboards (having a maximum FSB of either 100MHz or 133MHz) and the Tualatin capable motherboards. Sometimes Tualatin capable motherboards have their CPU socket colored blue instead of the usual white.&lt;br /&gt;
&lt;br /&gt;
To prevent usage of newer CPU's in older motherboards, Intel switched a couple pins around to prevent operation of Coppermine CPU's in the earliest Celeron-only boards and Intel repeated that trick when it started manufacturing Tualatin CPU's. This prevented the use of later chips in older motherboards, even if the right (lower) voltage could be supplied by the motherboard.&lt;br /&gt;
&lt;br /&gt;
Usually Socket 370 boards have AGP slots. The older ones have an AGP 2x (3.3V) and the newer ones have a universal 1.5V AGP 4x slot. Motherboards using ALi's M1631 (Aladdin TNT2) or Intel's i810/810E chipsets do not support an AGP slot. All Socket 370 motherboards have PCI slots and the older types of Socket 370 motherboards have ISA slots. ISA slots are more common on motherboards using non-Intel chipsets. Almost all Socket 370 motherboards are ATX (though a few AT Socket 370 motherboards are known to exist). Only very few Tualatin motherboards featured one or 2 ISA slots.&lt;br /&gt;
Usually motherboards with the Intel i815 chipset have no ISA slots, except when the motherboard is equipped with a bridge chip. The bridge chip may cause some problems when using ISA sound cards.&lt;br /&gt;
&lt;br /&gt;
The Intel i810/815 chipsets also only support up to 512 MB of memory. Its main competitors didn't have that limitation.&lt;br /&gt;
&lt;br /&gt;
'''Today:''' Popular choices these days are either a 1000MHz Coppermine or, if the motherboard supports it, a 1400MHz Tualatin-s. Both these processors are about the fastest of their kind and widely available. The 1400MHz Tualatin-s is about as fast as a 1400MHz AMD Thunderbird while consuming about half the power, which helps in keeping case temperatures down.&lt;br /&gt;
A number of BX Socket 370 motherboards were also made, just get the fastest processor available for your board.&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Socket_8_/_Slot_1_/_Socket_370_Motherboards&amp;diff=1312</id>
		<title>Socket 8 / Slot 1 / Socket 370 Motherboards</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Socket_8_/_Slot_1_/_Socket_370_Motherboards&amp;diff=1312"/>
				<updated>2013-04-28T07:18:36Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: external is a quite misleading term in this context&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Socket 8 ==&lt;br /&gt;
[[File:Dual_Socket_8_Motherboard.JPG|200px|thumb||Socket 8 Motherboard with CPUs]]&lt;br /&gt;
Socket 8 was introduced in November 1995 and is the initial platform used for the P6 architecture, the Pentium Pro CPU.  It was primarily used for workstations and servers, and mostly ignored by home users. Motherboards and the CPU itself were pricey, and Pentium Pro is not necessarily a significant improvement for typical home user applications. In the worst case, running 8/16-bit code, the PPro can be slower than a Pentium at the same clock speed. In the best case with 32-bit code or heavy FPU operation, it far outperforms Pentium.&lt;br /&gt;
&lt;br /&gt;
For gamers the PPro was an exciting development. Its various improvements were highly beneficial for emerging 3D games. It can occasionally outperform the bottom Pentium II models.&lt;br /&gt;
&lt;br /&gt;
The initial chipsets, 450KX/GX, are not ideal for gaming because of PCI deficiencies. It is best to use a later 440FX-based board. It is also a good idea to try the FastVid utility when playing SVGA DOS games because PCI throughput can be dramatically improved. Windows 9x video drivers usually take care of this though.&lt;br /&gt;
&lt;br /&gt;
== Slot 1 ==&lt;br /&gt;
Slot 1 was introduced in May 1997 and served as Intel's successor to Socket 7 and brought the P6 architecture to the home market. CPUs come in a cartridge which contains the CPU chip, cache chips and a cache controller. Later CPUs like Celeron &amp;quot;Mendocino&amp;quot; have on-die cache and thus the cartridge became unnecessary and so Slot 1 was replaced with Socket 370.&lt;br /&gt;
&lt;br /&gt;
Intel 440FX was the first Slot 1 chipset. It was originally designed for Pentium Pro and there are boards with both Socket 8 and Slot 1. 440FX lacks AGP, SDRAM support, and its IDE interface is limited to 16MB/s.&lt;br /&gt;
&lt;br /&gt;
440LX introduced AGP, SDRAM support, and UDMA33. It still has a 66MHz FSB limit. The fastest CPU's that will work are the Pentium II 333MHz (or a Pentium II 400MHz downclocked to 366MHz), the Slot 1 Celeron 433MHz (though faster Celerons can be installed with the use of a slotket) or a downclocked Pentium III with the Katmai core (which will be recognised as a Pentium II usually by the BIOS). Other solutions are to use a special type of slotket that lets one use a Tualatin-core Celeron which will be underclocked also, but will provide a speed up to around 1000MHz. Some of the 440LX motherboards had issues with powering more modern AGP graphics cards.&lt;br /&gt;
&lt;br /&gt;
The 440BX is an evolution of 440LX and was very popular. BX boards officially support 100MHz FSB, though many motherboard manufacturers feature other FSB speeds for overclocking. BX also supports up to 1GB of SDRAM. &lt;br /&gt;
&lt;br /&gt;
440BX chipset notes:&lt;br /&gt;
*It doesn't support memory modules greater then 256MB.&lt;br /&gt;
*It's AGP slot requires 3.3v support from the AGP card.&lt;br /&gt;
*Overclocking the FSB to 133MHz will overclock the AGP bus to an out of spec 89MHz. PCI can remain at 33MHz with proper BIOS configuration. &lt;br /&gt;
*Not all BX motherboards will work with Coppermine CPUs and none support Tualatin without an adapter. &lt;br /&gt;
&lt;br /&gt;
There are some other chipsets that feature Slot 1, the i820 chipset and several VIA chipsets. The i820 chipset is designed to support only RDRAM and only 1.5v AGP, although some motherboards feature special RDRAM to SDRAM bridge chip. Using the bridge significantly affects memory bandwith and overall performance. VIA chipsets tend to be less stable but have some advantages compared to BX because some feature AGP 2/4x, 133 MHz FSB and support for larger SDRAM memory modules.&lt;br /&gt;
&lt;br /&gt;
Most Slot 1 boards are made in the ATX form factor but some AT versions have been made.&lt;br /&gt;
&lt;br /&gt;
== Socket 370 ==&lt;br /&gt;
[[File:PGA370CPUSocket.JPG|200px|thumb||CPU socket for Intel and VIA Socket 370 type CPU's]]&lt;br /&gt;
Introduced in January 1999, Socket 370 was originally made as a budget CPU socket. Later it became Intel's main CPU Socket until the release of the Pentium 4, after which it moved to the budget end of the market again before being phased out altogether. &lt;br /&gt;
&lt;br /&gt;
A wide variety of CPU's exist for this socket, ranging from the 333MHz Celeron (with Mendocino core) all the way to the Pentium III-S 1400MHz (also known as Tualatin-S). VIA also made a variety of CPU's for this socket, though compatibility is somewhat sketchy. &lt;br /&gt;
&lt;br /&gt;
As this CPU socket went through a few revisions, not all Socket 370 CPU's will work in any given Socket 370 motherboard. Generally speaking there are 3 different types of motherboards using this socket: the early Celeron Mendocino-only motherboards (usually limited to a 66MHz FSB), the Coppermine capable motherboards (having a maximum FSB of either 100MHz or 133MHz) and the Tualatin capable motherboards. Sometimes Tualatin capable motherboards have their CPU socket colored blue instead of the usual white. &lt;br /&gt;
&lt;br /&gt;
To prevent usage of newer CPU's in older motherboards, Intel switched a couple pins around to prevent operation of Coppermine CPU's in the earliest Celeron-only boards and Intel repeated that trick when it started manufacturing Tualatin CPU's. This prevented the use of later chips in older motherboards, even if the right (lower) voltage could be supplied by the motherboard. &lt;br /&gt;
