1995
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Mar-95 |
Real3D |
R3D/100 |
Prototype |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Mar-95 |
Real3D |
R3D/100
#2 |
Prototype |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Mar-95 |
Real3D |
R3D/100 Marketing
Sample |
x |

| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| x-95 |
Real3D |
Marketing
Material |
x |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| x-89 |
General
Electric |
General Electric
Simulator ASIC |
x |
| More
Info |
|
Ex Real3D Engineer
:
“This chip was a
rasterizer, as part of a GE Simulator, designed over 20 years
ago. This chip did a single quadrant, of one stage, of a
Warnock windower.
The Warnock
algorithm quadrisects screen space and detects which of the
four quadrants a primitive (point, line, triangle), intersects.
This is one stage. Results of this stage move to a second
stage, that does a further quadrisect. This continues though as
many stages as required to get to a single pixel (or in
machines that do many pixels in parallel, a group of pixels.
E.G. starting with a 512x512 window, stage 0 would yield
256x256, stage 1 128x128, stage 2 64x64, stage 3 32x32, etc. SO
you need log2(n) stages to get to single pixel. But if you
window down to 8 by 8, e.g. the last 3 stages aren't necessary.
This chip does 1 quad of one stage. So 4 of those were needed
per quad. I.e.. a 5 stage implementation would need 20 of
these.
This was one of
the first so-called "image generators" that used custom
designed ASICs. Up till then off-the-shelf parts were used
which made for enormous machines (consider that a single part
might have just 4 and-gates in it!!).
This is a large
ASIC, packaged in ceramic. The lid is off and you can see the
surface of the die.
This part
contained approximate 250 thousand transistors, and I believe
clock speed was 12.5 Megahertz.
This chip was used
in high-end military flight simulators, an image would be
projected into a large 1/2 dome surface, head tracking would
attempt to keep the most pixels concentrated at the centre of
the field of view. The systems were impressive, with cockpit
mock-ups, projection systems, etc. the graphics was just a
small part of it."
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| May-95 |
3Dlabs /
Creative |
Gaming
Glint |
Creative 3D Blaster VLB CT6200
- Stereo Photo Limited Edition
|
| More
Info |
|
The Creative
Labs Blaster was the only 3D card ever produced for the
VL-Bus.
Based on a trimmed-down version of 3Dlabs' professional-level
Glint 300SX chip
it was Creative’s first entry in the consumer 3D
market.
Launched August 18th by the company that gave us the Sound
Blaster, Creative was one of the first companies that offered a
first generation 3D solution. At that time Creative was doing
extremely well. They sold 1 million Sound Blaster devices per
month, and were the first billion dollar company in the
multimedia business. Like many other companies, 3D acceleration
was the next step forward. Creative Labs was the favourite to
dominate the 3D market the way it had the sound card market,
where it enjoyed a market share somewhere between 60 and 70
percent.
The Creative
Blaster VLB was pitched to the 486 platform. Even though
Pentium machines were already commonplace in many
enthusiasts’ homes, the 486 was believed to still have life
left in it, with a big enough install base to justify a VLB
3D card. Hock Leow, Creative Labs' vice president of product
marketing for the 3D Blaster was quoted in saying: “There's
still life in the 486, we have a large installed base of 486
users. We don't want to penalize them."
As with all Creative Labs’ 3D accelerators, the 3D accelerator
itself wasn’t solely developed by Creative alone. Creative
teamed up with 3Dlabs to co-develop the Blaster chip. Having
tremendous success in the professional workstation market, 3D
labs designed a cut down version of its Glint 300SX chips for
Creative, called the Gaming Glint, or GiGi for
short.
