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058

57: Everything's Bigger in Texas

2020-10-18 · 1:11:24

00:00SPEAKER- Did you see that thing Battle Frankie posted

00:01SPEAKERafter last week's episode?

00:03SPEAKER- Which one?

00:04SPEAKERA lot of people post a lot of things.

00:06SPEAKER- The normalized human time when you compare

00:09SPEAKERone clock cycle in a CPU at three gigahertz

00:12SPEAKERto one second of real world time.

00:15SPEAKER- Yeah, that thing was very eye-opening, let's say.

00:18SPEAKER- I did not, I understood this, I thought,

00:21SPEAKERbut this illustrates it in the best way I've ever seen.

00:24SPEAKER- Yeah, I knew all that stuff intuitively,

00:26SPEAKERbut to see it quantified is a very different thing.

00:29SPEAKERWhy don't you explain exactly what we're talking about here.

00:31SPEAKER- Yeah, it's hard to understand like what a nanosecond,

00:33SPEAKERhow a nanosecond relates to, say, a microsecond, right?

00:37SPEAKERSo on a three gigahertz clock cycle,

00:40SPEAKERone clock cycle takes about three tenths of a nanosecond.

00:44SPEAKERSo that's three 10 billionths of a second, I guess.

00:49SPEAKERAnd if you normalize that to one second,

00:52SPEAKERthen accessing the level one cache

00:54SPEAKERof the one that's built into the CPU takes three seconds.

00:58SPEAKERThe level two cache takes nine seconds,

01:01SPEAKERand the level three cache takes 43 seconds,

01:04SPEAKERwhich is bonkers.

01:05SPEAKERLike that's the big thing that we were talking about

01:07SPEAKERon the chip that holds the whole thing together.

01:11SPEAKERAccessing RAM, which takes between 70 and 100 nanoseconds,

01:15SPEAKERdepending on the clock speed and latency of your RAM,

01:18SPEAKERwould be equivalent to 3.5 to 5.5 minutes.

01:21SPEAKERSo it's like-

01:22SPEAKER- That was the part where my eyes flew wide open.

01:25SPEAKERLike the cache stuff makes sense.

01:26SPEAKERIt's like, yeah, okay, sure, the level three cache

01:27SPEAKERis gonna take a good number of clock cycles

01:30SPEAKERto possess the slowest one, of course.

01:32SPEAKERBut then once we hit the RAM one,

01:34SPEAKERand I was like, wait, system RAM's supposed

01:35SPEAKERto be very fast, right?

01:36SPEAKERLike that's the fastest thing outside of the CPU in-

01:39SPEAKER- It is. - Computer.

01:42SPEAKER- Yeah. - But this normalized figure

01:43SPEAKERbeing like five minutes to access was...

01:47SPEAKER- Yeah, so like the CPU wants something

01:49SPEAKERthat's in physical RAM on the motherboard,

01:52SPEAKERon the chips that you socket into your motherboard,

01:54SPEAKERand like it has to wait the equivalent of five minutes

01:56SPEAKERto get the answer back, that's bananas.

01:59SPEAKER- It's wild.

02:00SPEAKERWell, keep going. - It gets worse.

02:02SPEAKERTo access an NVMe SSD I/O,

02:05SPEAKERwhich is usually about between seven and 150 microseconds,

02:09SPEAKERthat's the equivalent of two hours to two days.

02:13SPEAKER- That's a long time.

02:14SPEAKER- It's like getting a letter.

02:17SPEAKERA rotational disk I/O-

02:20SPEAKER- Oh, you mean a hard drive.

02:21SPEAKER- A hard drive.

02:22SPEAKER- One to 10 milliseconds of computer time

02:24SPEAKERis equivalent to 11 days to four months.

02:27SPEAKER- That's...

02:28SPEAKER- Pony Express, man.

02:30SPEAKER- If that, maybe carrier pigeon, I don't know.

02:34SPEAKER- We've got to get this letter to Chisholm by October.

02:38SPEAKERDon't worry, the Pony Express has...

02:41SPEAKERInternet latency comes into play next.

02:43SPEAKERInternet San Francisco to New York City,

02:45SPEAKERabout a 40 millisecond ping, which is, I think, optimistic.

02:49SPEAKERThis is equivalent to about 1.2 years.

02:51SPEAKER- That's quite a while.

02:53SPEAKER- That's, yeah, that's...

02:55SPEAKERLook, some people, some people's whole life.

02:58SPEAKERThe internet from San Francisco to Australia,

03:01SPEAKER183 milliseconds is six years.

03:06SPEAKERRebooting your virtualized OS,

03:09SPEAKERlike if you have an OS running in a VM hypervisor

03:12SPEAKERon your machine, about four seconds on the PC, 127 years,

03:17SPEAKERcompared to the one cycle, one second clock time.

