Computer Gaming Review heeft wat zitten kletsen met Keith Galocy, een of ander mannetje van 3dfx. In het interview worden een aantal leuke vragen gesteld, over o.a. Glide, het boycotten van Metabyte's PGC technologie, Glide en texture compression. Deze vraag over onboard geometry processing vond ik ook wel interessant:
CGR: Geometry on-board the graphics chip would seem to take much stress of the CPU with floating point intensive games. What’s your opinion on this and does 3dfx see the possibility of this feature for a future graphics card?
KG: This is a very complicated area. The big problem with offloading the CPU with a graphics geometry engine is the danger of decelerating geometry. Especially with the progress that Intel and AMD have been making in floating point performance. No one wants to repeat the fiasco of the first few 3D graphics cards that actually were slower than software rendering. So our philosophy will be to incorporate geometry on the graphics processor when we can significantly accelerate geometry beyond what the fastest CPU can perform.
There are many ways to increase the realism of the computer rendered graphics. 3dfx is as much interested in image quality that results from high-quality pixels, as from increased geometric complexity. So features such as fast anti-aliasing, multiple textures, and other advanced pixel-based effects are as important as geometry. The proper balance between all these features is what is important. For example, 100 million polygons per second without anti-aliasing is an out-of-balance system. And anti-aliasing with 100 thousand polygons per second is also out of balance.