&lt;br /&gt;
Usually Socket 370 boards have AGP slots, unless an IGP is present. The older ones have an AGP 2x (3.3V) and the newer ones have a universal 1.5V AGP 4x slot. Motherboards using ALi's M1631 (Aladdin TNT2) or Intel's i810/810E chipsets do not support an AGP slot. All Socket 370 motherboards have PCI slots and the older types of Socket 370 motherboards have ISA slots. ISA slots are more common on motherboards using non-Intel chipsets. Almost all Socket 370 motherboards are ATX (though a few AT Socket 370 motherboards are known to exist). Only very few Tualatin motherboards featured one or 2 ISA slots. Usually motherboards with the Intel i815 chipset have no ISA slots, except when the motherboard is equipped with a bridge chip. The bridge chip may cause some problems when using ISA sound cards.&lt;br /&gt;
&lt;br /&gt;
The Intel i810/815 chipsets also only support up to 512 MB of memory. Its main competitors didn't have that limitation.&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Main_Page&amp;diff=1311</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Main_Page&amp;diff=1311"/>
				<updated>2013-04-28T07:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* User benchmarks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''VOGONS Wiki''''', a reference site covering vintage computer hardware used for playing games that don't run correctly on modern computers.&lt;br /&gt;
&lt;br /&gt;
Current goals:&lt;br /&gt;
*Write about the details, advantages, disadvantages and quirks of useful old gaming hardware.&lt;br /&gt;
*Write guides to help get old games running their best.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Help:Wiki_markup Wiki Page Markup Guide] (how to make Wiki pages)&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Extension:FlashMP3 FlashMP3] plugin info (add audio playback to pages)&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Extension:EmbedVideo EmbedVideo] plugin info (embed videos from common sites)&lt;br /&gt;
&lt;br /&gt;
== Gaming Build Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[Hardware guides]]&lt;br /&gt;
*[[Software guides]]&lt;br /&gt;
*[[Recommended Builds]]&lt;br /&gt;
&lt;br /&gt;
== Hardware Info ==&lt;br /&gt;
&lt;br /&gt;
*[[CPUs]]&lt;br /&gt;
*[[Graphics Cards]]&lt;br /&gt;
*[[Sound Cards &amp;amp; Modules]]&lt;br /&gt;
*[[Motherboards &amp;amp; Chipsets]]&lt;br /&gt;
*[[Input Devices]]&lt;br /&gt;
*[[Storage Devices]]&lt;br /&gt;
*[[Monitors]]&lt;br /&gt;
*[[Miscellaneous Components]]&lt;br /&gt;
&lt;br /&gt;
== Game Setup Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[General DOS articles]]&lt;br /&gt;
*[[General Windows articles]]&lt;br /&gt;
*[[Specific DOS game guides]]&lt;br /&gt;
*[[Specific Windows game guides]]&lt;br /&gt;
&lt;br /&gt;
== User benchmarks ==&lt;br /&gt;
*[[3dfx Benchmarks]]&lt;br /&gt;
*[[Socket 7 benchmark results]]&lt;br /&gt;
&lt;br /&gt;
== [[Retrocomputing resources]] ==&lt;br /&gt;
&lt;br /&gt;
== Related sites ==&lt;br /&gt;
* [http://vogons.zetafleet.com VOGONS Forum]&lt;br /&gt;
* [http://www.vogonsdrivers.com VOGONS Vintage Driver Library] &lt;br /&gt;
* [http://www.dosbox.com DOSBox]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Hanging_note_bug&amp;diff=1310</id>
		<title>Hanging note bug</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Hanging_note_bug&amp;diff=1310"/>
				<updated>2013-04-28T07:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: TBD paragraphs are there for a good reason, that being that they hint at the expandability of a given article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The so-called ''hanging note bug'' is a hardware bug on certain models of the Creative [[Sound Blaster 16]] and [[Sound Blaster AWE32]] series of sound cards. The bug only occurs when affected cards are utilized for digital sound effects and MIDI music simultaneously, but it happens on any MIDI device regardless if connected to the internal [[Wave Blaster connector]] or externally through the game port.&lt;br /&gt;
&lt;br /&gt;
Although the bug appeared in a wide range of Creative products, Creative never officially acknowledged its existence.&lt;br /&gt;
&lt;br /&gt;
== Type 1: Illegitimate hanging notes ==&lt;br /&gt;
This variant of the bug manifests itself as &amp;quot;rogue&amp;quot; MIDI notes being generated during MIDI playback. Since these notes are not part of the soundtrack, they are not stopped and hang for a long time. Also, these 'illegitimate' notes tend to be high-pitched, which makes this variant of the bug a rather annoying experience.&lt;br /&gt;
&lt;br /&gt;
It occurs in the following games:&lt;br /&gt;
&lt;br /&gt;
==== Games using the ''DMX sound system'' by Paul Radek: ====&lt;br /&gt;
*Doom&lt;br /&gt;
*Doom2&lt;br /&gt;
*Heretic&lt;br /&gt;
*Hexen&lt;br /&gt;
*Raptor&lt;br /&gt;
*Hocus Pocus&lt;br /&gt;
&lt;br /&gt;
==== [[Wikipedia:Build engine|Build engine]] games ====&lt;br /&gt;
*[[Duke Nukem 3D]]&lt;br /&gt;
*Blood&lt;br /&gt;
*Shadow Warrior (Shareware)&lt;br /&gt;
&lt;br /&gt;
== Type 2: Legitimate hanging notes ==&lt;br /&gt;
This type of the bug has been witnessed in many games, but occurs very rarely. In this case, the hanging notes are part of the soundtrack, but for some reason the &amp;quot;Note off&amp;quot; command is missed. &lt;br /&gt;
&lt;br /&gt;
== Affected cards ==&lt;br /&gt;
Affected are all Sound Blaster models with DSP revisions 4.11, 4.12 and 4.13.&amp;lt;br&amp;gt;&lt;br /&gt;
Type 1 doesn't occur on cards with a CT1747 bus interface.&lt;br /&gt;
&lt;br /&gt;
=== Bugged (Type 1 and 2) ===&lt;br /&gt;
*CT1740 (DSP &amp;gt;4.05) - SB 16 CSP	&lt;br /&gt;
*CT1750 (DSP &amp;gt;4.05) - SB 16 Multi-CD CSP&lt;br /&gt;
*CT1770 (DSP &amp;gt;4.05) - SB 16 SCSI-2&lt;br /&gt;
*CT2260 - SB 16 Multi-CD OEM&lt;br /&gt;
*CT2800 - SB 16 Value OEM&lt;br /&gt;
*CT2860 - SB 16 Value OEM&lt;br /&gt;
*CT2910 - SB 16 Pro&lt;br /&gt;
*CT2940 - SB 16 Value PnP OEM&lt;br /&gt;
*CT2950 - SB 16 Value PnP OEM&lt;br /&gt;
*CT2980 - SB 16 Value PnP&lt;br /&gt;
*CT3600 - SB AWE 32 IDE PnP&lt;br /&gt;
*CT3990 - SB AWE 32 IDE PnP&lt;br /&gt;
&lt;br /&gt;
=== Bugged (Type 2 only) ===&lt;br /&gt;
*CT2230 - SB 16 Multi-CD CSP&lt;br /&gt;
*CT2760 - SB AWE 32 Multi-CD&lt;br /&gt;
*CT3900 - SB AWE 32 IDE&lt;br /&gt;
*CT3980 - SB AWE 32 IDE&lt;br /&gt;
&lt;br /&gt;
=== Bug-free ===&lt;br /&gt;
*CT1730 - SB 16&lt;br /&gt;
*CT1740 (DSP ≤4.05) - SB 16 CSP&lt;br /&gt;
*CT1750 (DSP 4.05) - SB 16 Multi-CD CSP&lt;br /&gt;
*CT1770 (DSP 4.05) - SB 16 SCSI-2&lt;br /&gt;
*AWE64 cards (DSP 4.16)&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
...?&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://vogons.zetafleet.com/viewtopic.php?t=20849 Related thread on the VOGONS forums]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sound Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Retrocomputing_resources&amp;diff=1307</id>
		<title>Retrocomputing resources</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Retrocomputing_resources&amp;diff=1307"/>
				<updated>2013-04-28T07:03:36Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of magazines, videos, websites etc. concerning vintage hardware and games.&lt;br /&gt;
&lt;br /&gt;
*[http://archive.org/details/computermagazines Internet Archive collection of various hardware and game magazines in many languages]&lt;br /&gt;
*[http://archive.org/details/computerchronicles Internet Archive collection of Computer Chronicles TV shows (1981-2002)]&lt;br /&gt;
*[http://www.cgwmuseum.org/ Computer Gaming World (CGW) museum (1981-2006)]&lt;br /&gt;
*[http://books.google.com/books?id=7wEAAAAAMBAJ&amp;amp;hl=de&amp;amp;source=gbs_all_issues_r&amp;amp;atm_aiy=1990&amp;amp;redir_esc=y#all_issues_anchor Maximum PC magazine issues starting from Oct 1998]&lt;br /&gt;
