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       #Post#: 14--------------------------------------------------
       3dfx
   DIR By: Mr Horse
       Date: December 17, 2017, 2:16 pm
       ---------------------------------------------------------
       General 3dfx information
       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.[1]
       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.
       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.
       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).
       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.
       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.[2]
       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
       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.
       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.
       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.[3][4]
       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 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.
       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.
       Getting the best compatibility
       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).
       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 "Primary VGA adapter", "Boot from AGP/PCI" 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.
       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.
       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.
       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:
       SET SST_GRXCLK=90
       SET SST_FT_CLK_DEL=0x4
       SET SST_TF0_CLK_DEL=0x6
       SET SST_TF1_CLK_DEL=0x6
       SET SST_VIN_CLKDEL=0x1
       SET SST_VOUT_CLKDEL=0x0
       SET SST_TMUMEM_SIZE=2
       A detailed list of Voodoo2 compatible DOS Glide games can be
       found here.
       Voodoo Graphics
       Diamond Monster 3D (4 MB)
       Canopus Pure3D (6 MB)
       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.
       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.
       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.
       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.
       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.
       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.
       Bottom line: 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.
       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.
       Voodoo Rush
       Jazz Adrenaline 3D (Alliance ProMotion)
       Procomp G108 (Macronix)
       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).
       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.
       The AT3D chipset has rudimentary 3D functions which can be
       activated, meaning that Rush cards that feature it have two 3D
       chipsets.
       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.
       Voodoo2
       Provideo PV830 (reference Voodoo2 with 110MHz rated RAM)
       Voodoo 2 with 8MB (bottom) and 12MB (top)
       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.
       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
       modified floppy drive cable.
       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.
       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.
       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.
       Competitors included the NVIDIA RIVA TNT, ATI Rage 128 and the
       Matrox G200.
       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.
       Banshee
       Quantum3D Raven PCI (16MB Banshee)
       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.
       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.
       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 "22-bit" 2x2 filter (see below).
       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.
       Voodoo 3
       Voodoo 3 1000 AGP (OEM)
       Voodoo 3 2000 PCI
       Voodoo 3 3000 AGP
       Voodoo 3 3500 TV
       The Voodoo 3, codenamed "Avenger", 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. It is important to keep in mind that the Voodoo 3
       3500 came with a special break-out cable, which may be difficult
       to find if one only has the bare card. A regular VGA cable will
       not fit, so one will either need to use its original break-out
       cable or use a substitude adapter[5][6][7]
       Now facing stronger competition from 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 "22-bit",
       describing the added 2x2 box filter that masks dithering.[8] "3D
       Filter Quality" in the driver allows to select between the 4x1
       linear filter from Voodoo1/2 and the 2x2 box filter.
       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.
       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.
       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.
       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.
       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.
       Voodoo 4/5
       Voodoo 4 4500 PCI
       Voodoo 4 4500 AGP
       PowerColor Evilking IV
       Voodoo 5 5500
       The VSA-100 (Voodoo Scalable Architecture), codenamed "Napalm",
       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.
       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.
       The marketing was now more centered on image quality ("cinematic
       effects") than speed: Through the added "T-buffer" the Voodoo 4
       4500 is capable of 2x RGSSAA (rotated-grid supersampling
       anti-aliasing), while the Voodoo 5 5500 supports up to 4x
       RGSSAA.[9][10] 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 "calmer" 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).[11]
       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.
       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.
       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:
       ogl_iTBuffereffect=2
       ogl_iTBufferSamples=4
       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.
       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.
       Unlike the GeForce cards which were Direct3D 7 capable, the
       VSA-100 line was still limited to Direct3D 6, as it lacked
       Hardware T&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.
       32-bit color depth rendering can be forced in the driver for
       games that don't natively support it (especially Glide games).
       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.[12] 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.
       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.[13]
       Macintosh PCI versions of the V5 5500 have DVI outputs for
       clearer image quality. Using this with DOS games may cause
       problems due to locked refresh rates though.
       Other 3dfx cards
       3Dfx Velocity
       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 "Voodoo Volts". 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 "legendary" in the enthusiast community and are
       highly sought after, with prices easily as high as $1000 paid
       for them
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