79 points ibobev 3 days ago 49 comments
glimshe 2 days ago | parent
xnx 2 days ago | parent
moosedev 2 days ago | parent
Specifically because it did transformation and lighting calcs in (non-programmable until GeForce 3) hardware, instead of in software on the main CPU.
Yes, NVIDIA made 3D accelerators before the GeForce line. I have many of them in my collection. But (IIRC) it did not market them as “GPUs”. That term wasn’t really used yet.
glimshe 2 days ago | parent
moosedev 2 days ago | parent
cshores 2 days ago | parent
moosedev 2 days ago | parent
There were many periods in the 80s and 90s where console graphics hardware was kinda ahead of (even high-end/enthusiast) PC graphics hardware in certain ways that mattered for games of the time. Hasn't really been the case for a couple decades now, I guess.
solyin 2 days ago | parent
garaetjjte 2 days ago | parent
zokier 2 days ago | parent
jasonwatkinspdx 1 day ago | parent
Really the PS3's only saving grace was it was a great deal for a Blu-ray player.
Maxious 2 days ago | parent
theandrewbailey 2 days ago | parent
I think the term you're looking for is fixed-function hardware.
moosedev 2 days ago | parent
But thank you for condescending anyway.
giantrobot 2 days ago | parent
The NV1 and other cards before the GF256 did accelerated drawing and geometry raster but lighting and transformations were done on the CPU in main memory then transferred to VRAM and rasterized.
Even if the GF256 had say the same texel output performance as a TNT2, the T&L running on the GPU would allow for more complex scenes at higher frame rates than a TNT2 doing T&L on the CPU. The GF256 also had better raster performance so for many games it was just a "free" performance upgrade over a TNT2.
a3w 2 days ago | parent
Then we got GPUs to say "This thing is closer to a CPU by now".
Then those were recoined into GPGPU, as in general purpose GPU, when CUDA became an important feature and again to say "This thing is closer to a CPU by now".
ajaimk 2 days ago | parent
TrainedMonkey 2 days ago | parent
xbar 2 days ago | parent
asveikau 2 days ago | parent
I forget when and what my first GeForce card was. Somehow those earlier ones were imprinted in my memory. Perhaps because each generation had a unique name, whereas "GeForce" has been common for decades now.
I also remember sometime during the dotcom boom, hearing a CNBC anchor struggling to pronounce and explain what Nvidia was. From the narrow lens of that memory, we are sort of still in that exact same place.
ollin 2 days ago | parent
[Sanford] Russell grabbed Michael Hara for a thirty-minute brainstorm session to figure out how to market the GeForce 256 more effectively, and both executives remember coming out of the room with the notion to call the new chip the first entry in an entirely new product category altogether: a graphics processing unit, or GPU, which would be to graphics rendering what the computer's main central processing unit (CPU) was for all other computational tasks.
Even so, the GPU moniker, when applied first to the GeForce 256, was controversial among Nvidia engineers, who pointed out that a chip could not truly be called a GPU unless it had several features that the GeForce 256 did not. The chip lacked a "state machine," a technical term meaning a dedicated processor that transitions from various states to execute and fetch instructions, in the same manner that a CPU does for programming commands. It was not programmable, meaning that graphics styles and features could not easily be customized by third-party developers. Instead, developers would have to rely on a fixed set of Nvidia-defined hardware functions. Moreover, the GeForce 256 did not have its own programming language.
But the marketing team argued that such features were already planned for the next generation of graphics chips. And even without them, the GeForce 256 delivered a step change in performance that would be obvious to every gamer and computer enthusiast in the world. While not literally a GPU, the GeForce 256 could still be a category-defining product. The chips that would follow-the "true" GPUs that would be fully programmable by outside developers-were coming soon enough.
So Nvidia's marketing team pushed forward with the GPU name over the dissent of Nvidia's engineers. "We don't need anyone's approval," Vivoli told them. He didn't think anyone outside of the industry would really care about the technical definition. Besides, "we knew the next one was going to be programmable. We decided to take a leap, make a stretch that this is a GPU."
In February 2001, Nvidia released the GeForce 3, whose programmable shader technology and support for third-party development of its core graphics functions made it the first true GPU.
[1] https://www.taekim.compak9rabid 2 days ago | parent
Funny, though, that when Doom3 was actually released in 2004 a GF3 wouldn't come anywhere close to playing it at an acceptable framerate (a GeForce 6800 was what you wanted for it in those days).
PorciiVorbesc 2 days ago | parent
Initial trailers of games when they were announced, and the year they launched had like 3 years between them when much HW development progress happened.
Max Payne also was first shown at E3 in 1997 but launched in 2001.
jasonwatkinspdx 2 days ago | parent
ollin 2 days ago | parent
It was incontrovertibly true that the GeForce 256 represented a significant advancement in traditional graphics capabilities, which by this point was typical and expected of every new chip generation Nvidia produced. It featured four graphics pipelines, allowing it to process four pixels at the same time. It also integrated a hardware transform and lighting (T&L) engine, which meant it could take on the calculation tasks essential to the moving, rotation, and scaling of 3-D objects.
Those tasks were usually handled by the CPU; the GeForce 256 thus took even more computational burden off of the CPU and made the entire computer run faster.