03:22SPEAKER- That's longer than a lifetime.

03:24SPEAKER- Rebooting the virtualization hypervisor,

03:26SPEAKERI assume that's what they're talking about here,

03:27SPEAKERis 40 seconds, that's 1,200 years.

03:30SPEAKERAnd mashing the reset button on your computer

03:33SPEAKERand letting it come back up,

03:34SPEAKERwhich takes about 90 seconds, three millennia.

03:39SPEAKER- So processor has seen some shit.

03:42SPEAKER- Yeah, this is some dark magic.

03:45SPEAKERI think that this was posted, I should have grabbed the link,

03:49SPEAKERbut this was in an article that they had linked

03:51SPEAKERto elsewhere, from elsewhere.

03:54SPEAKERAnd I found it incredibly informative.

03:57SPEAKER- It's kind of a disturbance, a little bit unsettling to me.

04:02SPEAKER- It's a little scary when you think about how much...

04:05SPEAKERThis is from a site called formulaceblack.com.

04:10SPEAKERAnd if you Google compute performance distance of data

04:13SPEAKERas measure of latency, it'll pop up for you.

04:17SPEAKERAnd we'll put a link in the show notes, too.

04:19SPEAKERBut yeah, this is like...

04:21SPEAKERWe spent a long time talking about how to visualize

04:24SPEAKERthis kind of time scale at Maximum PC,

04:26SPEAKERand this is easily the best,

04:27SPEAKERand should have been the most obvious solution for that.

04:31SPEAKERI don't think I would have trusted our math, frankly,

04:34SPEAKER'cause I would have gotten to the,

04:35SPEAKERoh, it takes 1.2 years to send a packet

04:37SPEAKERfrom New York to San Francisco, and been like,

04:39SPEAKERyeah, we probably didn't carry a zero right here somewhere.

04:42SPEAKERWe should go back and plug this back into the spreadsheets.

04:44SPEAKER- Yeah, but a site with formulace in the name,

04:46SPEAKERI think you can probably rest assured

04:48SPEAKERthat their data is good.

04:50SPEAKERI don't know, this is unsettling to me,

04:52SPEAKERboth from the standpoint of putting into relief

04:55SPEAKERhow much of our lives we are spending in front of computers.

04:58SPEAKER- Yeah.

04:59SPEAKER- And also just thinking about a CPU's experience of time

05:02SPEAKERlonger than you think will.

05:03SPEAKER- It's funny. - Longer than you think.

05:05SPEAKER- There's, in Neal Stephenson's "Seveneves,"

05:09SPEAKERwhich is one of my favorite books,

05:11SPEAKERhe, they talk about, like, there's a space-based society,

05:15SPEAKERand they talk about processors and memory

05:19SPEAKERand things like that that you can't build in outer space

05:21SPEAKERbecause of cosmic radiation messing.

05:23SPEAKERLike, there's a reason we still use, like,

05:26SPEAKER80 CPUs on a lot of space probes,

05:31SPEAKERand it's because they're higher process,

05:34SPEAKERyou know, very large processes by today's standards,

05:37SPEAKERso that a stray particle smashing into the CPU

05:41SPEAKERas it's flying through space doesn't jack up the mash

05:44SPEAKERand crash the whole thing, right?

05:46SPEAKER- Literally, you literally need a bigger surface area

05:48SPEAKERon the chip to try to be more resilient.

05:51SPEAKER- Wider pathways for the electrons are safer,

05:53SPEAKERis my understanding.

05:54SPEAKERI'm sure that somebody in the Discord will correct me

05:56SPEAKERwhen I'm wrong on that, but.

05:58SPEAKER- That's wild. - Yeah, it's a trip.

06:00SPEAKER- We do have people working in space technology there.

06:02SPEAKER- Exactly.

06:03SPEAKER- Last question, all right,

06:04SPEAKERthis is gonna be the longest cold opening history

06:06SPEAKERof this podcast.

06:07SPEAKER- Oh, we're not even close to that.

06:09SPEAKER- I take it, I take it you haven't read the jaunt.

06:11SPEAKERI don't think you got my reference a minute ago.

06:12SPEAKER- No.

06:13SPEAKER- Oh, man, okay. - What's the jaunt?

06:15SPEAKER- I can't, I shouldn't tell you,

06:17SPEAKER'cause I think you should read it.

06:18SPEAKERIt's a Stephen King short story about teleportation

06:22SPEAKERthat you should really read

06:24SPEAKERif you want to look at these numbers

06:25SPEAKERand feel that sense of creeping dread.

06:28SPEAKER(upbeat music)

06:39SPEAKER(upbeat music)

06:57SPEAKER- Welcome to "Brad and Will Made a Tech Pod."

