Voodoo4 and Voodoo5 FAQs
This page provides general support information
for the Voodoo4 (V4) and Voodoo5 (V5) families of products, and the VSA-100
graphics chip and its features.
- What
is the difference between the V4 and V5?
- How
will the Voodoo4 perform compared with the Voodoo3?
- What
are the minimum system requirements needed to support Voodoo4 and Voodoo5
products?
- Is
the memory on the Voodoo5 boards unified or segmented? For example,
on the Voodoo5 AGP with two VSA-100 chips with 32MB of memory per chip,
is the video memory 64MB or is it really just 32MB?
- Will
you make a PCI version of any of the cards?
- How
many SKUs will be released of each family?
- What
are the Voodoo4 and Voodoo5 price ranges?
- Why
did you decide not to have TV-out support in any of the V4 and V5 products?
- Will
there be any revisions made to the Glide with Voodoo4 and Voodoo5?
- Can
I put two 2-way boards in a system? How about two 4-way boards?
- I
understand that V4 and V5 have DVD Hardware Assist. I currently have
a DVD Hardware Decoder card. When I purchase a V4 or V5, will I be able
to remove the original DVD Decoder card and play DVD movies directly
through the V4 or V5 card?
- What
operating systems does the Voodoo5 adapter support?
- Why
are my games running slower on the computer than my previous adapter?
-
DirectX v7 is only showing 32 MB of Ram for the video card. I thought
this was a 64-MB adapter?
-
I have games loaded, but it doesn't show as D3D enabled on DirectX v6.1.
-
The system will not boot after installing the Voodoo5 adapter.
-
Why is the computer locking up or rebooting the system as soon as the
3D games are started?
-
The Voodoo5 adapter is too long for the computer case
VSA-100 Graphics
Chip
- Is
VSA-100 the same as Napalm?
- What
is the VSA-100 chip?
- What
is the difference between Voodoo3 and VSA-100?
- Is
this the new architecture you have been promising, or another derivative
of the Voodoo graphics architecture?
- Will
you have software T&L support?
- Will
the VSA-100 support 3Dnow, Linux and BeOS?
- What
is the fill rate on the single chip solution? SLI? 4-Way?
- Do
you expect any supply limitations with Voodoo4 or Voodoo5 like you had
with Voodoo3, and especially the 3500TV?
- Will
you do a version of the VSA-100 that has a tuner like the Voodoo3-3500TV?
- Will
you have HDTV support?
- Will
you be speed grading the VSA-100 chips like you did with Voodoo3?
- What
will the clock speeds of the configurations be?
- Are
the memory and processor clocks synchronous?
- Why
did you decide to go with the type of SDRAM instead of a higher performing
memory type on the board?
- Will
any of the boards ship with a fan?
- Can
you overclock Voodoo4 or Voodoo5?
- Do
you have full AGP 4x support in the VSA-100? If not, why not?
- Does
the VSA-100 support AGP execute mode and side banding
Real-Time Full-Scene HW Anti-Aliasing
(FSAA) and T-Buffer™ Digital Cinematic Effects
- Can
the single VSA-100 (Voodoo4) board do the T-Buffer Digital Cinematic
Effects?
- Do
the Voodoo5 products perform the T-Buffer effects and FSAA at the same
time?
- Is
there a performance penalty?
- FSAA
doesn’t matter at high resolutions – does it?
- Does
your FSAA and T-Buffer technology cause performance hits?
- Does
the Motion Blur T-Buffer effect in Quake 3 increase your target area?
1. What is the difference
between the V4 and V5?
The Voodoo4 and Voodoo5 are 3dfx board product families. The Voodoo4 family
includes a single 3dfx VSA-100 graphics processor. The Voodoo5 products
contain two (2) or four (4) VSA-100 graphics processors on a single board.
2. How does
the Voodoo4 perform compared with the Voodoo3?
The single-chip Voodoo4
boards does, clock for clock, significantly out-perform Voodoo3. Here's
why. Voodoo4's VSA-100 engine renders two pixels per clock for single-texture
content, whereas Voodoo3 only renders one pixel per clock. Also, we've
made the basic 3D rasterizer more up to 20% more efficient. The VSA-100's
texture compression will help performance tremendously in games that use
compressed textures. These improvements, when combined with some other
fundamental enhancements like all of the important DirectX6 and DirectX7
texture combines, new alpha blends, and guardband clipping to offload
the CPU, lead to what could be a 100% performance improvement in a lot
of situations.
3. What are the minimum system
requirements needed to support Voodoo4 and Voodoo5 products?
Any of the Voodoo4 and Voodoo5 products require only Pentium MMX-200MHz
or higher CPU and a CD-ROM drive.
4.
Is the memory on the Voodoo5 boards unified or segmented?
For example, on the Voodoo5 AGP with two VSA-100 chips with 32MB of memory
per chip, is the video memory 64MB or is it really just 32MB?
