Thresh heeft een interview gepost met Scott Sellers van 3dfx. In het interview spreekt 3dfx over de GeForce 256 en de Voodoo4 (of hoe dat ding dan ook mag gaan heten). 3dfx blijft duidelijk hameren op de lage fillrate van de GeForce 256, waar NVIDIA volgens 3dfx op zal gaan falen:
Q: What is your take on Nvidia's decision to move to on-board T&L?A: It is certainly an interesting position to take, but somewhat not surprising given the background and experience of many of their architects and engineers. I think what was surprising about the specifics of the GeForce 256 is how they seemingly ignored new rasterization features (cube environment mapping excepted) and certainly ignored substantial fill-rate improvements. As a result, it is our belief that they have created a very unbalanced part with impressive geometry capabilities but not enough fill-rate to really take advantage of it.
Q: Is this product [Voodoo4] going to be faster than GeForce 256?
As I mentioned previously, there are numerous performance characteristics which interact to form the sustainable performance of a 3D accelerator. Nvidia has focused heavily on the geometry bottleneck with the GeForce 256, almost at the exclusion of substantially increasing fill-rate performance. In the very near term, we have gone down almost exactly the opposite route, focusing much more heavily on fill-rate performance. As a result, as gamers want to run their games at high resolutions and 32bpp color depth, we believe hands down we will have a faster product than GeForce 256 across the majority of games.
Neem van mij aan dat je een stuk skeptischer tov de GeForce 256 staat nadat je dit interview hebt gelezen. De GeForce heeft een te lage fillrate (geen full-scene anti-aliasing), de V4 heeft geen geometry acceleration. De Glaze3D lijkt op dit moment de enigste chip die echt alles lijkt te gaan bieden, alleen is het de vraag of dat ding ooit realiteit zal worden.