The GiGi had on paper very impressive specs. Here’s a short
list taken from the original announcement:
- Real Time 3D True Texture
graphics - 25
million pixels/sec fill rate
- 200,000 polygons per second
- Bit Blt rates of up to 40,000,000 pixels per second
- Accelerates 8-bit and 16-bit 3D rendering
- Accelerates transparency and fogging
- Accelerates anti-aliased texturing
- Perspective correct texture mapping
- 16-bit hardware z-buffering and double buffering
- On board texture memory
- Expandable to 4MB RAM with daughter memory card
- High-Performance VRAM-based 2D windows
acceleration
The Blaster VLB boasted 2D Windows Acceleration as well, and
had 1Mb of VRAM dedicated for this. The system requirements
stated that you still needed a VGA card, which you connected
with the provided loop cable. If you already had a good 2D
card, you could simply connect that, and only use the 3D
Blaster VLB for 3D games.
Like many first generation products, the Blaster VLB ran into
the same problem as any other early 3D accelerator; the lack of
games supported by the card. Back then, there was not one API
that supported all 3D accelerators.
At the time of release, the BRrender, RenderMorphics,
RenderWare and 3DR APIs were most popular with DirectX games
still a while away. The problem was that even though the card
supported these APIs, the APIs themselves were lagging behind
with driver support for newer hardware. Most of the games had
to be specifically written to the 3D Blaster specification to
see any speed improvement. The drivers that came with the card
became essentially obsolete quite quickly and most likely did
not work on any of the newer titles. The actual API companies
had been generally uninterested in writing newer drivers for
the card. The card also supported Creative Labs' own CGL API
for DOS and Windows 3.1-based games.
Originally the card came bundled with 4 games namely Nascar,
Magic Carpet Plus, Flight Unlimited and Rebel Moon. There seem
to have been a number of different bundles. Some of the other
games were High Octane by Bullfrog, Mindscape's Cybersled and
Azreal's Tear, and PF Magic's Ballz Out. All of the games have
been updated with special drivers to support the 3D
Blaster.
In the press releases and also on the actual box, Creative
stated that it gained the support of over 200 software vendors.
Shortly after launch (September 1995) Mr. Leow, vice president
of product marketing, stated that they expected 35 to 50 titles
to support the board by Christmas. Furthermore he stated that
Creative had seeded 75 developers for a year, and that they had
been working on titles since then.
Unfortunately many of those games never came to support the
Blaster VLB. Still, at the end of 1996, the 3D Blaster Software
page listed 25 games as being “Now Available!” with a number of
games still in development. Unfortunately there is just not
enough info available to verify if these scheduled games ever
made it to market. Interestingly it mentioned Quake on that
same list as well. Either it was a mix up between the Rendition
Vérité port, or there was a Quake version planned for the 3D
Blaster VLB.
For the complete list of available and announced games, please
click here.
Due to the fact that the PCI version of the 3D Blaster, based
on the Rendition Vérité chip, was already almost around the
corner, the 3D Blaster VLB suffered from a lack of support,
both in drivers and games.
Much later the promised 2Mb memory daughterboard upgrade
arrived and a DirectX driver. The actual DirectX driver was
promised to be delivered in January 2007, and while there were
early Beta DirectX drivers, the final driver version was
released very late in April 1997. The official statement was
that you needed the memory upgrade to play DirectX games. The
upgrade could be ordered from customer service and sold for
$49.95.
Unfortunately, games and new 3D accelerators were already
providing much better graphics and performance, and the
Creative Blaster VLB never got the chance to fully shine. The
bundled games and some of the released games did run half
decent with speeds equalling some Pentium systems.
Unfortunately, there were still many driver issues.
It did seem that later in the Blaster VLB’s life there was a
Limited Edition bundle, called the Stereo Photo Limited Edition
as you can see from the pictures above. This limited Edition
contained a FX2000 Joystick by Suncom technologies and a pair
of headphones. Bundles like these would have most likely been
made to boost sales or clear any stock from when they switched
over to the PCI version of the Blaster.
Due to the initial high purchase price of $349 and lack of
support, the Blaster Labs VLB never really took off. The
problem was also mainly due to the enthusiasts upgrading en
mass to Pentium platforms. Because the Pentium platforms did
not support the VL-Bus there wasn’t any point in buying the
card.