06:59SPEAKERI'm Will.

07:00SPEAKER- Brad, hey, hello, hi.

07:01SPEAKER- Hi, hi, hello, hi, hi, hi, hi.

07:03SPEAKER- What's happening?

07:05SPEAKER- We're doing a podcast, Brad.

07:06SPEAKER- Oh, crap, oh, shit, I gotta go get my--

07:08SPEAKER- Yeah, when Mr. Softy, the ice cream truck, came to town,

07:10SPEAKERI put on a pair of dungarees last Thursday, so.

07:13SPEAKER- Fair, you don't wanna show your knees to the ice cream guy.

07:16SPEAKER- No.

07:17SPEAKER- You need some level of decorum when you go buy ice cream.

07:19SPEAKER- It is, like, if you are going to order

07:22SPEAKERa ridiculous ice cream cone for an adult,

07:24SPEAKERlike something rolled in sprinkles

07:25SPEAKERor dusted with Oreos ground up or something like that,

07:28SPEAKERyou need to have a certain modicum of decency, I think.

07:31SPEAKER- Gotta put on your business pants.

07:33SPEAKER- Exactly.

07:35SPEAKER- So we've got an interesting topic today.

07:39SPEAKER- Yes.

07:40SPEAKER- We were talking the other day about early video cards

07:44SPEAKERand I had, I guess I hadn't forgotten,

07:48SPEAKERbut I hadn't considered, there was once a time

07:52SPEAKERin the early days of 3D accelerators

07:55SPEAKERwhen there were at least seven or eight different vendors

07:58SPEAKERactively selling cards in that space.

08:03SPEAKER- Yeah, and I'm sad we didn't save this exercise

08:05SPEAKERfor this episode.

08:06SPEAKERWe played it out on Discord last night,

08:08SPEAKERbut we kind of, I tried to run down,

08:11SPEAKERkind of walk down memory lane

08:12SPEAKERand remember what all those companies were

08:13SPEAKERand now I kind of know what they are,

08:14SPEAKERbut we should try to recreate it here

08:16SPEAKERjust for the sake of the audience.

08:19SPEAKERAlso just a little bit of context for this episode,

08:21SPEAKERI don't know about you, but I think for me,

08:23SPEAKERI've just had this topic on the brain a lot

08:24SPEAKERbecause this is the first time in, I don't know,

08:28SPEAKERfour or five years at least that I felt genuinely excited

08:32SPEAKERabout new PC hardware between the 3080s

08:36SPEAKERand the new AMD, the new Ryzens and stuff.

08:40SPEAKERPC hardware for the longest time for me has just been like,

08:42SPEAKERah, I guess I'll get a new CPU, sure, why not?

08:44SPEAKERLike it's cheap enough right now, you know?

08:46SPEAKERLike there's not, there's just not been a lot

08:48SPEAKERto be excited about there.

08:49SPEAKERLike the 1080, I feel like was that,

08:51SPEAKERlike that was a big leap forward.

08:54SPEAKERLike, you know, maybe the RTX cards were interesting,

08:56SPEAKERbut not as fast as you wanted, the 20 series,

08:58SPEAKERbut like Reddit, we're at a sweet spot right now

09:00SPEAKERwhere I'm like, I'm actually staring at hardware builds

09:03SPEAKERa lot right now again and like fantasizing.

09:05SPEAKERSo that takes me back to the mid nineties

09:08SPEAKERand those heady days of 8,000 3D accelerators

09:11SPEAKERcoming out all the time.

09:12SPEAKER- Well, you'll see right now,

09:13SPEAKERyou'll see an actual real world performance improvement

09:16SPEAKERfor like spending money on new hardware, right?

09:22SPEAKERIn a way that you often don't, which is exciting.

09:26SPEAKERSo let's, I guess let's, let's start with,

09:31SPEAKERlike obviously everybody remembers 3D FX.

09:34SPEAKER- Yeah.

09:36SPEAKER- And then Nvidia had the Revo 128 early on.

09:40SPEAKERATI rolled out the 3D rage, well.

09:45SPEAKER- Hang on, I'm just gonna play act what I did last night.

09:47SPEAKEROkay, so what I was able to come up with

09:49SPEAKERoff the top of the head was the first one

09:52SPEAKERthat came to mind was the rendition verite.

09:54SPEAKER- The original DirectX card, yeah.

09:57SPEAKER- The rendition verite, obviously the 3D effect,

09:59SPEAKERlike the Voodoo stuff was like the thing

10:01SPEAKERas soon as it came out, like nothing else mattered

10:03SPEAKERfor a while there.

10:05SPEAKER- Well, actually that's not true.

10:05SPEAKERIt wasn't until Quake came out

10:07SPEAKERthat the Voodoo stuff really mattered.

