Did someone mention GLIDE some month ago? :)
https://wheeloftime.nu/orchid_n.jpg
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Did someone mention GLIDE some month ago? :)
https://wheeloftime.nu/orchid_n.jpg
What the hell are you going to do with that much video memory? That's 12 million bytes!
A whole 12MB? Nobody will ever need more than that!
12 MB! It's amazing! :)
A bit difficult to compare with an nVidia 2080 Ti, with 11 GB DDR6 RAM *g - I wouldn't have guessed right on that back in '97*,
I have seen the number: 20 billion triangles/sec - but the pipeline is quite different nowadays, so apple to pears.
Wiki:
- Voodoo2 (V2 1000) 90 MHz clock (memory and core)
- 135 MHz RAMDAC, dithered 16-bit (65536 color) display.
- Full-screen, 3D-Only accelerator, works with another 2D or 2D/3D VGA card through a VGA pass-through cable. Picture softened slightly by analogue VGA pass-through cable.
- Support full-screen games under DOS, Windows 95/98 etc.
- Support for game development tools including Gemini OpenGVS, Multigen, GameGen, SGI Open GL, Glide, Direct 3D, Mini GL and Autodesk 3D Studio under DOS, Win 32 and IRIX.
- Resolution up to 800 × 600 and higher resolution through SLI, (Scan Line Interleave) up to 1024 × 768.
- Supports 8 or 12 Megabytes high speed EDO DRAM rated at 100 MHz but running at 90 MHz, 25 ns.
- RAM configured into 4 Megabytes for frame buffer(s) and Z-buffer and 4 or 8 Megabytes texture memory.
- 90 million fully featured pixels/sec sustained fill rate for bilinear textures, with LOD MIP-mapping, Z-buffering, alpha-blending and fogging enabled).
- 3 Million fully featured triangles/sec (Filtered, LOD MIP-mapped, Z-buffered, alpha-blended, fogging enabled, textured triangles).
- 180 Million pixel/sec with scanline interleaved configuration.
- Bi-linear and tri-linear texture filtering.
- Level of Detail (LOD) mipmapping
- Supports Multiple textures per pixel.
- Bump mapping through texture composition.
- Edge Anti-aliasing.
- Hardware triangle set-up (independent strips and fans).
- Perspective, Sub-pixel and sub-texel correction.
- Ground shading and texture modulation.
- Z-buffering (16/32 bpp, integer and floating point).
- alpha blending and fogging.
- Linear frame buffer access.
- Single-pass tri-linear filtering.
- Single-pass dual textures per pixel.
I drooled over magazine ads for those cards when I was a kid.
Wow, this is part of my genome. ;)
https://mama.nu/artiklar/retro-spel/
(I think the images says it all; so no need to use google translate)