This is true, kekko, but if the DOSbox authors wanted to be really hardcore and emulate the chipset instead of trapping function calls, there's nearly perfect Voodoo 1/2 emulation in MAME - just look at vidrhdw/voodoo.c and vidhrdw/voodoo.h.
Oh, and while this is off-topic, since I can't PM you about it and since the "DOSbox Slowness Solution" thread was closed, I'd like to know what you were smoking when you wrote the following, mirekluza: "Just check SNES console: it had 8 bit Z80 processor, less than 64 KB RAM and very good looking 2D games." I don't think you could be any more wrong if you tried, seeing as the SNES has a 16-bit 65C816 processor, which is not only not from the same series, but isn't even from the same manufacturer, and it has 128 kilobytes of RAM, not to mention the fact that its impressive graphical abilities stem from the fact that it has custom graphics hardware which supports up to 32768 colors, four independently-scrolling tile planes, hardware sprites, sprite scaling and rotation, and a separate rotate/zoom layer in Mode 7 for road effects - whereas the PC simply has a framebuffer, relying on the game coders themselves to implement any desires graphics planes, sprites, et al.