*[http://www.redhill.net.au/ig.html Red Hill hardware guide]&lt;br /&gt;
*[http://pclinks.xtreemhost.com/elec_pentium.htm Old processor electrical specifications]&lt;br /&gt;
*[http://www.patches-scrolls.de/ Many different game patches]&lt;br /&gt;
*[http://www.replacementdocs.com Scans of game/system manuals for many different platforms]&lt;br /&gt;
*[http://www.oldapps.com Old Apps: Old version software downloads. Legal.]&lt;br /&gt;
*[http://www.soundonsound.com/ Sound On Sound magazine audio gear reviews] &lt;br /&gt;
*[http://www.tomshardware.com Tom's Hardware reviews starting from 1996]&lt;br /&gt;
*[http://www.anandtech.com Anandtech hardware reviews starting from 1997]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1178</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1178"/>
				<updated>2013-04-09T01:34:22Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* Windows 2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
=== Windows 3.x ===&lt;br /&gt;
&lt;br /&gt;
=== Windows 95 ===&lt;br /&gt;
&lt;br /&gt;
=== Windows NT4 === &lt;br /&gt;
Windows NT4 uses a preemptive multitasking kernel and supports two CPUs and up to 4 GB RAM in the Workstation Professional version. The system is rather lightweight and requires only a 486DX2-66 and about 32 MB RAM, a Pentium system is recommended. After boot the whole Windows system uses just about 16 MB RAM. Windows NT4 has a higher stability as Windows 95.&lt;br /&gt;
It was released with DirectX2 and got support for DirectX3 with the latest servicepack 6a. The user interface is the same as in Windows 95 with some additional features from Microsoft Plus! for Windows 95. However it is possible to upgrade to the user interface known from Windows 98 by installing Internet Explorer 4 with Active Desktop. &lt;br /&gt;
Windows NT4 does not support Plug and Play and USB. This is usually no problem since drivers for PnP hardware bring their own configuration sheet and for mass storage USB devices third party software is available.&lt;br /&gt;
&lt;br /&gt;
For gaming Direct3D from DirectX3 is supported. However most DirectX games with accelerated 3D graphics require at least DirectX5. Still, DirectX3 allows most 2D games that use DirectDraw to run (e.g. Starcraft, Diablo e.g.). Benchmarks show that due to the different driver architecture accelerated 2D graphics is a lot faster compared to Windows 95.&lt;br /&gt;
The OpenGL support from graphics card drivers for Windows NT4 is solid. Also the most important gaming 3D accelerator cards from 3dfx at this time have Glide support in Windows NT4. Thus most Glide compatible games work (e.g. Unreal engines, Quake engines).&lt;br /&gt;
&lt;br /&gt;
Any 16 bit related code like DOS programs are run in a Virtual DOS machine (NTVDM). It supports 486 code. Direct hardware calls are not possible.&lt;br /&gt;
&lt;br /&gt;
=== Windows 98 ===&lt;br /&gt;
Best all-in-one operating system for DOS and Win9x gaming. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX.&lt;br /&gt;
&lt;br /&gt;
Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Windows 2000 ===&lt;br /&gt;
A continuation of NT4 and the final OS from the NT line without a version targeted at home users/consumers. In similar fashion to the relation between 95 and NT4, 2000 is more stable than 98, although several graphics cards manufacturers initially had problems providing drivers with the same performance as under 98. Win2000 Professional supports up to two processors, Windows2000 Server up to four, with no differentiation between physical processors and individual cores on a multi-core CPU.&lt;br /&gt;
&lt;br /&gt;
=== Windows XP ===&lt;br /&gt;
Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility.&lt;br /&gt;
&lt;br /&gt;
DOS programs are run in the NT Virtual DOS Machine (NTVDM). Basic Sound Blaster 2.0 and MPU-401 support can be enabled by adding SET BLASTER=A220 I5 D1 P330 T3 to the autoexec.nt file. The virtual resources do not have to represent real hardware resources. The NTVDM emulation uses the default windows multimedia devices. Direct hardware access from within NTVDM is not possible.&lt;br /&gt;
&lt;br /&gt;
Windows XP introduced the recognition of Intel's Hyper-threading simultaneous multithreading technique. Furthermore, it differentiates between actual physical processors with their own socket and multiple cores on one CPU. WinXP Home Edition supports one physical processor, WinXP Professional two; both support up to 32 cores without Hyper-threading, 16 with it. The somewhat exotic Windows XP x64, which is essentially a relabeled Server 2003 x64, supports up to 64 and 32 cores, respectively.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1177</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1177"/>
				<updated>2013-04-09T01:32:59Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
=== Windows 3.x ===&lt;br /&gt;
&lt;br /&gt;
=== Windows 95 ===&lt;br /&gt;
&lt;br /&gt;
=== Windows NT4 === &lt;br /&gt;
Windows NT4 uses a preemptive multitasking kernel and supports two CPUs and up to 4 GB RAM in the Workstation Professional version. The system is rather lightweight and requires only a 486DX2-66 and about 32 MB RAM, a Pentium system is recommended. After boot the whole Windows system uses just about 16 MB RAM. Windows NT4 has a higher stability as Windows 95.&lt;br /&gt;
It was released with DirectX2 and got support for DirectX3 with the latest servicepack 6a. The user interface is the same as in Windows 95 with some additional features from Microsoft Plus! for Windows 95. However it is possible to upgrade to the user interface known from Windows 98 by installing Internet Explorer 4 with Active Desktop. &lt;br /&gt;
Windows NT4 does not support Plug and Play and USB. This is usually no problem since drivers for PnP hardware bring their own configuration sheet and for mass storage USB devices third party software is available.&lt;br /&gt;
&lt;br /&gt;
For gaming Direct3D from DirectX3 is supported. However most DirectX games with accelerated 3D graphics require at least DirectX5. Still, DirectX3 allows most 2D games that use DirectDraw to run (e.g. Starcraft, Diablo e.g.). Benchmarks show that due to the different driver architecture accelerated 2D graphics is a lot faster compared to Windows 95.&lt;br /&gt;
The OpenGL support from graphics card drivers for Windows NT4 is solid. Also the most important gaming 3D accelerator cards from 3dfx at this time have Glide support in Windows NT4. Thus most Glide compatible games work (e.g. Unreal engines, Quake engines).&lt;br /&gt;
&lt;br /&gt;
Any 16 bit related code like DOS programs are run in a Virtual DOS machine (NTVDM). It supports 486 code. Direct hardware calls are not possible.&lt;br /&gt;
&lt;br /&gt;
=== Windows 98 ===&lt;br /&gt;
Best all-in-one operating system for DOS and Win9x gaming. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX.&lt;br /&gt;
&lt;br /&gt;
Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Windows 2000 ===&lt;br /&gt;
A continuation of NT4 and the final OS from the NT line without a version targeted at home users/consumers. In similar fashion to the relation between 95 and NT4, 2000 is more stable than 98, although several graphics cards manufacturers initially had problems providing drivers with the same performance as under 98. Win2000 Professional supports up to 2 processors, Windows2000 Server up to 4, with no differentiation between physical processors and individual cores on a multi-core CPU.&lt;br /&gt;
&lt;br /&gt;
=== Windows XP ===&lt;br /&gt;
Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility.&lt;br /&gt;
&lt;br /&gt;
DOS programs are run in the NT Virtual DOS Machine (NTVDM). Basic Sound Blaster 2.0 and MPU-401 support can be enabled by adding SET BLASTER=A220 I5 D1 P330 T3 to the autoexec.nt file. The virtual resources do not have to represent real hardware resources. The NTVDM emulation uses the default windows multimedia devices. Direct hardware access from within NTVDM is not possible.&lt;br /&gt;