Also remember that 3D acceleration on the PC was still in its
infancy. Most people were happy enough playing 3D games on
their Sony Playstations, and Sega Saturns, and sold by the
hundreds of thousands in mere days, something that Creative
could have never matched, even if they could sell all the
boards they produced. Interestingly, as commented by Fred Dunn,
Vice President of John Peddie Associates, the PC game titles
sales represented only 7 to 8 percent of the game market at
that particular time.
The lack of sales makes this one of the rarest cards in my
collection, and to have found it boxed and sealed is extremely
rare.
|

| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| May-95 |
nVIDIA |
NV1
VRAM |
Diamond Edge 3D
3240 with Memory Module |
| More
Info |
|
A Multimedia PCI card released in 1995 and most commonly sold
to retail as the Diamond Edge 3D under license from EDGE Games.
It featured a complete 2D/3D graphics core based upon quadratic
texture mapping, VRAM Memory (DRAM for the STG2000), an
integrated 32-channel 350 MIPS playback-only sound card, and
two Sega Saturn compatible joypad ports. As such, it was
intended to replace the 2D graphics card, Sound
Blaster-compatible audio solutions, and 15-pin joystick ports,
then prevalent on IBM PC compatibles.
May 1995, two-year-old startup NVIDIA made a long awaited
entrance in the graphics market with their two chip solution to
accelerate wavetable audio, video playback and 3-D graphics.
Although the NV1 was NVIDIA's first product, the chip was very
advanced for its time.
To give you an idea of the state of the industry at the time,
"MPC Level 2" had just been declared to promote audio and video
technologies on the computer. CD-ROMs and 16-bit sound cards
just started growing in popularity. Graphics accelerators at
the time supported full motion video as well as
photo-realistic, high-color 15-bit and higher color depths. It
was in this environment that NVIDIA developed its first
graphics chip with the help of SGS-Thomson Microelectronics (ST
Micro). Here was fledgling NVIDIA integrating all these
multimedia functions and more into one expansion
board.
Why did NVIDIA choose such an integrated solution?
Alongside the original announcement, Michael Hara (NVIDIA’s
director of developer marketing) said the following : "What the
consumer is used to is high quality for a low cost. But for the
PC, the software developers don't know what the consumer is
going to buy, so he assumes no video, GUI acceleration and an
8-bit SoundBlaster. We believe that this is the next level of
integration for multimedia in the PC. Compressing high
performance multimedia functionality onto a single multimedia
accelerator will ensure software developers a common
performance baseline to work from, and in turn assures
consumers will get the most from the multimedia
experience.”
When the NV1 was produced, many of the 3D standards we now take
for granted had not yet been decided. Since polygons had not
yet become the standard for 3D gaming, NVIDIA chose to
implement Quadratic Texture Maps, not polygons, as its graphics
primitive. NVIDIA's Chief Technical Officer, Curtis Priem, was
enamoured by quadratic texture maps, and as CTO, he made
quadratic texture maps the standard at NVIDIA. Whereas today's
3D cards must use many small polygons to replicate smoothness,
the NV1 used the curved sides of polygons. This allowed the NV1
to display smoother looking 3D models with fewer calculations.
Textures were stored in system RAM and pulled over the PCI or
VESA Local Bus as needed - exactly what AGP promised a few
years later.
The NV1 also integrated a playback-only sound card. With 32
concurrent audio channels of 16-bit CD-quality audio and
hardware phase shifting for simplistic 3D sound, the NV1 was
actually more impressive than many first generation PCI sound
cards. The MIDI playback used a 6MB patch set stored in system
RAM and was even Fat Labs certified.
The NV1 featured direct support for Sega Saturn gamepads and
joysticks instead of using the traditional 15-pin game port.
The Saturn controllers could be used in any DirectInput
compliant games, including the hardware accelerated ports of
Virtua Fighter, Virtua Cop, and Panzer Dragoon.
The Audio, video and graphics were hewed together using an
internal 600MByte/sec packet bus. The device also interfaced to
a 64-bit PCI for maximum transfer rates.
