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Lowdown on the Voodoo 5

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Lowdown on the Voodoo  5


Okay, I know that everyone, including myself has been anxiously awaiting the debut of 3dfx's Voodoo 4 and 5 series on the shelves of retail stores. While this hasn't happened yet, and probably won't until late May of this year, I have managed to scrape together some details on 3dfx's new-generation products. Unfortunately, we have been unable to secure a Voodoo 5 for ourselves, so you will have to forego the benchmarks. 

Overview

As has been known for some time, 3dfx;s new product line will include four variants, the Voodoo 4 4500, the Voodoo 5 5000, the Voodoo 5 5500, and the top of the line Voodoo 5 6000, based on the VSA-100 chipset. The Voodoo 4 4500 will be the low end model, with comparable performance to the Voodoo 3, except with 32bit color, and 32MB of SDRAM. The next step up the performance ladder will be the Voodoo 5 5000, which is somewhat an anomaly, as it will only be available in a PCI version. This card will support two VSA-100 processors, but only 32MB of memory. The third card, which will probably be the most interesting to prospective buyers is the Voodoo 5 5500. This card will run with two VSA-100 chips, and 64MB of RAM, divided into two 32MB banks. An interesting feature of this card is that it will require to be plugged into a spare four-pin power cable inside the pc, to alleviate any possible power problems from the AGP slot. The last behemoth in this lineup, the Voodoo 5 6000, will sport four VSA-100's and 128MB of the standard SDRAM. This monster, to be released later this year, will have twice the power of the Voodoo 5 5500. In fact, it's power needs will be so great that a wall power adapter will be included, to plug into a connector in the back plate of the card. 

The VSA-100 

The VSA-100 is 3dfx's new scaleable-architecture 3D chip, that serves as the base for the Voodoo 4 and 5 product lines. One VSA-100 is not at all spectacular by itself, and is easily out-performed by any GeForce. In fact, the performance is similar to the last generation Voodoo 3, albeit with 32bit color and provision for more memory. This chipset only truly shines when incorporated into dual or quad arrays, which effectively double or quadruple its performance. So far, the VSA-100 has only been tested at 166mhz, with a synchronous memory clock, but production speeds are expected to be marginally higher. If 3dfx's claims are true, the final clock speed will probably be between 166 and 183mhz, as this number coincides with the projected fill rate of 333 to 367 megapixels per second. In quad or dual arrays, this would of course be increased to 1.33 to 1.47 gigapixels, or 666 to 724 megapixels.

T-Buffer Anti-Aliasing

Of all the hype that surrounds the Voodoo 5's, the most publicized is the new two and four sample anti-aliasing, via the T-Buffer. In simple terms, anti-aliasing is the process either carried out by the hardware or software to remove visual anomalies from the picture displayed on screen. These anomalies include the dreaded 'jaggies', when lines appear to be rough around the edges, abrupt and unrealistic transitions between textures, and shimmering pixels at a distance. Although anti-aliasing improves the picture quality, it causes a large performance hit.   Most other videocard companies use the down-sampling method to achieve anti-aliasing, but 3dfx, believing they had a better method, chose to steer their own course. The down-sampling method involves rendering a scene at a higher resolution than it will be displayed at, usually 1600 x 1200, and shrinking it to the proper dimensions. When the hardware encounters pixels that were present in the high-res scene but not the low-res one, they are, so to speak, grayed out, to blend smoothly from one object to another. While this method works, it  has the disadvantage of not being implemented in Glide or Direct3D games. On the other hand, 3dfx's solution will work on any 3D-accelerated game ever made. Now when you think about it, that is a large library of titles. This compatibility is achieved by performing the anti-aliasing entirely in hardware, thus making compatibility problems redundant. The way this works is by making the card process the 3D scene twice, or four times for the four-sampling method, and averaging the pixel results together, as if it were a math problem. Although this system works quite well, it is a serious drain on the processing power of the card, because it divides that power by two or four. As I mentioned before, this feature can be applied to any 3D accelerated game, via 3dfx's control panel, which allows the user to turn anti-aliasing effects on and off for any particular title. A final note: four-sample anti-aliasing is not enabled for the Voodoo 4, as it would pose to serious of a drain on the card.

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