The
video memory is unified, only texture data has to be repeated for each
VSA-100 chip.
5. Are there PCI version of
any of the cards?
The Voodoo4 4500 and Voodoo5 have PCI versions, and we may create more.
There are still a lot of serious gamers who use PCI. In addition with
all of the new OEM systems being shipped with integrated North Bridge
chipsets, like the Intel i810, which does not have an AGP slot, we see
the need for PCI graphics boards remaining strong in the retail market.
6. How many SKUs will be released
of each family?
We will be releasing two SKUs for Voodoo4 and two for Voodoo5 in the U.S.
Retail market.
7. What are the Voodoo4 and
Voodoo5 price ranges?
The Voodoo4 4500 AGP/PCI will cost approximately $149.99. The Voodoo5
5500 PCI will cost approximately $299.99. The Voodoo5 5000 AGP will cost
approximately $299.99.
8. Why did you decide not
to have TV-out support in any of the V4 and V5 products?
We looked carefully at end-user data and very, very few end-users want
to play PC games on a TV. The higher resolution capability of monitors
outweighs the larger TV size for our end users.
9. Will there be any revisions
made to the Glide with Voodoo4 and Voodoo5?
No revisions were necessary. V4 and V5 products are compatible with
all existing Glide titles and will support Glide 2.x and 3.x.
10. Can I put two 2-way boards
in a system? How about two 4-way boards?
No, not for the consumer market applications. VSA-100’s SLI enables
multiple chips on a single board to operate in parallel but does not easily
provide for multiple boards. Quantum3D’s AAlchemy visual simulation
products utilize a standard PCI bridge and board design to enable
multiple VSA-100 boards to operate together. Also, our systems contain
a special power supply to power
AAlchemy. Overall, it’s a great solution but a bit too expensive
for the mainstream consumer market.
11. I understand that V4
and V5 have DVD Hardware Assist. I currently have a DVD Hardware Decoder
card. When I purchase a V4 or V5, will I be able to remove the original
DVD Decoder card and play DVD movies directly through the V4 or V5 card?
Yes, on two conditions: you must also have a software DVD player such
as Intervideo’s WinDVD™ and a CPU of 266MHz or higher to get
acceptable DVD quality.
12. What
operating systems does the Voodoo5-5500 adapter support?
The Voodoo5 adapter
will ship with the Windows 98 drivers on the CDROM. At the present time,
there are BETA drivers for Windows 2000 that are not supported by technical
support. Technical Support does not have any advanced knowledge of when
the drivers will be released for Windows NT 4.0 or the Windows 2000 drivers
will be released.
13.
Why are my games running slower on the computer than my previous adapter?
Performance
is directly related to the FSAA (Full Scene Anti-Aliasing). It will depend
on the type of system and whether they have 2 sample or 4 sample FSAA
Enabled. On a slower computer, you would want to adjust the FSAA options
down to 2 sample or even fastest performance to speed up the games. The
importance is to recognize that enabling of FSAA at playable frame rates.
14.
DirectX v7 is only showing 32 MB of Ram for the video card. I thought
this was a 64-MB adapter?
The Voodoo5
adapter has 64-MB total memory. The way that the memory is allocated to
the chips on the board only shows 32 MB of memory in the DXDiag program.
Each VSA-100 chip is allocated 32 MB of RAM. What this means is that each
chip can only see 32 MB, still utilizing all 64MB for the video card.
15.
I have games loaded, but it doesn't show as D3D enabled on DirectX
v6.1.
In order
for the Voodoo5-5500 adapter to function properly, you have to have DirectX
v7 installed on the system. This should be installed as part of the 3dfx
driver installation. If the person does not have it installed, then direct
them to Microsoft's web site. http://www.microsoft.com/directx/default.asp
16.
The system will not boot after installing the Voodoo5 adapter.
There could
be two reasons for this happening. The first is that the computer may
need an updated BIOS for the motherboard that can address the latest style
display adapters. The next reason could be that the Y-cable that comes
with the Voodoo5 adapter is not connected to the display adapter and the
computer's power supply… see troubleshooting tips in the user's guide
provided.
17. Why
is the computer locking up or rebooting the system as soon as the 3D games
are started?
This generally
happens when the power supply for the computer can not adequately provide
the AMPS that are needed to keep the video card functioning normally.
Please contact the system manufacturer for further assistance.
18. The
Voodoo5 adapter is too long for the computer case.
The Voodoo5
adapter is designed with the Intel AGP and ATX specifications that are
posted on the Intel web site. If the case is not long enough or has other
obstructions that hinders the placement of the AGP adapter, then the customer
will need to contact the case manufacturer for further information.
19.
Is VSA-100 the same as Napalm?
Yes.
20.
What is the VSA-100 chip?
