rec.autos.simulators

3dfx Napalm - Start saving your $$$

David L. Coo

3dfx Napalm - Start saving your $$$

by David L. Coo » Fri, 10 Sep 1999 04:00:00

Imagine what this baby will do for GPL.  True color and the speed of
3dfx at an incredible resolution.  I'm druling :)~

I read it will be available sometime this fall...

--David Cook

Code-name 'Napalm'.
0.25u die-fab integration.
2D/3D Integrated accelerator, Full 4x AGP.
Banshee 2D core, new 3D core, 3rd-party Geometry engine.
4 to 128 MB SDRAM on-card.
(32-bit true color, 24-bit Z and W-Buffer, 8-bit Stencil.
32-bit 2K x 2K texture support, Texture compression capable.
SLI Scalable via single or multiple Chips. Full-scene Anti-aliasing.
Dual pipelined, MultiTextured, 2-Pixel/Clock cycle.
Geometry acceleration.
Transform and Lighting acceleration.
DirectX 7.0 supported.
400 to 1600 MTexels/sec
4 Million sustained transformed Triangles/sec.

Kyle Robert

3dfx Napalm - Start saving your $$$

by Kyle Robert » Sat, 11 Sep 1999 04:00:00

These specs came from a reliable source?  3dfx hasn't officially announced
anything yet, besides  the T-Buffer technology. And from recent interviews
with 3dfx employees it doesn't look like their next part is going to have
T&L on it, just loads of fillrate, which is fine with me.

Kyle



Thom j

3dfx Napalm - Start saving your $$$

by Thom j » Sat, 11 Sep 1999 04:00:00

Since I do not understand most of the "techno jargon" I have a
question: Will this be better then the GeForce 256 coming out?

Cheers Thom_j.


> Imagine what this baby will do for GPL.  True color and the speed of
> 3dfx at an incredible resolution.  I'm druling :)~

> I read it will be available sometime this fall...

> Code-name 'Napalm'.
> 0.25u die-fab integration.
> 2D/3D Integrated accelerator, Full 4x AGP.
> Banshee 2D core, new 3D core, 3rd-party Geometry engine.
> 4 to 128 MB SDRAM on-card.
> (32-bit true color, 24-bit Z and W-Buffer, 8-bit Stencil.
> 32-bit 2K x 2K texture support, Texture compression capable.
> SLI Scalable via single or multiple Chips. Full-scene Anti-aliasing.
> Dual pipelined, MultiTextured, 2-Pixel/Clock cycle.
> Geometry acceleration.
> Transform and Lighting acceleration.
> DirectX 7.0 supported.
> 400 to 1600 MTexels/sec
> 4 Million sustained transformed Triangles/sec.

Ken Bear

3dfx Napalm - Start saving your $$$

by Ken Bear » Sat, 11 Sep 1999 04:00:00

Until the T&L starts getting a lot of game support, I personally find the
T-Buffer more intriguing for the current and near-future games.  Well, not
the T-Buffer as much as that it gives us out of the box free full-screen
anti-aliasing in all our current games - as long as it does have the small
performance hit that 3dfx is saying.  And those of us who've been around a
while, and got Renditions way back when to play ICR2 and N2 know how good
ICR2 looked with just edge anti-aliasing.  Full screen should be quite nice
:-)

The word I've heard is 3dfx will announce something next week, whether it's
the full specs on the V4 I don't know though.  Gonna be curious to see how
it stacks up.  I'm thinking the T-Buffer and loads of fillrate will be the
ticket for this generation.  T&L may help some titlles, but much as 32-bit
color for the current generation wasn't used very much, I don't think it'll
be a biggie - but the final shipping products, price/performance ratio, etc.
will of course tell the whole story.

--
Ken's Sig 3.0

"Who is the more foolish?  The fool, or the fool who follows him?" - Obi-Wan
Kenobi

Go #43 and #44!

volksy (at) geocities (dot) com
volksy (at) yahoo (dot) com


>These specs came from a reliable source?  3dfx hasn't officially announced
>anything yet, besides  the T-Buffer technology. And from recent interviews
>with 3dfx employees it doesn't look like their next part is going to have
>T&L on it, just loads of fillrate, which is fine with me.

>Kyle

Borut Srebotni

3dfx Napalm - Start saving your $$$

by Borut Srebotni » Sat, 11 Sep 1999 04:00:00

I think that V3 is better than GeForce .... for GPL! We all play only GPL,
right?

Borut


> Since I do not understand most of the "techno jargon" I have a
> question: Will this be better then the GeForce 256 coming out?

> Cheers Thom_j.



> > Imagine what this baby will do for GPL.  True color and the speed of
> > 3dfx at an incredible resolution.  I'm druling :)~

> > I read it will be available sometime this fall...

