Rendition was a maker of 3D graphics chipsets in the mid- to late-90's. They were known for products such as the Vérité 1000 and Vérité 2x00 and for being one of the first 3D chipset makers to directly work with Quake developer John Carmack to make a hardware-accelerated version of the game (vQuake). Rendition's major competitor at the time was 3Dfx. Their proprietary rendering API's were Speedy3D (for DOS) and RRedline (for Windows).
id Software, developers of Quake, had this to say in a press release from 1995 by Number Nine Visual Technology regarding their never released V1000-based board:
"We at id have been fans of the Vérité architecture since we first saw the spec, several months back." stated John Carmack, technical director of id Software, Inc., creators of the popular action game DOOM(tm). "Now that we have some experience with the chip, we're even more pleased with it; in fact, it's our clear favorite among 3D accelerators." In discussing the development of their next generation software title QUAKE(tm), John goes on to say "... Vérité will be the premier platform for Quake."
The chip differed from the 3Dfx Voodoo Graphics (its primary rival) in that it had onboard hardware triangle setup. Rendition frequently used this as ammunition against 3Dfx's marketing campaign, because a hardware triangle setup engine somewhat reduced the load placed upon the system's main CPU. Unfortunately V1000 had only a fraction of Voodoo Graphics's performance, because of significantly lower pixel fillrate and because of the explosive popularity of 3Dfx's native Glide API. Nevertheless, V1000 did show promising performance on slower systems because of its ability to offload a bit more computational load from the system's CPU. Because V1000 was a dual-purpose 2D & 3D card, some users also enjoyed the need for only a single video card in a time when PCI slots were few.
The V1000 was one of the first consumer 3D accelerator cards truly capable of delivering playable performance with significantly improved quality. However, it was not without flaws. Rendition had crafted the V1000 to support many application programming interfaces (APIs), but Microsoft's Direct3D was quickly gaining support in the market. V1000 was not optimized for this new Direct3D standard, however this was more the fault of the API because Direct3D, at the time, lacked support for DMA transfers. V1000 lost a significant portion of its performance without this DMA capability. Direct3D was in its earliest stage at this point, and this was just one of its many serious initial flaws. Additionally, V1000's 2D performance was sub-par in every way other than its SVGA VESA support (where the RISC core accelerated drawing). On the extreme, in regular VGA resolution or "Mode X", the V1000 performed embarrassingly bad, with older games such as Doom nearly a slideshow even on a Pentium 166 machine (top-of-the-line at the time). A utility was eventually released (called "renutil") that could usually improve this VGA performance, but it did not help "Mode X". Within Windows 95, the V1000 was consistently said to have adequate but unimpressive performance relative to other 2D cards of the era (i.e. Tseng Labs ET6000, Matrox Mystique/Millennium, ATI Mach64, etc.).
The design of V1000 was one of programmability with its RISC core. Because the GPU was not "hardwired" as ASICs are, the chip could potentially adapt to newer or differing standards than it was initially designed for. Performance limitations, however, inevitably dictated that the chip was not able to grow significantly. OpenGL, for example, was very limited on V1000.
The V1000 was fairly popular when it was launched and was featured on several big name boards, including the Creative Labs 3D Blaster PCI, the Sierra Screamin' 3D, the Canopus Total 3D, and the Intergraph Reactor (later renamed Intense 3D 100).
Technical Specifications
These two chips were identical in every way other than clock speed, with the V2100 being used as a "value"-oriented chip. V2100 was typically clocked at 40-45 MHz, while V2200 was typically seen at 55-60 MHz. The V2100 only saw implementation on one board, the Diamond Multimedia Stealth II S220, which was offered at $100 initially but quickly dropped to $50 due to limited demand. The Stealth II even received a BIOS update later in its life to up the clock speed of the V2100 to the same level as a V2200, as an attempt to boost interest in the card. The V2200 was seen on many cards, most notably the Hercules Thriller 3D offered in both AGP and PCI formats, with 4 MB or 8 MB SGRAM.
Rendition and Hercules were at one point cooperating on a "Thriller Conspiracy" project which combined a Fujitsu FXG-1 "Pinolite" geometry processor with a V2200 core to create a gaming graphics card with a full transform and lighting (T&L) engine years before the NVIDIA GeForce 256. This board, designed to further reduce the load placed upon the system's CPU, never made it to market. Rumors spread that it was to be launched during Summer 1998, with a 9 MB board (1 MB for the Pinolite) costing $149 USD. Preliminary benchmarks showed very consistent performance regardless of the system's CPU speed. Unfortunately, by the time it would have launched, there were far more powerful accelerators available, such as NVIDIA's RIVA TNT and 3Dfx's Voodoo 2, that would have significantly overshadowed this board. photo
One of the most peculiar graphics boards ever made was part of the V2200 family. The Jazz Multimedia Outlaw 3D "Bonnie & Clyde" combined both an AGP and a PCI connector on the same board. To use one or the other the user simply flipped the card and metal edge bracket over and plugged it in. photo
Specifications
Performance:
Features:
3D Rendering Features:
Performance Comparison Table:
| V3300 | Riva TNT | Voodoo2 | |
|---|---|---|---|
| Triangles Per Second | 3 Million | 8 Million | 3 Million |
| Pixels Per Second | 200 Million | 250 Million | 90 Million |
Previewed Micron "SuperChip2" motherboard chipset specifications:*
Rendition built this thorough list of supported games by encouraging developers large and small to make use of their free APIs. Rendition originally provided developers with Speedy3D, a DOS-based API, as most game development in 1995-96 was still centered around DOS. Later, Rendition released their Win32 version of the API, branded RRedline. Like 3Dfx, Rendition was one of the first 3D chipset makers to see value of homebrew programming by releasing a free programming API to the public. In much the same manner as 3Dfx, Rendition also hosted a programming competition called "Take it to the RRedline" to allow homebrew programmers to show off their abilities (as well as Rendition's product).
Unfortunately, Rendition was always one step behind other competitors. The 2D engine added to the V1000 (and kept for the V2200) was more of an afterthought to offer features competitive with the S3 ViRGE, the NVIDIA RIVA 128, and the Matrox Mystique, but it turned into a liability as consumers discovered its slow performance and various display oddities. In addition, Rendition could never seem to keep up with competitors like 3Dfx and NVIDIA in terms of 3D performance. The V2200 was late to market, performed no better than last-generation chips, and had poor OpenGL performance. Driver releases improved the OpenGL compatibility over time, but demand simply wasn't there for V2200 because of sub par performance relative to the card's peers.
The company was eventually purchased by Micron, who kept the development team intact as a source of embedded graphics solutions for their own line of motherboards.
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