10:08SPEAKER- Well, yeah, GeoQuake was the thing

10:10SPEAKERthat made 3D accelerators a thing, frankly.

10:13SPEAKER- 'Cause like, I think you've got MechWarrior

10:15SPEAKERor something with your Voodoo card, MechWarrior 2,

10:18SPEAKERand it was like a lightly texture mapped version

10:21SPEAKERof the software rendered MechWarrior game.

10:24SPEAKER- Not that 3D accelerated also.

10:26SPEAKERI think I bought that game at a Sam's Club,

10:28SPEAKERso I really lost out there.

10:29SPEAKER- I bought it multiple times, I'm sure.

10:31SPEAKERI came with every video card you bought for a while there.

10:33SPEAKER- You know what, I would have bought it

10:34SPEAKERjust for that soundtrack multiple times.

10:36SPEAKERThat's totally fair.

10:37SPEAKER- A fine game.

10:38SPEAKER- So for whatever reason, I came up with rendition

10:40SPEAKERand 3D effects, and then I stalled out

10:42SPEAKERand started thinking about like Number 9 and Matrox,

10:44SPEAKERwhich I don't think fit into this conversation that well.

10:47SPEAKER- Well, so Number 9 never really released a 3D accelerator.

10:50SPEAKERThey were wholly focused on 2D and video,

10:53SPEAKERis my understanding, and they kind of disappeared.

10:55SPEAKERI think they got bought by somebody.

10:57SPEAKERI don't actually know what happened to Number 9.

11:00SPEAKERI also don't think that their bit of selling graphics cards

11:10SPEAKERwith Beatles tie-ins would probably fly in today's world.

11:16SPEAKER- Why not?

11:17SPEAKERI mean, I agree with you.

11:18SPEAKERIt was a bit too twee for my taste,

11:21SPEAKERbut I feel like the people at Apple Records

11:24SPEAKERwould probably have something to say about that now

11:26SPEAKERin a way that they would not have been aware of back then.

11:28SPEAKER- You're probably right.

11:29SPEAKERLike I'm sitting here looking at their Wikipedia page

11:31SPEAKERand some of their products

11:32SPEAKERfor people that are not familiar with Number 9.

11:35SPEAKERRevolution, Imagine, Pepper.

11:38SPEAKER- I feel like Revolution-

11:39SPEAKER- Ticket to Ride.

11:40SPEAKER- Yeah, Ticket to Ride was where they went off the rails

11:42SPEAKERin terms of like-

11:43SPEAKER- Naming a graphics card Ticket to Ride

11:45SPEAKERis like, yes, absolutely.

11:46SPEAKERThat is a bridge too far.

11:48SPEAKER- I mean, that said though,

11:48SPEAKERthere's a board game called Ticket to Ride, right?

11:51SPEAKER- Well, that's fine.

11:52SPEAKERI mean, that's probably got trains in it or something.

11:53SPEAKERI mean, I'm fine with that,

11:54SPEAKERbut that's not a video card, you know?

11:57SPEAKERSo yeah, I mean, we'll probably touch on it some more,

12:00SPEAKERbut for whatever reason, my mind went to Matrox and Number 9,

12:02SPEAKERwhich are more like 2D graphics cards,

12:04SPEAKERwhich is like for people who were not doing PC stuff

12:06SPEAKERin the nineties, yes,

12:07SPEAKERyou used to just have to buy a 2D graphics card.

12:10SPEAKER- Yeah, went in the VL bus slot.

12:12SPEAKER- Right, so you reminded me that ATI was active back then.

12:16SPEAKERFor whatever reason, in my mind, ATI was not a player

12:19SPEAKERuntil the Radeon stuff,

12:20SPEAKERbut obviously they were in it way before that.

12:22SPEAKER- So yeah, they made 2D cards.

12:25SPEAKERLike that's where they started,

12:25SPEAKER2D cards and video processing stuff.

12:27SPEAKERAnd they were like a real, they were,

12:33SPEAKERlike in the 2D graphics card realm,

12:36SPEAKERthere was like S3 kind of at the low end performant,

12:39SPEAKERbut not very good, maybe.

12:40SPEAKERNot like didn't the image quality, here's the fun thing.

12:43SPEAKER2D graphics cards, image quality mattered.

12:46SPEAKERLike some of them were better at it than others.

12:48SPEAKER- That's why, I mean, we're kind of getting back

12:51SPEAKERonto 2D cards and off the topic of 3D accelerators here,

12:53SPEAKERbut like I lusted after a Matrox millennium for so long.

12:58SPEAKERI think whatever like, whatever crappy,

13:00SPEAKERno name pre-built computer we had at home

13:02SPEAKERhad a similarly crappy, no name 2D card in it.