"By putting dedicated hardware to do that, you could suddenly process a lot more geometry and make much more interesting pictures," said former chief scientist David Kirk.
The management team at Nvidia thought that this was far too technical to pitch to customers. The typical in-house naming formula of acronym and number wouldn't work. Nvidia needed something bigger to market its new product.
"We had to find a way to position this product as a much better graphics processor for 3-D graphics than anything out there," said Dan Vivoli. "The chip is big. It has texture and lighting. We've got to charge a lot for it. We need to come up with a way to make sure how great this thing is." He challenged his product-marketing team to come up with something brilliant.
[1] The NVIDIA Way / https://www.taekim.com againbooty 2 days ago | parent
"Graphics Processing Unit" was purely a marketing term at the time. I mean, there's no lies there. It was a unit, and it processed graphics. It doesn't claim any specific sort of processing capability. If Nintendo had invented that term in 1985 I wouldn't have seen anything wrong with them calling the NES' video chip a "GPU."
Of course today "GPU" has a pretty specific meaning. It basically inherited the meaning from the clunky outdated term "GPGPU."
https://en.wikipedia.org/wiki/General-purpose_computing_on_g...
CamperBob2 2 days ago | parent
axus 2 days ago | parent
ninkendo 2 days ago | parent
I mean, they basically did, just one letter off. The NES had a “PPU”, or pixel processing unit. Basically the same thing.
pjmlp 2 days ago | parent
david-gpu 2 days ago | parent
I can't find confirmation that the GeForce 256's implementation of HW T&L also relied on microcode running in the vertex processor, but it sure sounds like the most obvious way to implement that feature.
Just because a feature isn't visible through the API that is exposed to the general public, it doesn't mean it doesn't exist internally. I know of multiple examples of this.
Edit: In the drivers I had access to for the Radeon 7000 series, which I presume were very close to the original desktop drivers, the HW T&L microcode was generated on the fly, directly in machine code. There was no compiler; just a few C macros to put a handful of instructions together. It was mainly vec4 dot products. I thankfully had little exposure to that Eldritch horror. I remember a very talented coworker from Bitboys, a Finnish startup acquired by ATI, explaining gleefully how he was optimizing the code generator to save an instruction here and there. Sheer insanity sprinkled with salmiakki, as far as I was concerned.
jacquesm 2 days ago | parent
https://www.elektormagazine.com/magazine/elektor-198510/4685...
I got the kit, built it and wrote a driver for my BBC micro for it and the speed was - for those days - phenomenal. The 6502 to do some matrix math and suddenly I had rotating cubes on a screen, it felt like heaven. Later I got into more fancy hardware and had SGI stuff to play with (far more powerful) but I did not take it with me to Canada.
And in the very early days of https://en.wikipedia.org/wiki/BrookGPU I used an NVIDIA card to help me work through a massive number of voxels to render the result of a mill bit running through a wood blank in real time. I loved that little card and I still have it somewhere. Without that little bit of code I would have wasted a lot more wood making my windmill.
bigwheels 2 days ago | parent
BTW, did you hear yet NV is stopping production for the 5090 RTX line? - the replacement chip will be 50% the size and transistors.
bigwheels 2 days ago | parent
Nvidia Reportedly Ending the RTX 5090, Reserves GB202 for Workstation GPUs
christkv 2 days ago | parent
wslh 2 days ago | parent
[1] https://www.nvidia.com/en-us/drivers/linux-readme-install/
iqbal1980 2 days ago | parent
dekhn 2 days ago | parent
PorciiVorbesc 2 days ago | parent
Nvidia also had excellent Linux support early on. Quadro Cards were used on Dell workstation PCs to render the VFX for Matrix 1999. When people say Nvidia sucks, they mean Nvidia's support for DEs and gaming on Linux sucks, but they never cared about that, they care about enterprise users buying Quadros for running VFX, CAD/CAE workloads on Linux/BSD.
ATI's FireGL came a while after Quadro.
tosti 2 days ago | parent
Also, 25 years ago XFree86 would frequently crash when using their blobs, taking down the kernel with it.
dekhn 2 days ago | parent
Even before that, I had this insane software OpenGL called MetroX which was a full replacement for XFree86 that had native OpenGL support, allowing me to port a molecular graphics package (MidasPlus) to Linux (at the time, the authors used expensive SGIs and Alpha workstations). Later, Mesa replaced MetroX and was fast enough to do routine modelling for smaller systems, and eventually, with nvida T&L we could finally do decent large scale modelling (although the program used lines, which typically were not well-accelerated on the lower end cards that I could afford). At that point, the group I worked with looked at my machine (a linux box with a consumer grade GPU) and looked at their SGIs (including the abysmal SGI Visual Workstation running NT) and Alphas and saw the writing on the wall and eventually switched to Linux as their primary platform.
It really was a perfect example of "first they laugh at you, then they fight you, then you win" for me.
physhster 2 days ago | parent
mlloyd 2 days ago | parent
Grimeton 2 days ago | parent
https://web.archive.org/web/20171129220823/http://oyvind.ser...
It was a fun time :o)
doxeddaily 2 days ago | parent
As with a lot of Nvidia GPUs I managed to get one of these super early before they came out. In this case I think Chas from Microsoft dropped one off for me. Why didn't I buy more Nvidia stock back then lol? Whoops.
bentt 2 days ago | parent