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1998-08-27
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<title>Acorn Arcade: Phoebe and 3DFX Voodoo 2 cards</title>
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<font size="+4" color="#ddbb00">Phoebe and 3DFX Voodoo 2 cards</font>
<p>
The following was posted to the <tt>comp.sys.acorn.games</tt> newsgroup as a followup to several news postings speculating on the impact Phoebe will have on games:
<p>
<center><img src="../gfx/hrule.gif" alt="--------------" height=30 width=100%></center>
<p>
<tt>From: R-Comp Interactive (RCI) <<a href="mailto:rci@arsvcs.demon.co.uk">rci@arsvcs.demon.co.uk</a>><br>
Newsgroups: comp.sys.acorn.games<br>
Subject: Phoebe and 3DFX Voodoo 2 cards<br>
Date: Wed, 12 Aug 1998 15:36:50 +0100</tt>
<P>
<center><img src="../gfx/hrule.gif" alt="--------------" height=30 width=100%></center>
<P>
There seems to have been quite a discussion about 3D cards whilst
I've been away, so I thought I'd post and bring you up to date and
perhaps quash a few rumours etc.
<P>
Several members of RCI met with Acorn about 2 months ago to discuss
the process of bringing 3D acceleration to Phoebe architecture and
RiscOS. The main purpose of this was to bash out concerns regarding
APIs and public access to support libraries, and other commercial
issues.
<P>
The key points that came out from the meeting were as follows:
<P><ol type=1>
<li> 2D/3D combo cards are out, due to the difficulties of moving
the RiscOS video stream from the VIDC20 to a hardware board
<li> This leaves PowerVR SG and Voodoo2. PowerVR 1 versions were
heavily processor dependent (more so than Voodoo cards) and
lacked some essential functions. Even the revised version
caused major performance drop off at more than 640x480.
<li> PowerVR SG isn't out yet, and hasn't got a foothold on the
market barring the Sega Dreamcast. Voodoo 2, on the other
hand, is the benchmark 3D accelerator. When you talk about
3D acceleration, you talk 3DFX - no other card has the same
credability.
<li> The hardware passthrough for Voodoo based cards is ideal
given the on-board VIDC20. Software overlay (as in PVR)
would require significantly more driver work.
<li> A geometry setup engine may be necessary.
</ol><P>
This led to the inevitable conclusion that we should work towards
Voodoo 2 support, with the possibility of Voodoo 1 for the low
end market.
<P>
The conversation then turned to APIs...
<P><ol type=1>
<li> The current technology options are Direct3D, OpenGL, Glide
<li> A RiscOS implementation would only have to support a
"compatible" API for coders, so the needs of the coders
are paramount
<li> Direct3D was a joke, BTW. ;->
<li> OpenGL is a colossal API, and would mean that the full
32Mb of a base Phoebe would be necessary for all 3D games.
Also OpenGL is non-hardware optimized, so would only
provide a "generic" layer, which would never give the full
perforance required. It would, however, please 3D purists,
but Acorn coders would prefer to work with something
smaller and more efficient
<li> This left Glide. Almost every 3D card accelerated game in
the PC world has a Glide specific mode, tied to Voodoo (2)
cards. Provided that the RiscOS implementation had a
suitably effective API, then it would not be absurd to
expect other cards to be "possible", if not easy.
<li> Glide has a proven track record with programmers. Even
OpenGL-only games (eg. Quake) have been "Glided" by their
coders for test purposes without too much effort (compare
this with Direct3D!!!) A Glide implementation for RiscOS
would be a major incentive for outside developers, too.
<li> OpenGL support could always be added later if necessary.
</ol><P>
Thus we arrived at a Voodoo2/Glide solution.
<P>
The plan would be to offer the API for free on the net, including
libraries and specs. The drivers, however, would only be
available on a commercial basis.
<P>
At the moment, we haven't got any further on the driver side,
as Phoebe hardware isn't available yet to developers. The PCI
system has yet to be properly covered, and AFAIK even simple
PCI projects (such as a reference network card) have yet to
be done. Until such reference material is availble things
can't be pushed forward too far.
<P>
Clearly, as and when developer hardware becomes available, we
can begin work on the project in earnest.
<P>
Finally, I know a few of you will think "why RCI?", to which
all I will say is - look at what's happened and what experience
and contacts have been gained in the last 8 months. Look at
the funding and bundle variables in the equation, and there was
little option for us but to work with Acorn on this project.
<P>
OK, so I said "finally" above, but I'd like to add that whilst
we want to make this happen, until Phoebe is alive and kicking,
we still don't know feasibility of the project, so please don't
get your hopes up.
<P><tt>
-- <br>
R-Comp Interactive<br>
22 Robert Moffat, High Legh, Knutsford, Cheshire WA16 6PS<br>
Tel: (+44) 01925 755043 Fax: (+44) 01925 757377<br>
<a href="http://www.rcomp.co.uk/">http://www.rcomp.co.uk/</a><br>
</tt><P>
<p>
<center><img src="../gfx/hrule.gif" alt="--------------" height=30 width=100%></center>
<P>
<a href="mailto:richard@goodwin.uk.com">Richard Goodwin</a><font color="#ddbb00"> (13/8/98)</font>
<P>
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