Extreme Hardware heeft een interview gepost met Brian Burke, PR manager van 3dfx. In het interview babbelen ze wat over de nieuwe T-Buffer technologie, die 3dfx voor het eerst in de Voodoo4 zal toepassen:
Extreme Hardware: What is the visual difference between using a T-Buffer card with current 3D games (like NFS3) compared to developer-supported T-Buffer 3D games that will come out later?
Brian Burke: As for the spatial AA, there will be none. All the APIs have support for full scene AA already. Because of the huge performance hit on today’s 3d accelerators, it is seldom implemented. As for the other features like motion blur, soft shadows and depth of field, they are not supported in any APIs. We will be faced with a task like we had when we introduced multi-texturing with the Voodoo2, in that it will take some evangelizing on our part. We control GLIDE, so they will all be supported in GLIDE. We are lobbying Microsoft to have them included in the next version of DirectX. We also can add them via the OpenGL extensions, or the DirectX extensions. I do not think it would be fair to characterize the fact that there is not support for these new technologies in current APIs. 3dfx is taking steps to advance 3d technology instead of doing the same things other 3d accelerator manufacturers are doing. It is good for the industry when someone pushes the envelope, it forces everyone to step up and deliver better products to the consumer.
Zie voor meer T-buffer info deze Siggraph 99 nieuwsposting.