&lt;br /&gt;
Windows XP introduced the recognition of Intel's Hyper-threading simultaneous multithreading technique. Furthermore, it differentiates between actual physical processors with their own socket and multiple cores on one CPU. WinXP Home Edition supports one physical processor, WinXP Professional two; both support up to 32 cores without Hyper-threading, 16 with it. The somewhat exotic Windows XP x64, which is essentially a relabeled Server 2003 x64, supports up to 64 and 32 cores, respectively.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1176</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1176"/>
				<updated>2013-04-09T01:31:31Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
'''Windows 3.x:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Windows 95:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Windows NT4:''' Windows NT4 uses a preemptive multitasking kernel and supports two CPUs and up to 4 GB RAM in the Workstation Professional version. The system is rather lightweight and requires only a 486DX2-66 and about 32 MB RAM, a Pentium system is recommended. After boot the whole Windows system uses just about 16 MB RAM. Windows NT4 has a higher stability as Windows 95.&lt;br /&gt;
It was released with DirectX2 and got support for DirectX3 with the latest servicepack 6a. The user interface is the same as in Windows 95 with some additional features from Microsoft Plus! for Windows 95. However it is possible to upgrade to the user interface known from Windows 98 by installing Internet Explorer 4 with Active Desktop. &lt;br /&gt;
Windows NT4 does not support Plug and Play and USB. This is usually no problem since drivers for PnP hardware bring their own configuration sheet and for mass storage USB devices third party software is available.&lt;br /&gt;
&lt;br /&gt;
For gaming Direct3D from DirectX3 is supported. However most DirectX games with accelerated 3D graphics require at least DirectX5. Still, DirectX3 allows most 2D games that use DirectDraw to run (e.g. Starcraft, Diablo e.g.). Benchmarks show that due to the different driver architecture accelerated 2D graphics is a lot faster compared to Windows 95.&lt;br /&gt;
The OpenGL support from graphics card drivers for Windows NT4 is solid. Also the most important gaming 3D accelerator cards from 3dfx at this time have Glide support in Windows NT4. Thus most Glide compatible games work (e.g. Unreal engines, Quake engines).&lt;br /&gt;
&lt;br /&gt;
Any 16 bit related code like DOS programs are run in a Virtual DOS machine (NTVDM). It supports 486 code. Direct hardware calls are not possible.&lt;br /&gt;
&lt;br /&gt;
'''Windows 98:''' Best all-in-one operating system for DOS and Win9x gaming. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX.&lt;br /&gt;
&lt;br /&gt;
Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Windows 2000:''' A continuation of NT4 and the final OS from the NT line without a version targeted at home users/consumers. In similar fashion to the relation between 95 and NT4, 2000 is more stable than 98, although several graphics cards manufacturers initially had problems providing drivers with the same performance as under 98. Win2000 Professional supports up to 2 processors, Windows2000 Server up to 4, with no differentiation between physical processors and individual cores on a multi-core CPU.&lt;br /&gt;
&lt;br /&gt;
'''Windows XP:''' Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility.&lt;br /&gt;
&lt;br /&gt;
DOS programs are run in the NT Virtual DOS Machine (NTVDM). Basic Sound Blaster 2.0 and MPU-401 support can be enabled by adding SET BLASTER=A220 I5 D1 P330 T3 to the autoexec.nt file. The virtual resources do not have to represent real hardware resources. The NTVDM emulation uses the default windows multimedia devices. Direct hardware access from within NTVDM is not possible.&lt;br /&gt;
&lt;br /&gt;
Windows XP introduced the recognition of Intel's Hyper-threading simultaneous multithreading technique. Furthermore, it differentiates between actual physical processors with their own socket and multiple cores on one CPU. WinXP Home Edition supports one physical processor, WinXP Professional two; both support up to 32 cores without Hyper-threading, 16 with it. The somewhat exotic Windows XP x64, which is essentially a relabeled Server 2003 x64, supports up to 64 and 32 cores, respectively.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1171</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1171"/>
				<updated>2013-04-08T14:09:15Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
'''Windows 3.x:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 95:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 98:''' Best all-in-one operating system for DOS and Win9x gaming. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 2000:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows XP:''' Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility. DOS only via NTVDM emulation, has basic Sound Blaster support (SFX part only).&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1170</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1170"/>
				<updated>2013-04-08T14:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
'''Windows 3.x:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 95:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 98:''' Best all-in-one operating system for DOS and Win9x gaming. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX.&lt;br /&gt;
 &lt;br /&gt;
Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 2000:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows XP:''' Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility. DOS only via NTVDM emulation, has basic Sound Blaster support (SFX part only).&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1169</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1169"/>
				<updated>2013-04-08T13:51:04Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
'''Windows 3.x:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 95:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 98:''' Best all-in-one operating system for DOS and Win9x gaming with the possibility of rebooting into real DOS. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX.&lt;br /&gt;
 &lt;br /&gt;
Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 2000:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows XP:''' Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility. DOS only via NTVDM emulation, has basic Sound Blaster support (SFX part only).&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1168</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1168"/>
				<updated>2013-04-08T13:49:48Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
'''Windows 3.x:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 95:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 98:''' Best all-in-one operating system for vintage gaming computers. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX. Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. Windows 98 supports up to 512 MB RAM without tweaking, with tweaking up to 1 GB. 3rd party USB mass storage drivers, namely nusb33e, are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. 3rd party drivers are also available for ADSL connectivity (raspppoe).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 2000:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows XP:''' Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility. DOS only via NTVDM emulation, has basic Sound Blaster support (SFX part only).&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://exuberant.ms11.net/98sesp.html Unofficial Win98 SE service pack with several tweaks and fixes]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Talk:Windows_versions&amp;diff=1167</id>
		<title>Talk:Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Talk:Windows_versions&amp;diff=1167"/>