13:06SPEAKER- Yeah.

13:06SPEAKER- And desktop literally did not look great.

13:08SPEAKERLike I don't remember, I don't know how to qualify that

13:10SPEAKER'cause in my mind, like I can't call to mind

13:15SPEAKERwhat the desktop looked like,

13:16SPEAKERbut I think things were like maybe a little too fuzzy

13:17SPEAKERor like it was something about like the VGA output

13:20SPEAKERwas not clean enough or something like that, I forget.

13:22SPEAKER- So part of it was that the RAMDAC,

13:26SPEAKERthe thing that converted the digital signal

13:28SPEAKERinto an analog signal that went out across VGA,

13:32SPEAKERif they were slow or bad,

13:33SPEAKERyou'd get fuzzy signals on the VGA.

13:37SPEAKER- Also is about color reproduction and like window rendering

13:40SPEAKERspeed and stuff like that.

13:42SPEAKERLike in Windows 3.1 with the right video card,

13:45SPEAKERyou could preview the window while you drug it around.

13:48SPEAKER- Oh sure.

13:49SPEAKER- And if you didn't have the right video card,

13:50SPEAKERit would just be like an outline,

13:51SPEAKERa box outline of an empty window.

13:54SPEAKER- Yeah, the little dotted line outline.

13:55SPEAKER- And then you could watch it literally draw back in

13:58SPEAKERfrom the top to the bottom, if you had a slow video card.

14:01SPEAKER- Our card was not that bad, thankfully, but I remember,

14:04SPEAKERI remember wanting a millennium just because yeah,

14:06SPEAKERit accelerated Windows stuff more

14:08SPEAKERand it had very nicely clean, clean signal.

14:11SPEAKER- 32 bit baby.

14:12SPEAKER- Yeah.

14:13SPEAKER- Well, so the thing that happened

14:15SPEAKERaround the time 3D accelerator started taking off was

14:18SPEAKERthat the, what had previously been low

14:20SPEAKERin mid range 2D parts became pretty good,

14:25SPEAKERlike good enough, right?

14:26SPEAKERSo S3, ATI, Revolution was always on the high end or sorry,

14:32SPEAKERnumber nine was always on the high end, stuff like that.

14:35SPEAKERBut so, so Matrox and ATI, both fine Canadian companies.

14:39SPEAKER- Yes.

14:41SPEAKER- The Rage 2 was kind of,

14:43SPEAKERI think it was billed as a 3D accelerator

14:45SPEAKERand you could get it with a copy of a MechWarrior 2,

14:50SPEAKERbut it was like kind of lightly texture mapped,

14:54SPEAKERbut not really was the thing I recall on that one.

14:58SPEAKER- Was that their first major card, the Rage 2

15:00SPEAKERin the 3D space and was that an all-in-one card

15:03SPEAKERor was that an add-on?

15:03SPEAKER- It was an all-in, all of these were all-in-one cards,

15:05SPEAKERexcept for the 3DFX stuff, they were interesting.

15:10SPEAKER- And PowerVR, PowerVR was 3D only too.

15:13SPEAKER- Yeah, so we haven't, just to fully,

15:14SPEAKERbefore we move on, just to finish our little rundown

15:17SPEAKERof the roster here, S3, I guess was huge,

15:20SPEAKERbut I had completely in my mind, like glossed over the fact

15:24SPEAKERthat they even existed at that time.

15:27SPEAKER- S3 was a big deal.

15:28SPEAKER- Like it took me a minute, it took me a minute,

15:29SPEAKERbut the name S3 Verge finally floated back

15:32SPEAKERinto my consciousness.

15:34SPEAKER- V-I-R-G-E.

15:36SPEAKER- Right, but I couldn't remember if it was E-R or I-R.

15:38SPEAKERThat's how much I had forgotten it, but.

15:41SPEAKER- But loads of 2D cards into like Compaq and Packard Bell

15:45SPEAKERand like all the, they sold a lot to OEMs, the big OEMs.

15:51SPEAKERAnd they also would kind of run,

15:55SPEAKERso one of the defining gate for me on 3D accelerators

16:00SPEAKERin like 1996, '97, '98 was would it run Quake?

16:05SPEAKERLike in the days before DirectX, before Direct3D

16:09SPEAKERand more, well like the second wave of 3D accelerated games

16:13SPEAKERthat started in like '97, like it was,

16:16SPEAKERif it didn't run GLQuake,

16:17SPEAKERit didn't count as a 3D accelerator,

16:18SPEAKEReven if it did like a little bit of bit mip mapping

16:20SPEAKERand stuff like that on some textures.

16:23SPEAKERAnd the Rage 2 wouldn't run Quake.

16:26SPEAKERThe Matrox Millennium wouldn't run Quake.