Instead of making the chips themselves, NVIDIA took a different
avenue by establishing an early relationship with SGS-Thomson
Micro. By gaining manufacturing stability, NVIDIA gave a
high-volume consumer segment to SGS-Thomson, which introduced a
DRAM-based version called the STG2000 while NVIDIA would market
the NV1 video RAM version for higher-end PC
applications.
The two companies also co-developed the digital-to-analog (DAC)
converter found on the board.
The DRAM version by SGS Thomson's STG2000, was available in 1MB
upgradable to 2MB (the Diamond Edge 3D 2120XL) or 2MB standard
(the Diamond Edge 3D 2200XL.) The VRAM configuration, based on
NVIDIA's NV1, was available for PCI in 2MB upgradable to 4MB
(the Diamond Edge 3D 3240XL) or 4MB standard (the Diamond Edge
3D 3400XL.) Both chips were based on NVIDIA's NV1
technology.
The Diamond Edge was the most well known product, and by far
the most popular, although there were a number of other
manufacturers (seen below) that announced products based on the
NV1/STG2000 with small differences.
NV1 :
Genoa Stratos
3D
Jazz Multimedia 3D Magic
STG2000 :
Leadtek WinFast
Proview 3D GD400 & GD500
Yuan JRS-3DS100
NVIDIA and STS-Thomson weren't competitive since they served
different price points. NVIDIA would focus on performance and
enabling more features and SGS would focus on serving the
commodity market.
Late 1995, many software companies announced products, such as
Electronic Arts, Activision, Sega, Crystal Dynamics, Papyrus,
Domark, Alexandria, Martin Hash, Inc., and Sonic
Foundry.
There was one platform which shared the NV1’s use of Quadratic
rendering technology - the Sega Saturn - which created an
alliance between Sega and NVIDIA resulting in Saturn games like
Nascar Racing, Virtua Fighter and Virtua Cop being ported to PC
to take advantage of the NV1 and its unique method of 3D
processing, being bundled with the card at the time of
sale.
Even the well known Mechwarrior II was supposed to be ported to
the NV1. NVIDIA assigned one engineer to them, but the whole
project was dropped since it was too big of a task to be done
by one engineer. The NV1 version was actually the first
3D-accelerated Mech II version to start production, but was
never completed. All of the builds NVIDIA provided them with
were archived, documented and put into storage somewhere at
Activision. (think big warehouse like at the end of Raiders of
the Lost Ark.)
What went wrong with the NV1 and how did it almost kill
NVIDIA?
The proprietary
quadratic texture mapping of the NV1 was its death sentence.
When Microsoft finalized Direct3D not too long after the NV1
had reached store shelves, polygons had been chosen as the
standard primitive, and despite NVIDIA's and Diamond's best
efforts, developers were no longer willing to develop for the
NV1.
Nvidia did manage to put together limited Direct3D support, but
it was slow and buggy (software-based), and no match for the
native polygon hardware on the market.
Other factors like questionable audio, overall cost to NVIDIA
and the consumer, slow 2D speed and the failure of the Sega
Saturn vs the Playstation all contributed towards its demise.
But nothing doomed the NV1 more than the release of
Direct3D.
With Direct3D, Microsoft nearly killed NVIDIA. PC OEMs refused
to produce boards with a non-Direct3D compliant chip, software
development was dropped, and NVIDIA's engineers knew they could
not come up with a completely new polygonal 3D accelerator and
bring it to market in time. The company retreated from the
public interest and was forced to lay off several
employees.
Subsequent NV1 quadratic-related development continued
internally as the NV2, which was all ill-fated console chip,
partially because of the same quadratic problems that arose,
which was regarded as a nightmare to work with.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| May-95 |
nVIDIA |
STG2000 (NV1
Dram) |
Diamond Edge 3D
2120 |
| More
Info |
|
SGS-Thomson STG2000 Dram
version of the NV1.
This card is the Diamond Edge 2120, which got the standard 2Mb,
which could be upgraded to 4Mb.