				<updated>2013-04-08T13:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please never write that something is best, like with Win98. Always write for which application. If you have a 386 system for vintage gaming, Windows 98 is definitely not the best because it wont even install.&lt;br /&gt;
You should also try to mention the drawbacks and disadvantages and f.e. Win98 has some.[[User:Enigma|Enigma]] ([[User talk:Enigma|talk]]) 20:32, 8 April 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Read the complete sentence. All-in-one. For a system of the OSs vintage, that means DOS+Win98 gaming with the possibility of rebooting into real DOS. For that task it is the best OS, I don't think there is any contest here. A 386 isn't even remotely fit for this task anyway, so of course to have an all-in-one gaming system you also need to have the appropriate hardware.&amp;lt;br&amp;gt;As always, if you know something that I don't know just edit it in. Isn't this a wiki?&amp;lt;br&amp;gt;@RacoonRider: What is this ADSL driver stuff? I can connect to the internet fine without any such 3rd party drivers. [[User:D1stortion|D1stortion]] ([[User talk:D1stortion|talk]]) 23:46, 8 April 2013 (EST)&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1162</id>
		<title>Windows versions</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Windows_versions&amp;diff=1162"/>
				<updated>2013-04-08T01:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list describing different Windows versions in terms of game compatibility.&lt;br /&gt;
&lt;br /&gt;
'''Windows 3.x:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 95:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows 98:''' Best all-in-one operating system for vintage gaming computers. Basically a much more refined continuation of Windows 95. Good DOS compatibility either by DOS window or rebooting into DOS. Emulates USB mouses and gamepads in DOS window as well. Has numerous features that Win95 got only with the OSR releases and which weren't present in its original release, such as support for P6 (Pentium Pro and up), FAT32, selection of IRQs, AGP, UDMA, USB and MMX. Furthermore, SSE and multiple monitor support is exclusive for Windows 98 and up. 3rd party USB mass storage drivers are only available for Windows 98 SE due to its newer USB stack, so this revision is by far preferable. Up to 512 MB RAM without tweaking, with tweaking up to 1 GB.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows XP:''' Last OS from Microsoft so far to support game ports, MPU-401 ports, the IPX protocol, out of the box MIDI device selection and EAX 3D sound hardware acceleration through the DirectSound HAL. Generally good Win9x game compatibility. DOS only via NTVDM emulation, has basic Sound Blaster support (SFX part only).&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=Retrocomputing_resources&amp;diff=1159</id>
		<title>Retrocomputing resources</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=Retrocomputing_resources&amp;diff=1159"/>
				<updated>2013-04-07T23:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of magazines, videos, websites etc. concerning vintage hardware and games.&lt;br /&gt;
&lt;br /&gt;
*[http://archive.org/details/computermagazines Internet Archive collection of various hardware and game magazines in many languages]&lt;br /&gt;
*[http://archive.org/details/computerchronicles Internet Archive collection of Computer Chronicles TV shows (1983-2002)]&lt;br /&gt;
*[http://www.cgwmuseum.org/ Computer Gaming World (CGW) museum (1981-2006)]&lt;br /&gt;
*[http://books.google.com/books?id=7wEAAAAAMBAJ&amp;amp;hl=de&amp;amp;source=gbs_all_issues_r&amp;amp;atm_aiy=1990&amp;amp;redir_esc=y#all_issues_anchor Maximum PC magazine issues starting from Oct 1998]&lt;br /&gt;
*[http://www.redhill.net.au/ig.html Red Hill hardware guide]&lt;br /&gt;
*[http://pclinks.xtreemhost.com/elec_pentium.htm Old processor electrical specifications]&lt;br /&gt;
*[http://www.patches-scrolls.de/ Many different game patches]&lt;br /&gt;
*[http://www.replacementdocs.com Scans of game/system manuals for many different platforms]&lt;br /&gt;
*[http://www.oldapps.com Old Apps: Old version software downloads. Legal.]&lt;br /&gt;
*[http://www.soundonsound.com/ Sound On Sound magazine audio gear reviews] &lt;br /&gt;
*[http://www.tomshardware.com Tom's Hardware reviews starting from 1996]&lt;br /&gt;
*[http://www.anandtech.com Anandtech hardware reviews starting from 1997]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=ATI&amp;diff=1155</id>
		<title>ATI</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=ATI&amp;diff=1155"/>
				<updated>2013-04-07T15:49:31Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ATi Technologies produced graphics cards from the '80s through the mid '00s until merging with AMD in 2006. AMD still produces graphics cards today.&lt;br /&gt;
&lt;br /&gt;
== Graphics card series ==&lt;br /&gt;
=== Mach ===&lt;br /&gt;
===== Mach 8 =====&lt;br /&gt;
===== Mach 32 =====&lt;br /&gt;
===== Mach 64 =====&lt;br /&gt;
&lt;br /&gt;
=== Rage ===&lt;br /&gt;
[[File:ATIRage128Pro.JPG|thumb|Rage 128 Pro OEM]]&lt;br /&gt;
&lt;br /&gt;
===== 3D Rage =====&lt;br /&gt;
===== 3D Rage II =====&lt;br /&gt;
===== 3D Rage Pro =====&lt;br /&gt;
===== Rage 128 =====&lt;br /&gt;
&lt;br /&gt;
=== Radeon ===&lt;br /&gt;
&lt;br /&gt;
===== R100 =====&lt;br /&gt;
[[File:Radeon7500agp.jpg|thumb|Radeon 7500 64MB]]&lt;br /&gt;
The original Radeon was a Direct3D 7 visual processing unit (VPU), as ATi named it. It is a 2 pixel per clock design with 3 texture units on each of the pixel pipelines. The 166 MHz Radeon DDR (aka 7200) is competitive with GeForce 256 DDR. Clock speeds varied from 143 - 200 MHz, synchronous memory and core. &lt;br /&gt;
&lt;br /&gt;
It supports environmental bump mapping (EMBM), unlike GeForce cards at the time. It has a basic form of anisotropic filtering that is high performance and offers a nice quality improvement but is highly angle-dependent and can not operate at the same time as trilinear filtering. It also offers ordered-grid supersampling anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Backwards compatibility with old D3D 5 games is limited because of the lack of support for fog table and palettized textures. It is possible to enable fog table via registry tweaks but it was not officially supported.&lt;br /&gt;
&lt;br /&gt;
RV100 (Radeon VE / 7000) is a chip with dual display capabilities but with reduced 3D hardware. It lacks T&amp;amp;L and has a single pixel pipeline. It is somewhat faster than TNT2 Ultra and G400 Max.&lt;br /&gt;
&lt;br /&gt;
RV200 (Radeon 7500) is a die shrink of R100 with some improvements. It has more anisotropic filtering options and is capable of asynchronous clocking of memory and the core. The top of the line model is clocked at 290 MHz core and 230 MHz RAM, and competes with GeForce 2 Ti/Pro. There are many variations of this card.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
*DVI on these cards is flaky and is essentially unusable with DOS.  High resolutions may also be problematic.&lt;br /&gt;
&lt;br /&gt;
===== R200 =====&lt;br /&gt;
[[File:Radeon8500 128mb.JPG|thumb|Radeon 8500 128MB]]&lt;br /&gt;
This generation is the first with Direct3D 8 compliance, actually Direct3D 8.1. The Radeon 8500 is a 4 pipeline design with 2 texture units per pipeline and operates at up to 275 MHz, typically with synchronous core and RAM. It is competitive with GeForce 3 Ti 500. &lt;br /&gt;
&lt;br /&gt;
A wide variety of supersampling anti-aliasing modes are available (2-6x, quality/performance). ATi calls it &amp;quot;Smoothvision&amp;quot;. It uses various techniques, including a jittered-grid pattern for some modes/cases and ordered-grid for others. In Direct3D, fog may force it to use ordered-grid. Drivers vary in their behavior as well.[http://forum.beyond3d.com/showpost.php?p=4859&amp;amp;postcount=64]&lt;br /&gt;