16:28SPEAKERThe S3 cards wouldn't run Quake.

16:30SPEAKER- Just a 2D card, right?

16:32SPEAKER- Well, yeah, but I mean, yeah,

16:33SPEAKERit wasn't until the Mystique that Matrox had a card

16:36SPEAKERthat would run Quake, kind of.

16:37SPEAKER- They tried.

16:39SPEAKER- So the ATI's first Quake card was the Rage Pro,

16:43SPEAKERwhich was also one of the first AGP cards,

16:45SPEAKERwhich we'll get to in a minute.

16:46SPEAKER- Yeah.

16:48SPEAKER- Okay, so S3, I don't think S3 ever,

16:51SPEAKERin the time period that mattered,

16:52SPEAKERmade a compelling 3D card.

16:56SPEAKERWould you categorize them as an also ran in this space?

16:59SPEAKER- Well, so one of the things that's interesting about any,

17:01SPEAKERoh, hold on, we have a couple more.

17:02SPEAKERIntel was making 3D accelerators?

17:04SPEAKER- So Intel, when you threw that out there,

17:06SPEAKERI was like, wait, what?

17:07SPEAKERI don't remember that in the slightest.

17:10SPEAKER- So they made, they partnered with Lockheed

17:12SPEAKERand a company called Chips and Technologies

17:14SPEAKERthat Intel ended up buying a little bit later

17:18SPEAKERand released the i740, which was another early AGP card.

17:24SPEAKERAnd it was, if you recall, RAM was really expensive

17:27SPEAKERand hard to get then during that time period.

17:30SPEAKER- Vaguely.

17:32SPEAKER- So like there'd been some sort of disaster,

17:35SPEAKERan earthquake or a fire or something

17:36SPEAKERthat cratered RAM production in '93 or '94,

17:40SPEAKERand it took a long time to come back online

17:42SPEAKER'cause it was a different time back then.

17:44SPEAKERSo a lot of the AGP design was set up

17:49SPEAKERso that you could run video stuff out of system memory

17:53SPEAKERrather than having to have eight megabytes of RAM

17:58SPEAKERin the system and another four megabytes of RAM

18:00SPEAKERon the video card.

18:01SPEAKER- Which was an astronomical amount of RAM.

18:03SPEAKER- It's shocking, it was shocking.

18:05SPEAKER- Hundreds of dollars.

18:06SPEAKER- I might've had 16 megabytes on my PC at that point.

18:09SPEAKER- Oh really?

18:10SPEAKERI think I probably had eight and was pretty happy.

18:11SPEAKERAnyway.

18:12SPEAKER- Maybe it was eight, I forget,

18:13SPEAKERbut I mean, that's back when RAM was like $50 a megabyte.

18:18SPEAKER- More than that, at one point I paid 150 bucks per megabyte

18:21SPEAKERfor a two megabyte upgrade.

18:23SPEAKER- Wow, that is physically painful to hear.

18:26SPEAKER- That was in like '93 though.

18:28SPEAKER- Okay, yeah.

18:29SPEAKERSo I just glanced at the Intel, the i740 page,

18:32SPEAKERWikipedia page, and that came out of '98.

18:34SPEAKERSo we're kind of swinging back and forth

18:36SPEAKERacross a two, three year time span

18:38SPEAKERback and front here a little bit.

18:41SPEAKER- So yeah, it's a weird time

18:43SPEAKERbecause during the launch of the first version of,

18:46SPEAKERthe Revo 128 launched at a time

18:49SPEAKERwhen probably the only 3D accelerated things

18:51SPEAKERwere Quake and Unreal and maybe like terminal,

18:58SPEAKERthere were some, probably some 3D realms game,

19:00SPEAKERlike terminal reality or something

19:00SPEAKERthat was 3D accelerated at that point.

19:02SPEAKER- Sure, that sounds right.

19:03SPEAKER- But it was like mostly-

19:05SPEAKER- Very limited.

19:06SPEAKER- Yeah, it was, and there were some flight sims.

19:08SPEAKERI feel like Falcon, wasn't Falcon 6.0 3D accelerated

19:11SPEAKERfor the first time maybe?

19:12SPEAKER- Oh, was it, was it that far along?

19:14SPEAKERI thought they were on like 3.0 that thing.

19:15SPEAKER- Or Windows 3.0.

19:16SPEAKERYeah, it was the one with the big binder.

19:18SPEAKER- Yeah, 3.0 came out in '91.

19:20SPEAKERDid they ever even get past 4.0?

19:22SPEAKERI thought that was the last Falcon.

19:23SPEAKER- Maybe I'm, maybe I'm, maybe I'm conflating-

19:26SPEAKER- 4.0, 4.0 was '98.

19:28SPEAKERSo that was probably 3D accelerated at that point.