This particular model has got all the ram slots filled, which
corresponds to 4Mb of Dram, if this card would have had 4Mb
from the factory, it would have been labeled as the Diamond
Edge 2200.
You can clearly see from the second picture the Sega Saturn
ports and cables, CD Audio-in cables (different cables for
different CD-Rom manufacturers, audio out cable, and the RJ-45
to 15 pin IBM Game port.
The RJ-45 port on the board leads many people to assume
incorrectly, that the card must be a network
controller as well, but from the adaptor cable you can clearly
see what the real purpose of that port was.
For more info on the NV1, please read the section
above.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| May-95 |
nVIDIA |
STG2000 (NV1
Dram) |
Diamond Edge 3D
2200 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| May-95 |
nVIDIA |
NV1
Dram |
Video Forte
VF64-3DG-02 |
| More
Info |
|
Videoforte's version of the
NV1.
Looking at the PCB layout, one can easily see that this board
greatly differs from the Diamond Edge 3D models.
The External Audio In and Microphone ports have been done away
with, leaving space to feature a full 15 pin IBM
Game port, instead of the RJ-45 port on the Diamond Edge
3D which required the adaptor cable.
Other differences are the amount of DRAM on the board, this
board has got 4 chips, but instead of them being 1Mb each, like
on the STG-Thomson board above, each DRAM module is 512KB.
Hence if all slots would be filled, the total amount of DRAM
installed would still be 4Mb, just like the Diamond Edge 3D
2200.
The board came in -01 and -02 designations, but seems to refer
to the revision instead of being factory 4Mb or 2Mb. (more
sources needed)
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Aug-95 |
Number
Nine |
Imagine 128 Series
II |
x |
| More
Info |
|
Announced in
August 1995, the Imagine II was Number Nine’s second
iteration of the Imagine 128 board, based on enhancements to
the Imagine 128 architecture.
The Board came in DRAM and VRAM configurations (4MB and 8MB),
which enabled them to pitch the cards at more price points to a
broader range of users. Because the competition had heated up,
with cheaper competitive products being released in 1996, a cut
down version of the Imagine II was launched at $399 called the
“2e”, instead of the $699 of the Imagine II.
The second generation Imagine 128 chip was designed to provide
faster performance and new graphics capabilities, including
OpenGL and DirectX 3D acceleration, as well as colour space
conversion and interpolated stretch BLT to allow improved
quality video playback.
The series 2 incorporated Number Nine’s WideBUS (TM)
technology, a graphics architecture that utilized 128-bit 2D
& 3D drawing engines, and 128-bit wide internal and
external data pipelines and had the world's only 256-bit video
engine and front-end colour space converter to provide
unmatched MPEG playback performance. Video could be scaled up
to 1600 x 1200 at 16.8 million colours, without the blockiness
normally associated with scaled video. No special MPEG hardware
was required.
It also featured what Number Nine called an Intelligent Command
Processor; this on-board engine effectively enabled parallel
processing by autonomously calculating a long series of
graphics instructions while freeing up the CPU to execute
further application level instructions.
The Imagine 2’s DAC ran at 250 MHz and was capable of 2D
resolutions up to 1920 by 1200 with 65k colours at a 77 Hz
refresh rate, or 1920 by 1080 with 16m colours at a refresh
rate of 83 Hz, thus allowing the board to support high
resolution monitors in true colour modes at high refresh
rates.
In terms of hardware 3D acceleration, the maximum setting the 8
MB board could handle was a resolution of 1152 by 864 at 65k
colours.
The Series 2 supported Microsoft’s mini-client driver (MCD)
standard for accelerating 3D (OpenGL calls) under NT 4.0. With
MCD the OpenGL portion of a video driver operates alongside the
NT 4.0 display driver thereby enhancing the link to 3D
hardware.
The main problem of the card was that the Imagine 2 chip did
not support texture mapping and the requirement for Direct3D
was texturing.