&lt;br /&gt;
Anisotropic filtering is somewhat improved, with more levels supported, but is again very angle dependent and can not work with trilinear filtering. GeForce 3+ have higher quality anisotropic filtering but with a much higher performance impact.&lt;br /&gt;
&lt;br /&gt;
ATi introduced a tessellation function called [[TruForm]].&lt;br /&gt;
&lt;br /&gt;
Backwards compatibility with old D3D 5 games is limited because of the lack of support for fog table and palettized textures.&lt;br /&gt;
&lt;br /&gt;
RV250 and RV280, known as Radeon 9000, 9200 and 9250, are slight evolutions of the design. They have somewhat reduced specifications but are more efficient and run cooler. They were popular notebook GPUs. Performance of Radeon 9000 Pro is not far off of Radeon 8500. Radeon 9100 is a rename of Radeon 8500 LE.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
*DVI on these cards is flaky and is essentially unusable with DOS. High resolutions may also be problematic.&lt;br /&gt;
*With Star Wars KOTOR and KOTOR2, use Catalyst 4.2.&lt;br /&gt;
&lt;br /&gt;
===== R300 =====&lt;br /&gt;
[[File:Radeon9800pro256.JPG|thumb|Radeon 9800 Pro 256MB]]&lt;br /&gt;
The R300 GPUs are Direct3D 9 graphics chips.  They have many improvements and noticeably better visual quality than prior chips. Radeon 9800 Pro is competitive with GeForce FX 5900 Ultra, but with Direct3D 9 games the GeForce FX falls far behind.&lt;br /&gt;
&lt;br /&gt;
Anisotropic is vastly improved, with much lower angle-dependency and the ability to work with trilinear filtering. Anti-aliasing is now performed with 2-6x gamma-corrected rotated-grid multi-sampling anti-aliasing. MSAA operates only on polygon edges, which of course means no anti-aliasing within textures or of transparent textures, but expends far less fillrate and is thus useable at higher resolutions. NVIDIA does not match the quality of this MSAA until GeForce 8. However, ATi did not support any form of super-sampling with R300-R700, while NVIDIA did. &lt;br /&gt;
&lt;br /&gt;
Backwards compatibility with old D3D 5 games is limited because of the lack of support for fog table and palettized textures.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
*With Star Wars KOTOR and KOTOR2, use Catalyst 4.2.&lt;br /&gt;
&lt;br /&gt;
===== R420 ===== &lt;br /&gt;
[[File:RadeonX800XTPE.jpg|thumb|Radeon X800 XT PE]]&lt;br /&gt;
&lt;br /&gt;
This is ATi's Direct3D 9.0b generation. It is very similar to R300 in general, but with 16 pipelines in the top chip instead of 8, and higher clock speeds. They are still shader model 2.0 GPUs but have some extensions beyond 2.0, which gives them a 2.0b designation, but are not 3.0 compliant. This was not an issue until about 2 years after launch when games started to outright require shader model 3.0 or run without some visual features. There are some games that utilize 2.0b features - for example Oblivion has more visual effects available on X800 than 9800.&lt;br /&gt;
&lt;br /&gt;
A new anti-aliasing mode was introduced, called temporal AA. This feature shifts the sampling pattern on a per-frame basis, if the card can maintain &amp;gt;= 60 fps. This works well with human vision and gives a tangible improvement to anti-aliasing quality.  Also, while not initially available, adaptive anti-aliasing was added to the R420 series after the release of R520. Adaptive AA anti-aliases within transparent textures, giving MSAA more SSAA-like capabilities.&lt;br /&gt;
&lt;br /&gt;
===== R520 =====&lt;br /&gt;
A Direct3D 9.0c GPU with full shader model 3 features.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Graphics Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=DOS_memory_management&amp;diff=1154</id>
		<title>DOS memory management</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=DOS_memory_management&amp;diff=1154"/>
				<updated>2013-04-07T15:48:37Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With modern operating systems, all memory management you need to do is installing enough RAM. And that's it. The OS determines how to use it, and you usually don't need to worry about it at all.&lt;br /&gt;
In DOS, this is different. If you have ever tried DOS without paying attention to how your memory is organized, you may have noticed many programs fail to load with an 'Out of memory' error message. Even if you have four gigabytes of it! To use your RAM effectively in DOS you'll need to know how the x86 architecture splits up RAM in separate regions, what these different regions are for, and what you can do with them. Optimizing your system to reserve as much free space as possible for your programs is called '''memory management'''.&lt;br /&gt;
&lt;br /&gt;
This page will try to explain, in simple language, all the technical terms you will encounter in DOS memory management, and provide you with practical information to get your favourite games and programs running. If you really want to understand how this all works, see the Wikipedia article on [http://en.wikipedia.org/wiki/DOS_memory_management DOS memory management], or use your web search engine of choice.&lt;br /&gt;
&lt;br /&gt;
== Types of memory ==&lt;br /&gt;
=== Conventional memory ===&lt;br /&gt;
Conventional memory, or base memory, is the most useful type of memory. All programs and TSRs load in conventional memory. Problem is, you only have 640KB of it.&lt;br /&gt;
(todo: expand)&lt;br /&gt;
&lt;br /&gt;
=== Upper memory ===&lt;br /&gt;
The upper memory is all memory between the first 640KB and 1MB. It is normally marked as reserved memory for hardware, but memory management software can determine which parts are actually used and which are not, and enable you to access the unused areas as more-or-less 'normal' RAM. The unused parts of the upper memory area are referred to as Upper Memory Blocks.&lt;br /&gt;
&lt;br /&gt;
=== High memory area ===&lt;br /&gt;
HMA is the first 64KB above the 1MB limit. This can be a bit confusing if you're just getting started in memory management, since the name is similar to upper memory area and is usually referred to in the same context as upper memory. They are in fact separate regions, where the upper memory is '''below''' the high memory area. If you really want to know how this became a separate region, use your favourite search engine. All you really need to know is that you can load parts of DOS into it by specifying '''DOS=HIGH(,UMB)''' in your config.sys file. Using HMA requires a driver that enable the A20-gate to gain access to memory beyond the 1 MB barrier like HIMEM.SYS.&lt;br /&gt;
&lt;br /&gt;
=== Expanded memory ===&lt;br /&gt;
EMS&lt;br /&gt;
(todo)&lt;br /&gt;
&lt;br /&gt;
=== Extended memory ===&lt;br /&gt;
XMS&lt;br /&gt;
(todo)&lt;br /&gt;
&lt;br /&gt;
== Memory management ==&lt;br /&gt;
&lt;br /&gt;
=== Getting more conventional memory ===&lt;br /&gt;
A challenging aspect of DOS memory management can be to free enough conventional memory. Often games require a high amount of free conventional memory and sometimes also free EMS or XMS. To achieve this you have to use memory managers that allow e.g. enabling of UMBs and installation of APIs for XMS and EMS access.&lt;br /&gt;
The availability of memory types depends on CPU and chipset.&lt;br /&gt;
&lt;br /&gt;
On 286 CPUs special chipset support is required to enable UMBs. Rather well supported is the NEAT chipset. The HIMEM.SYS driver takes control of the A20-gate, makes HMA available and installs a XMS API.&lt;br /&gt;
It is also possible to emulate a EMS page frame with the EMM286 driver.&lt;br /&gt;
&lt;br /&gt;
386 and later CPUs feature an protected mode extension called Virtual 8086 mode that allows mimicking a 8086 memory layout for applications. With MS-DOS 5 a second memory manager was included called EMM386.EXE that uses the advanced features of 386 CPUs. It is loaded after HIMEM.SYS and enables UMBs and EMS emulation. This allows to load TSRs to UMBs freeing conventional RAM. The corresponding load statement in config.sys is DEVICEHIGH= and in autoexec.bat LOADHIGH which can be shortened to LH. EMM386 switches the CPU to Virtual 8086 mode.&lt;br /&gt;