> > Code-name 'Napalm'.
> > 0.25u die-fab integration.
> > 2D/3D Integrated accelerator, Full 4x AGP.
> > Banshee 2D core, new 3D core, 3rd-party Geometry engine.
> > 4 to 128 MB SDRAM on-card.
> > (32-bit true color, 24-bit Z and W-Buffer, 8-bit Stencil.
> > 32-bit 2K x 2K texture support, Texture compression capable.
> > SLI Scalable via single or multiple Chips. Full-scene Anti-aliasing.
> > Dual pipelined, MultiTextured, 2-Pixel/Clock cycle.
> > Geometry acceleration.
> > Transform and Lighting acceleration.
> > DirectX 7.0 supported.
> > 400 to 1600 MTexels/sec
> > 4 Million sustained transformed Triangles/sec.

Tony R

3dfx Napalm - Start saving your $$$

by Tony R » Sun, 12 Sep 1999 04:00:00

On Thu, 09 Sep 1999 20:32:03 -0400, "David L. Cook"


>Imagine what this baby will do for GPL.  True color and the speed of
>3dfx at an incredible resolution.  I'm druling :)~

>I read it will be available sometime this fall...

I've been a 3dfx fan from the beginning but Nvidia's next card will be
0.18 compared to 3dfx's 0.25.
That's got to amount to something.

Tony

Steve Edward

3dfx Napalm - Start saving your $$$

by Steve Edward » Sun, 12 Sep 1999 04:00:00

Yes

it amounts to NVidia is using a ArF fab and 3Dfx is using a KrF fab and the
KrF part will run a little hotter at the same clock rate.   Don't draw too
much else from those numbers.

spesig Steve Edwards web page http://www.geocities.com/MotorCity/1466/ Proud
Racing Member of Hawaii Ace League - Thomas Enterprises The Oldest Online
Nascar League in existence Car # 7 FORD http://www.dithots.org GO Blue Oval


> On Thu, 09 Sep 1999 20:32:03 -0400, "David L. Cook"

> >Imagine what this baby will do for GPL.  True color and the speed of
> >3dfx at an incredible resolution.  I'm druling :)~

> >I read it will be available sometime this fall...

> I've been a 3dfx fan from the beginning but Nvidia's next card will be
> 0.18 compared to 3dfx's 0.25.
> That's got to amount to something.

> Tony

David L. Co

3dfx Napalm - Start saving your $$$

by David L. Co » Sun, 12 Sep 1999 04:00:00

You know what's funny?  I made my own kill file with this post ;)  With
the $$$ in the subject it immediatly got deleted.  Heh.

David Cook




> >I've been a 3dfx fan from the beginning but Nvidia's next card will be
> >0.18 compared to 3dfx's 0.25.
> >That's got to amount to something.

> .07 if my calculations are correct...

> Trips

Thom j

3dfx Napalm - Start saving your $$$

by Thom j » Mon, 13 Sep 1999 04:00:00

Thanx for your info 'Borout' but I had a Voodoo3 & I sent it back
for 2 3dfx Voodoo2s in SLI. To me, its better then the V3 in GPL.
Also Im still able to use my Herc Thriller for other sims, games etc.
Yes I know the thriller is getting old but I will stay with it now until
some video card comes out that will exceed my 3 card setup.
This is why I asked about the 'GeForce' 256 & if anyone has any
new info on another card that it better please re: me directly...Tia

Cheers Thom_j.


> I think that V3 is better than GeForce .... for GPL! We all play only GPL,
> right?

> Borut



> > Since I do not understand most of the "techno jargon" I have a
> > question: Will this be better then the GeForce 256 coming out?

> > Cheers Thom_j.



> > > Imagine what this baby will do for GPL.  True color and the speed of
> > > 3dfx at an incredible resolution.  I'm druling :)~

> > > I read it will be available sometime this fall...

> > > Code-name 'Napalm'.
> > > 0.25u die-fab integration.
> > > 2D/3D Integrated accelerator, Full 4x AGP.
> > > Banshee 2D core, new 3D core, 3rd-party Geometry engine.
> > > 4 to 128 MB SDRAM on-card.
> > > (32-bit true color, 24-bit Z and W-Buffer, 8-bit Stencil.
> > > 32-bit 2K x 2K texture support, Texture compression capable.
> > > SLI Scalable via single or multiple Chips. Full-scene Anti-aliasing.
> > > Dual pipelined, MultiTextured, 2-Pixel/Clock cycle.
> > > Geometry acceleration.
> > > Transform and Lighting acceleration.
> > > DirectX 7.0 supported.
> > > 400 to 1600 MTexels/sec
> > > 4 Million sustained transformed Triangles/sec.


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