The VSA-100 chip is the latest silicon chip that is part of both
the Voodoo4 and Voodoo5 product families. Formally known as the Napalm,
this chip has a scalable architecture and additional features such as
the T-Buffer™ Digital Cinematic Effects, FXT1™ Texture Compression
and Real-Time Full-Scene HW Anti-Aliasing.
21.
What is the difference between Voodoo3 and VSA-100?
The VSA-100 is everything that Voodoo3 is plus: AGP 4x, 64MB
frame buffer, 32-bit RGBA rendering, 32-bit textures, 24-bit Z & W
buffers, 8-bit stencil, 2Kx2K textures, FXT1™ Texture Compression,
SLI support for Real-Time Full-Scene Anti-Aliasing (FSAA) and the T-Buffer™
Digital Cinematic Effects… all in hardware.
22.
Is this the new architecture you have been promising, or another derivative
of the Voodoo graphics architecture?
The VSA-100 is based on the Voodoo graphics architecture and
incorporates a multitude of new features, enhancements, optimizations
and technology. These include Full-Scene Anti-Aliasing (FSAA), T-Buffer™,
FXT1™, 32-bit color, 64MB memory, 2K X 2K textures, etc. See our
Voodoo4 and Voodoo5 product sections for comprehensive lists of features
and benefits.
23.
Will you have software T&L support?
Voodoo4 and Voodoo5 have software T&L support.
24.
Will the VSA-100 support 3Dnow, Linux and BeOS?
Yes, Yes and Yes.
25.
What is the fill rate on the single chip solution? SLI? 4-Way?
The single chip VSA-100 is 333-367 Megapixels/sec – the
2-way SLI is 667-733 Megapixels/sec - the 4-way SLI is 1.33-1.47 Gigapixels/sec.
26.
Do you expect any supply limitations with Voodoo4 or Voodoo5 like
you had with Voodoo3, and especially the 3500TV?
No.
27.
Will you do a version of the VSA-100 that has a tuner like the Voodoo3-3500TV?
We do not plan on announcing a VSA-100 product with a tuner.
We expect the 3500 TV to continue to be an outstanding multimedia solution.
28.
Will you have HDTV support?
HDTV is an important coming technology for the PC. We don't have
any details on product support to date.
29.
Will you be speed grading the VSA-100 chips like you did with Voodoo3?
We expect good yields at high speeds for the VSA-100, therefore
we don’t have plans to speed-bin the parts.
30.
What will the clock speeds of the configurations be?
The final clock speeds will depend on memory prices and what
we see with the actual silicon. The possible range is 166MHz to 183MHz.
31.
Are the memory and processor clocks synchronous?
Yes, there’s a single clock memory and core clock.
32.
Why did you decide to go with the type
of SDRAM instead of a higher performing memory type on the board?
SDR SDRAM is cost-effective, highly available and presents no
technology risks. SLI (Scan-Line Interleave) and SDR SDRAM together give
us higher memory bandwidth than any competing product, making SDR SDRAM
an easy choice.
33.
Will any of the boards ship with a fan?
Voodoo5 products will ship with fans. We’re actually right
on the borderline of needing and not needing a fan, but we want to play
it safe.
34.
Can you overclock Voodoo4 or Voodoo5?
Any component that has a clock, can be overclocked. However,
with Voodoo4 and Voodoo5, the performance is so superior that there is
no need to overclock. We guarantee stability at the shipped clock rate.
35.
Do you have full AGP 4x support in the VSA-100? If not, why not?
We support AGP 4x, but we do not support execute mode.
36.
Does the VSA-100 support AGP execute mode and side banding?
The VSA-100 does support side-bands, but does not support
execute mode. Execute mode has been proven to give minimal performance
benefits and we decided it wasn’t worth the time, cost or risk.
37.
Can the single VSA-100 (Voodoo4) board do the T-Buffer Digital Cinematic
Effects?
No.
38.
Do the Voodoo5 products perform the T-Buffer effects and FSAA at the
same time?
Yes. The Voodoo5 products are capable of doing any combination
of FSAA and the T-Buffer effects.
39.
Is there a performance penalty?
Because multiple rendering passes are required to do T-Buffer
effects and full-scene AA simultaneously, there is a performance hit that
increases as more simultaneous effects are enabled.
40.
FSAA doesn’t matter at high resolutions – does it?
You can see from our demos, which are all run at 1024x768 resolution,
that FSAA makes a huge difference. The difference is noticeable even at
1600x1200, but you know that very few gamers have systems that support
that resolution at this time.
41.
Does your FSAA and T-Buffer technology cause performance hits?
The real question concerning gamers is whether they can run their
favorite titles at real-time frame rates, like 60fps, with features turned
on. So, applications will run at real-time frame rates at 32bpp with FSAA
turned on, and they will run even faster with FSAA turned off.
42.
Does the Motion Blur T-Buffer effect in Quake 3 increase your target
area?
No.
|