19:30SPEAKERSo, well, just to kind of start back at the start

19:33SPEAKERbefore we get too much into the AGP in the late '90s stuff,

19:36SPEAKERlike obviously like 3D effects,

19:38SPEAKERlike a friend of mine got a Voodoo card, you know,

19:41SPEAKERnot long after GL Quake came out and like,

19:44SPEAKERI went over to his house and saw it and fell out of my chair,

19:48SPEAKERyou know, like the defining moment in my history

19:50SPEAKERwith both technology and video games.

19:52SPEAKERBut like, you could,

19:53SPEAKERdid you have much contact with that stuff

19:55SPEAKERbefore the Voodoo came along?

19:56SPEAKERLike, I'm trying to get a sense of what there,

19:58SPEAKERwhat was in the market before the Voodoo,

20:00SPEAKERbut when that kind of, you know,

20:02SPEAKERobviously that revolutionized everything, but like-

20:05SPEAKER- Well, so like I bought a Rage 2 card

20:07SPEAKERwhen I built a PC the first time.

20:09SPEAKER- Okay.

20:10SPEAKER- Or, and put that in, it may have been even before that,

20:15SPEAKERit may have been in my, in the Pentium 60

20:18SPEAKERthat I bought when I went to UT.

20:20SPEAKERAnd like, I was kind of unimpressed with it.

20:23SPEAKERLike 3D accelerators until the Voodoo card

20:26SPEAKERseemed like kind of like,

20:28SPEAKERit seemed like a cool thing for SGI to do.

20:31SPEAKERAnd it seemed like something that wasn't real

20:33SPEAKERfor people at home.

20:34SPEAKERSo like, if you played like the rendition

20:38SPEAKERV Quake port that they made.

20:39SPEAKERSo the other thing that's important to note

20:41SPEAKERis that up until Quake,

20:44SPEAKERmost games only supported external,

20:48SPEAKERlike a proprietary vendor specific APIs.

20:51SPEAKERSo like Glide for 3FX.

20:53SPEAKER- Glide is the famous example.

20:54SPEAKER- Exactly, rendition wrote V Quake,

20:58SPEAKERwhich was for their Verite would be with that V1000.

21:01SPEAKER- Oh, V Quake.

21:02SPEAKER- And I think Carmack helped with that, obviously.

21:05SPEAKER- So I'm, not to derail, but I'm sitting here,

21:07SPEAKERthere is, of course, there is a GitHub repo

21:09SPEAKERthat has every plan file update he ever wrote.

21:14SPEAKERSo I'm just sitting here control F-ing it.

21:17SPEAKERAnd it's funny, like, so Quake came out in mid 96

21:19SPEAKERand I'm sitting here looking at an entry

21:20SPEAKERfor December 13th, 96, where he says for the record,

21:25SPEAKERhere is my impression of the 3D hardware

21:26SPEAKERI have worked with, blah, blah, blah.

21:28SPEAKER- This was a defining moment for me, this plan file.

21:31SPEAKER- So basically the two consumer cards on this list

21:35SPEAKERare the rendition Verite at $150

21:38SPEAKERand the 3D effects Voodoo at $300.

21:41SPEAKER- Yep.

21:42SPEAKER- And then like eight or 10 workstation cards

21:45SPEAKERthat no mortal could ever have contact with.

21:47SPEAKER- The 3D Labs one, the SGI Herrick stuff.

21:50SPEAKER- The Intergraph Intense 3D, the SGI 02,

21:53SPEAKERthe SGI Impact, the, let's see.

21:56SPEAKER- Just to be clear, the SGI 02 was like a $50,000 computer,

21:59SPEAKERas I recall.

22:00SPEAKER- Yes, that literally, this SGI Impact entry,

22:02SPEAKERhe said here a full system was literally 25 to $50,000.

22:06SPEAKER- Yeah.

22:06SPEAKER- And SGI Infinite Reality was over $100,000.

22:09SPEAKER- Yeah, and those machines, those boxes for those things

22:12SPEAKERwere huge, like they were like mini computer type spaces,

22:16SPEAKERnot PCs.

22:17SPEAKER- His quick write-up of the SGI Infinite Reality,

22:20SPEAKERwhich is the $100,000 workstation,

22:23SPEAKERfill rate from hell, polygons from hell,

22:26SPEAKERif you don't trip up on state changes,

22:27SPEAKERnothing will come within shouting distance of the system,

22:30SPEAKERyou would expect that.

22:31SPEAKER- Yeah, for 100%.

22:32SPEAKER- The reason I bring this up is that like,

22:34SPEAKERlike I said, outside of the Verite and the Voodoo,

22:37SPEAKERlike everything else on here is extremely high-end

22:39SPEAKERworkstation hardware, there just wasn't that much out there.