&lt;br /&gt;
(todo UMBPCI)&lt;br /&gt;
&lt;br /&gt;
Generally memory managers must be loaded first. As rule of thumb TSRs taking more memory should be loaded before small TSRs to prevent memory fragmentation. Some drivers require a specific load order e.g. SMARTDRV.EXE after MSCDEX.EXE if the CD-ROM should be read cached. Some TSRs do not work correctly when loaded to upper memory, resulting in crashs or erratic system behavior. If you notice any instability in your DOS system, try to move TSRs back into conventional memory to find the culprit. You may look for driver alternatives or in worst case need to change hardware.&lt;br /&gt;
Mainboard BIOS, graphic card BIOS and also additional cards as mass storage controllers or network cards use the memory area between 640K and 1 MB sharing space with UMBs. Especially newer graphic cards and mainboards are not designed with DOS in mind and are delivered with large BIOSes (&amp;gt; 32 kB). This can reduce available UMBs considerably. A classic DOS system has about 128 kB to 192 kB free UMBs for TSRs. Using EMS emulation requires a 64 kB area between 640K and 1 MB where the page frame of a virtual EMS card is mapped. If not required EMS emulation can be disabled freeing 64 kB of UMBs.&lt;br /&gt;
&lt;br /&gt;
(todo: expand)&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
(todo: list of memory managing software?)&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

	<entry>
		<id>https://www.vogonswiki.com/index.php?title=EWS64&amp;diff=1147</id>
		<title>EWS64</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=EWS64&amp;diff=1147"/>
				<updated>2013-04-07T02:22:26Z</updated>
		
		<summary type="html">&lt;p&gt;D1stortion: /* EWS64L/XL/XXL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The EWS64 is a line of semi-professional ISA soundcards released by [[Terratec]] in 1997. They consist of a codec and the Dream SAM9407 synthesizer chip and are thus basically two soundcards on one PCB.&lt;br /&gt;
&lt;br /&gt;
There are two different versions of the actual card: the EWS64L/XL/XXL and the EWS64S. The former are basically variants built around the same card and only differ in the type of the front panel delivered with the card (L: no front panel, XL: basic front panel, XXL: front panel with integrated Waldorf Microwave XT synthesizer).&lt;br /&gt;
&lt;br /&gt;
The latter EWS64S has a different, more simple card design and comes with a different codec chip. Both cards are PnP-compatible and can be configured by software.&lt;br /&gt;
&lt;br /&gt;
== EWS64L/XL/XXL ==&lt;br /&gt;
&lt;br /&gt;
[[File:EWS64XL.JPG|thumb|400px|EWS64L rev. 1.2 with 32MB PS/2 RAM fitted]]&lt;br /&gt;
=== Hardware description ===&lt;br /&gt;
The codec is a CS4236B made by Crystal Semiconductors, featuring SBPro, OPL3 and Windows Sound System compatibility. The card's IN-1 and the CD/MIDI-DB analog-in is wired to the codec. The synthesizer is a Dream SAM9407 which has access to the on-board memory (2MB) and PS/2 SIMM module (max. 64MB). Version 1.0 of the EWS64 also had an on-board ROM, which was removed for the 1.2 revision of the card. The IN-2 connector can also be wired to the SAM9407.&lt;br /&gt;
&lt;br /&gt;
The card has two analog outputs: OUT-2 is permanently connected to the SAM9407. OUT-1, however, can either output the analog signal from the codec or the output from the SAM9407. In the former case, the synthesizers' signal is routed into the codec. In the latter case, the signal of the codec can be sent to the SAM9407 instead of the IN-2 signal.&lt;br /&gt;
&lt;br /&gt;
The Dream chip also features an effects processor which can apply different (predefined) reverb, chorus and echo effects to the SAM9407 input signals. If the codec sound is routed through the synthesizer, these effects also can be applied to this signal. The SAM9407 also provides a four-band equalizer and pseudo-3D (Vspace) effects. The SAM9407 has a 34 voice polyphony with all features enabled that increases if unused features get disabled (up to 64).&lt;br /&gt;
&lt;br /&gt;
Using OUT-1 and OUT-2, the EWS64 also provides basic DirectSound3D compatibility, however, in 4-channel mode, the effects are unavailable. The EWS64 also has two independent MPU-401 MIDI interfaces (UART only). MIDI-1 is always connected to the SAM9407 chip, while MIDI-2 is connected to the daughterboard header in the front panel. The game port on the back of the card can be routed to either of the ports, although it is only usable for MIDI when the front module is not attached (L cards). The MIDI part of it may also be completely disabled, which can be useful with some older joysticks which short pin 12 (MIDI out) to ground. Both MIDI ports are simultaneously accessible through the 5-pin DIN connectors in the front panel, with input and output available for each.&lt;br /&gt;
&lt;br /&gt;
Only the 1.2 revision features soft-clipping.&lt;br /&gt;
&lt;br /&gt;
=== Operating system support ===&lt;br /&gt;
The EWS64 is supported by the following operating systems: DOS, Windows 9x, Windows NT4, Windows 2000, Linux (via 3rd-party driver). OSs which have support for the CS4236 can drive the codec part only. The DOS and Windows drivers and tools can be downloaded from the Terratec FTP server.&lt;br /&gt;
&lt;br /&gt;
Only the 1.2 revision can be used with Windows 2000 or XP.&lt;br /&gt;
&lt;br /&gt;
==== DOS support ====&lt;br /&gt;
The EWS64 comes with a few DOS utilities: &lt;br /&gt;
&lt;br /&gt;
* EWS64CFG.EXE: Is used to configure the IO/IRQ/DMA resources used by the card. The codec can also be disabled with this tool. EWS64CFG '''must''' be run under plain DOS (i.e. Not in a Win9x DOS box). This tool writes a default configuration to the internal EEPROM that is used for ISA-PnP initialization of the card. After changing resource settings the computer has to be cold booted (i.e. by pressing Reset).&lt;br /&gt;
&lt;br /&gt;
* EWSINIT.EXE: This must be called on each boot as it initializes the codec and the SAM9407 according to the EEPROM settings. It loads the SAM9407s firmware and can load a single .94B sound set into the on-board RAM. It also sets up the mixer, card routing and effects using a .TTM file.&lt;br /&gt;
&lt;br /&gt;
* FMON.EXE: Enables output from the codecs FM-Synth. The codecs FM-Synth uses the same mixer volume setting as the Dream SAM9407 wavetable in a typical routing configuration of the card for DOS games.&lt;br /&gt;
&lt;br /&gt;
As the EWS64 has no dedicated DOS mixer application, all mixer settings are read from a configuration file (extension .TTM). The easiest way to create these mixer files is to use the Windows EWS64-Mixer to adjust the volumes as desired and then save the settings to a .TTM file. This file, in turn, can be passed to the DOS initialization tool.&lt;br /&gt;
&lt;br /&gt;
Due to a (hardware?) bug, the codec tends to mute several of its input channels (such as the wavetable daughterboard / CD-in) when the SBPro part is used. In 2009 user Locutus from Vogons forum [http://vogons.zetafleet.com/viewtopic.php?p=156857&amp;amp;highlight=#156857 reported a solution]. The bug can be overcome by doing a „post-initialization“ of the codec with the DOS mixer application from the original Crystal CX423X drivers. This program is usually called CS32MIX or CWDMIX, depending on the driver version and can also be used as DOS mixer application. To make the DB/CD-in audible, it is enough to boost the volume for the „CD“ controller. This can be achieved by simply running the file after booting and setting the volume manually, or using a typical default initialization from autoexec.bat such as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\EWS64\EWSINIT -F -V -B SOUNDSET.94B -M MIXER.TTM&lt;br /&gt;
