Hi folks, some time ago I read something interesting about the ViRGE's D3D drivers..
As far as I remember, it was about the fact they were either badly coded and / or the D3D architecure was
somewhat less than perfect for the internal workings of the ViRGE.
Sorry, can't remember all of the details right now. But perhaps there's some truth within;
I mean, the ViRGE was pre-dating DirectX, after all. So the S3D API was what it was intended for.
IMHO another bad thing that broke the ViRGE's neck was it's own feature-richness.
I don't think all these features were ever meant to be activated simultaneously.
Which, of couse, many games did. In 320x200 they often got away with this (more or less),
but in Windows in 640x480 and Direct3D.. 🙁
Just for comparison, StarFox for SNES was launched in February 1993 and was highly awarded for its raw polygon graphics (SuperFX 1).
The ViRGE was roughly released 2 years later, but was so much more advanced in terms of features (filtering, texture mapping,
perspective correction, shading, etc.). The NVidia NV1, released the same year, couldn't even do triangles (just quads). 😉
Edit: I like the videos! Keep going! 😀
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