Number Nine’s director of communications Phil Parker was asked
what would happen if a chip company went one way and Microsoft
went another:
"This happened to us. Our Imagine 2 chip didn't have texturing,
and the requirement for Direct3D was texturing. We said 'Oh, my
god,' but by that time, we couldn't compete with the likes of
S3 or NVIDIA."
Number Nine bundled quite a lot of software with the Series 2
card, worth hundreds of dollars, to help users exploit the full
capabilities of the Series 2. The bundle included (funnily
enough) Interactual's STAR TREK: FIRST CONTACT VideoSaver,
which turned your screen saver into a full-screen, high-quality
MPEG movie, with 20-minutes of the most popular scenes from
STAR TREK: FIRST CONTACT.
For Windows 95 and 3.1, Number Nine also provided an extra
control panel software utility called HawkEye that provided
on-screen control of display qualities, including the ability
to have a virtually expanded screen (up to 2016 by 2016) that
automatically scrolls when the cursor encounters the edge of
the screen.
Number Nine won a number of awards with the Imagine 2 like the
Windows Magazine Award for Imagine 128 Series 2 "Win100 Product
Award for Best Graphics Accelerator."
The magazine called the Imagine 128 Series 2 "one of the
fastest graphics accelerators on the market, offering the best
video playback of any board." It also made the Windows Magazine
Highest Recommended List more times than any other graphics
accelerator during the past year.
Number Nine scored some major OEM wins, with NEC using the 4Mb
card in their PowerMate Professional PC. SAG/ECE Electronics
used the 8Mb Vram board in their STA Dual Pro, STA Quad Pro,
and STA Alpha Station high end workstations, even pre-selling
them before the cards were ready.
Other OEMs were Micron Electronics with their Powerdigm
workstation, and the Series 2 was even used in Tech-Source
Inc.’s systems, which featured ultra-high resolution graphics
adapters that were utilized nationwide in the Federal Aviation
Administration's (FAA) new Air Traffic Control System known as
STARS (Standard Terminal Automation Replacement
System).
Number nine and Tech-Source Inc. were contracted by Raytheon
who was a prime contractor in the government's STARS air
traffic control upgrade.
The Number Nine Imagine 128 Series 2 co-processor powered
Raptor 2K was used to upgrade existing radar screens managing
air traffic safety on special monitors that ran at a screen
resolution of 2,048 by 2,048. Using three separate display
planes, the graphics sub-systems simultaneously viewed radar
image data of maps and weather, while concurrently manipulating
more than 2,000 flight tracks. And all that was in 1997!!
Indeed a major contract win for Number Nine.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Aug-95 |
Rendition |
Vérité V1000-E |
Rendition Reference
Design 3 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Aug-95 |
Rendition |
Vérité
V1000-E |
Creative Labs 3D
Blaster CT6240 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Aug-95 |
Rendition |
Vérité
V1000L-P |
Creative Labs 3D
Blaster CT6260 |
| More
Info |
|
The V1000E chip is
based upon a 5V process. The V1000L is made with a 3.3V process
and hence dissipates less power at a given clock frequency.
Therefore it can be clocked at a higher frequency.
Otherwise, the two chips are identical.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Oct-95 |
3DLabs |
Permedia NT Chipset
: Permedia & Glint Delta |
Diamond Fire GL
1000 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Oct-95 |
PowerVR |
NEC
PCX1 |
Videologic
Apocalypse 3D |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Oct-95 |
S3 |
S3
Virge/325 |
Hercules
Terminator3D |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-95 |
3Dfx |
Quantum3D Voodoo
Graphics |
Quantum3D
50SB-4220 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-95 |
3Dfx |
Voodoo
Graphics |
Canopus
Pure3D |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-95 |
3Dfx |
Voodoo
Graphics |
Orchid Righteous
3D |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-95 |
ATI |
3D Rage Mach64
GT |
ATI 3D
Xpression |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-95 |
S3 |
Virge/VX |
Diamond Stealth 3D
3000 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| x-95 |
Artist
Graphics |
3GA |
ARTIST Graphics
2000i 2Mb PCI |
<<
1994
[Back to
Top]
1996 >>
|
|
|
|
|