C:\EWS64\FMON&lt;br /&gt;
SET BLASTER=A220 I5 D1 T4&lt;br /&gt;
C:\EWS64\CS32MIX /M=15,15 /W=13,13 /L=0,0 /X=1 /F=7,7 /C=11,11 /I=L&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where W denotes the digital part of the codec as SBPro and WSS, L is Line-In, F is FM-Synth and SAM9407 wavetable, C is the volume of the front module wavetable and I chooses the input. The BLASTER= settings should of course correspond to the resources set by EWSINIT that are shown with the -V switch.&lt;br /&gt;
&lt;br /&gt;
See [[Example .TTM file for EWS64L/XL/XXL|here]] for an example .TTM file for EWS64L/XL/XXL cards.&lt;br /&gt;
&lt;br /&gt;
==== Windows 9x support ====&lt;br /&gt;
The EWS64 Windows driver comes with several tools in order to control the EWS64:&lt;br /&gt;
&lt;br /&gt;
* The EWS Control Panel controls the volume settings of the codec and the SAM9407 as well as the audio signal routing on the card.&lt;br /&gt;
&lt;br /&gt;
* The FX panel is used for adjusting the effects processor. Echo, Equalizer, Reverb and Chorus settings can be changed here.&lt;br /&gt;
&lt;br /&gt;
* The „Virtual Channels“ tool is used to control the individual hardware mixing channels. See „Hardware Mixing“ section below.&lt;br /&gt;
&lt;br /&gt;
* The Set Manager loads and removes sound sets to and from the cards' RAM.&lt;br /&gt;
&lt;br /&gt;
The 3rd party application „EWS ProMix“ is highly recommended, as it combines the first three programs into one convenient application. As mentioned before, all settings done in the configuration utilities are permanently saved, eliminating the need for a .TTM file in pure Windows operation. For optimal sound quality (i.e. lower noise), it is recommended to set the Audio IN-2 to ~45 and boost the other values in turn.&lt;br /&gt;
&lt;br /&gt;
==== Control panel settings ====&lt;br /&gt;
&lt;br /&gt;
[[File:EWScontrol.png|frameless|600px|EWS64XL Control Panel layout]]&lt;br /&gt;
&lt;br /&gt;
The Control panel has several sections which control either volume levels or specific routing settings. Section A has all the volume sliders for the CS4236 codec. If the codec is disabled, these sliders do nothing. The slider SYN adjusts the volume of the SAM9407 if its output is routed into the codec. This is done when the switch D is set to „A“. When set to „B“, the synthesizer is directly connected to OUT-1 (section B left). The remaining input channel IN-2 of the SAM9407 can be switched with switch „C“ between the IN-2 connector on the cards' bracket (setting A), the digital input of the front panel (setting D) or the output signal from the codec mixer (setting M). The OUT-2 is always connected to the SAM9407.&lt;br /&gt;
&lt;br /&gt;
The MIDI routing switch E controls which of the two MIDI ports of the card is connected to the game port on the back plate. The corresponding MIDI connectors in the front panel are disabled if the routing is active.&lt;br /&gt;
&lt;br /&gt;
==== Hardware Mixing ====&lt;br /&gt;
As the SAM9407 also supports hardware mixing, the Windows driver allows for the use of 16 independent wave output devices which represent 2x16 channels of the synthesizer chip. The number of these virtual channels can be adjusted under Control Panel/System/Device Manager/Terratec Devices/EWS Synthesizer. Each of those channels has its own volume and effects control slider, accessible via the „Virtual Channels“ application. If the Reverb/Chorus sliders are set to zero, no effects are applied to the selected virtual channel, regardless of the settings in the FX panel.&lt;br /&gt;
&lt;br /&gt;
==== Windows NT4 and 2000 support ====&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
==== Linux support ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Although Terratec does not offer a driver for it, the EWS64 can be used under Linux as well. The codec is supported by the appropriate ALSA or OSS driver for Crystal CX423X chips. The Dream chip, however, needs a third-party driver from Gerd Rausch (see links below). Unfortunately, this driver has now been unmaintained for years and has several problems:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Only kernels up to and including 2.4.x are supported.&lt;br /&gt;
&lt;br /&gt;
* The control panel looks sort of „clumsy“ and requires profound knowledge of the inner working of the EWS64.&lt;br /&gt;
&lt;br /&gt;
* Only EWS64L/XL hardware version 1.2 is supported.&lt;br /&gt;
&lt;br /&gt;
The driver requires the firmware EWS64OS.BIN and a .94B sound bank in order to work. As it is a generic driver for all SAM9407-based cards, some of the elements in the control panel are non-functional or disabled.&lt;br /&gt;
&lt;br /&gt;
When installed and configured successfully, the SAM9407 can be used as an audio output device via /dev/sam0_dsp and as a MIDI playback device via /dev/sam0_sequencer or (via MikMod) as a MOD player.&lt;br /&gt;
&lt;br /&gt;
== EWS64S ==&lt;br /&gt;
=== Hardware description ===&lt;br /&gt;
[[File:EWS64S.JPG|thumb|400px|EWS64S with 8MB PS/2 RAM fitted]]&lt;br /&gt;
&lt;br /&gt;
Despite the name and the use of the same synthesizer chip, the EWS64S is a completely different piece of hardware when compared with the L/XL/XXL counterpart. The main differences are the codec chip and the internal routing possibilities. The codec is an Analog Devices AD1816 which provides SBPro and OPL3 compatibility. It is, however, not WSS-compatible. The AD codec is wired permanently to the SAM9407 and can not be routed directly to the OUT-1. In addition, the codec cannot be disabled as on the L/XL/XXL variants.&lt;br /&gt;
The XL/XXL front panel is incompatible with the 64S. In order to get digital outputs, a small slot-mountable PCB called &amp;quot;DigitalXtension R&amp;quot; is needed. The EWS64S has no waveblaster header but a connector for Terratecs ActiveRadio extension.&lt;br /&gt;
&lt;br /&gt;
=== OS support ===&lt;br /&gt;
The 64S needs a different set of drivers and applications from Terratec, the L/XL/XXL drivers do not work. Moreover, there are no NT4 or Windows 2000 drivers available for this card. The card is supported under Linux with Gerd Rauschs generic SAM9407 driver.&lt;br /&gt;
&lt;br /&gt;
=== DOS ===&lt;br /&gt;
* 64SCFG.EXE: This tool allows to change the resource configuration of the card. Changes are saved to the EEPROM on exit. This tool should be used once upon first installation in a new system and must be run in plain DOS. If resources were changed a cold boot is required. Recommended settings for DOS are:&lt;br /&gt;
&lt;br /&gt;
WSS I/O 530, WSS IRQ 5, WSS Play DMA 1, WSS Record DMA ---, FM I/O 388, SB Pro I/O 220, GAME I/O 200, MIDI-1 I/O 330, MIDI-1 IRQ ---, MIDI-2 I/O PnP, MIDI-2 IRQ ---, Dig. Control I/O PnP&lt;br /&gt;
&lt;br /&gt;
The WSS IRQ and DMA setting is also used for SB Pro.&lt;br /&gt;
&lt;br /&gt;
For DOS initialization 64SINIT is called. So a typical startup look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\EWS64S\64SINIT -V -F -B SOUNDSET.94B -M MIXER.TTM&lt;br /&gt;
SET BLASTER=A220 I5 D1 P330 T4&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BLASTER= settings should of course correspond to the resources set by 64SINIT that are shown with the -V switch.&lt;br /&gt;
A .TTM file is used for mixer settings and SAM9407 configuration.&lt;br /&gt;
&lt;br /&gt;
See [[Example .TTM file for EWS64S|here]] for an example .TTM file for EWS64S cards.&lt;br /&gt;
&lt;br /&gt;
== List of all .TTM values ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [ftp://ftp.terratec.de/Audio/EWS/64XL Terratec FTP archive]&lt;br /&gt;
* [http://www.studio4all.de/htmle/welcomeewst.html Site dedicated to the EWS64]&lt;br /&gt;
* [http://sam9407.sourceforge.net Linux SAM9407 driver]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;br /&gt;
[[Category:Sound Cards]]&lt;/div&gt;</summary>
		<author><name>D1stortion</name></author>	</entry>

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