I wonder which one my ex-Dell "Rage 128 Ultra" is?
It'd be more related to the Rage 128 PRO, just different clock/memory speeds perhaps.
The differences between Rage 128 and 128 PRO/Ultra:
http://www.xbitlabs.com/articles/video/displa … ti-furypro.html
Very few and far in between. Most reasonable change is the addition of DXTC support. Also I should note that by the time TNT2/Voodoo3 cards were out, there were variants of original Rage 128-based cards with AGP 4x support.
I think all of the 3D chips up until 2001 or so had flaws.
Rage 128/128 Pro - too many
Radeon 7x00/8500/92x0 - weird anisotropic filtering implementation (cannot be used simultaneously with trilinear filtering), various bugs and issues with older games
KYRO/KYRO II - anisotropic filtering takes a HUGE performance hit when enabled (though its quality is only up to the level of the GF256/GF2/GF4 MX's), no hardware T&L, works great in some games, crappy in many others. Never tried one of these on any Pentium 4 motherboards but I keep hearing of lack of AGP 4x support. Not recommended for running games released after 2002.
TNT/TNT2 - trilinear approximation makes things at long distances look ugly when using trilinear mode
Voodoo3 - inability to render in 32-bit color (although its 22-bit postfilter is close enough if you ask me), 256x256 texture resolution limitation, no AGP 4x support - the most compatible chip for pre-2000 games however.
Voodoo4/5 - lacks a lot of features that the GeForce 256 already had 8 months earlier. only major difference with its AA implementation is rotated grid SSAA (as opposed to the ordered-grid SSAA on the GF256/GF2). difference is not really noticeable when playing games if you ask me.
SiS 315 - bilinear approximation (again, most noticeable with slightly distant objects), no anisotropic filtering support, some games crash, lots of games don't look right
makes you feel grateful for what we have now huh
It wasn't until the GeForce 256 (or the Radeon R300 line on ATI's side) that things started "looking right" IMO. The GeForce FX line is one big exception to that rule though - way more flaws (for DX9-level games and apps) than I could imagine.