First post, by Kordanor
I wanted to get an overview of the strengths and weaknesses of the main protagonists when rendering 3D games. I don't want to go too much into super specific 3D accelerators. There is already a good thread for that over here: 3D Accelerated Games List (Proprietary APIs - No 3DFX/Direct3D)
I watched several of Phils Videos and also this one about different renderings of different accelerators: https://www.youtube.com/watch?v=DU5Zi69QPQs
From what I saw in the thread mentioned before, no vendor specific accelerator (except 3dfx/glide) is supporting more than 50 games.
So if I am not mistaken you could limit "popular" renderers from around year 2000 to:
Glide (3DFx)
DirectDraw (Part of Direct X)
Direct3D (Started as extention of Direct Draw, Part of DirectX)
OpenGL
Software
So what I'd like to know is major differences between these and if any Card Series have specific stengths and weaknesses.
Glide:
Glide is 3dfx exclusive. Was very compatible with games released in that timeframe. A few exclusives. Takes off a lot of load from the CPU.
OpenGL
Open GL always profits from new tech like T&L immediately.
Uses less CPU Power than Direct3D
Direct3D:
Newer Drivers for Nvidia Cards significantly lower performance compared to older drivers in directx6/7 (3DMark99 &3DMark2000). These new drivers are necessary for Geforce 3 and Upwards
Voodoo Cards don't have T&L, perform fine with directx6, but fall behind in directx7
Radeon R100 introduced T&L with R100 (Radeon 7000 and newer) gives performance a big boost.
D3D
Uses more CPU Power than Direct3D
Software rendering:
Software rendering is the backup option for most games. Speed of the game extremely CPU dependent (Graphics card not super relevant)
Also one Question I have: Glide is actually taking away a lot of weight from the CPU for the graphics. How is this for Direct3D and OpenGL in comparison to software rendering?