iXBT heeft een artikeltje in elkaar gedrukt over de 3dfx VSA architectuur, die in de Voodoo4 en Voodoo5 serie gebruikt zal worden. Hier een stuk uit de conclusie:
So, let's try to make a shot summary. 3dfx Company announced not just a new VSA-100 chip. It announced a new ideology of high performance graphics solutions. The mere idea of parallel data processing is very interesting and promising. In fact, it's now too hard to foresee the reaction of the market to these new solutions from 3dfx. Especially since there are still a few unclear and moot issues. There is only one indisputable thing: it is too untimely to make any definite conclusions before we see with our own eyes how it all works.
In fact, the users will have to choose between the T-Buffer (including FSAA effect) and hardware T&L in the Q1 2000. Besides, the situation with the geometric coprocessors support in the existing applications will matter a lot and is very likely to influence your decision. However, you should clearly understand one thing. The bare announcement that this or that game supports hardware T&L is not enough. Only if this game run on a graphics card equipped with the geometric coprocessor looks indisputably better on the user's monitor than in case he uses a Voodoo5, the user will prefer competitors' products to those from 3dfx. But if most games with the announced hardware T&L support turn out not to make full use of these graphics cards features (in other words, they use the same amount of polygons in the scenes as if they were run on a system without any geometric coprocessor), then there will be hardly any sense in buying graphics cards with the geometric coprocessor. Really, what's the use of buying a graphics card with the geometric coprocessor if in autumn 2000 we are offered another generation of the graphics cards of this type? In this case, we don't doubt that Voodoo5 cards will take the lead because they offer a wide range of features the user can apply immediately in new games as well as in older ones without waiting for anything. Here we mean T-Buffer, namely the major effect it provides - full scene anti-aliasing (FSAA). And that is not all! T-Buffer also provides hardware support for the whole lot of various cinematic affects. They have to be supported in the interfaces, while hardware FSAA is supported by all applications and API. All in all, we are facing a very interesting period of time when we will have to make our own choice and to pay for it.