22:41SPEAKERSorry, there was one other card on here,

22:43SPEAKERthe 3D Labs Per Media for $300.

22:45SPEAKER- That was a workstation card.

22:47SPEAKER- Yeah, okay, yes.

22:48SPEAKER- A well-supported low-end OpenGL card,

22:51SPEAKERso I guess, yeah, that would be for workstation stuff.

22:53SPEAKER- So it was a thing, if I recall correctly,

22:55SPEAKERit had a, it was the least expensive way

22:58SPEAKERto get a fully fledged OpenGL stack,

23:00SPEAKERbecause the OpenGL driver for the 3D effects cards

23:06SPEAKERwas just a wrapper, so it wrapped the OpenGL calls

23:10SPEAKERto Glide calls.

23:11SPEAKER- Okay.

23:12SPEAKER- And it wasn't, like, it wasn't a full implementation,

23:14SPEAKERand because that card was a standalone 3D accelerator

23:16SPEAKERand couldn't do stuff in Windows, a lot of OpenGL stuff,

23:19SPEAKERlike you couldn't run your OpenGL CAD programs on that.

23:22SPEAKER- Right.

23:23SPEAKER- Also, probably 'cause it didn't have a memory.

23:25SPEAKER- And so that's why you were having to get

23:26SPEAKERa bespoke version of Quake for every card, right?

23:29SPEAKER- Exactly.

23:30SPEAKER- Quake, GLQuake, 'cause they were all being written

23:31SPEAKERdirectly to what those cards could do.

23:33SPEAKER- Well, so GLQuake was written for OpenGL.

23:35SPEAKER- Oh, right, right, yes, it would run on any GL hardware.

23:37SPEAKER- Yeah, VQuake, so Carmack did VQuake

23:40SPEAKERwith the rendition people, I think,

23:41SPEAKERand then after that, he was like,

23:43SPEAKER"I'm not building a bunch of proprietary Quakes.

23:47SPEAKER"There's no other, we're gonna do this in OpenGL."

23:49SPEAKERAnd like, that immediately made OpenGL a gaming API

23:53SPEAKERwhen it had previously been for the, like, workstations

23:58SPEAKERand CAD and stuff like that.

24:00SPEAKER- Previously had been for doing your effects

24:02SPEAKERin Terminator 2 and Jurassic Park.

24:03SPEAKER- Pretty much, yeah.

24:04SPEAKER- And stuff like that.

24:05SPEAKER- It was a weird, it was a weird time, like--

24:07SPEAKER- It was a really weird, interesting time

24:09SPEAKERwith all this stuff being very emergent

24:10SPEAKERand not well-defined, like, I'd not to,

24:12SPEAKERwe won't harp on his plan files for this whole episode,

24:15SPEAKERbut if you scroll down two more entries

24:17SPEAKERpast the one I was just reading from,

24:19SPEAKERyou get to what I consider

24:20SPEAKERprobably the seminal plan update.

24:22SPEAKER- Okay.

24:23SPEAKER- Which is December 23rd, 1996,

24:25SPEAKERentitled OpenGL versus Direct3D.

24:28SPEAKER- Oh, and this was when they were talking about,

24:29SPEAKERthis was before Direct3D was even out, right?

24:31SPEAKER- Right.

24:32SPEAKER- Or '96, you said?

24:34SPEAKER- Yeah, this was December '96,

24:35SPEAKERso that's like six-ish months after Quake came out.

24:38SPEAKER- Oh, so that's after, that's when Direct3D 3.0,

24:41SPEAKERDirectX 3.0 had launched in September of that year,

24:45SPEAKERand we were, like, DirectX 1 and 2

24:47SPEAKERwere kind of, like, not worth speaking of.

24:50SPEAKER- Right, and like, this is full-on, like, soapbox mode,

24:53SPEAKERhe's just here kinda opining about how these things work

24:58SPEAKERand how much he likes or hates them,

25:00SPEAKERand there's like straight-up,

25:01SPEAKERthere's straight-up code snippets in this thing

25:02SPEAKERof, like, showing how Vertex operations work

25:04SPEAKERin each one and stuff like this,

25:06SPEAKERbut it was just such a, it was such an early time,

25:09SPEAKERand the stuff was so ill-defined

25:10SPEAKERand, like, all over the place, you know?

25:12SPEAKER- Well, I mean, the big argument was that

25:15SPEAKERthe DirectX APIs kind of limited what you could do,

25:21SPEAKERlike, well, it didn't give you direct control

25:23SPEAKERover the hardware in a way that was,

25:25SPEAKERit abstracted things out a little bit further

25:27SPEAKERthan people like Carmack wanted.

25:30SPEAKERI think in the, with the idea that it would be easier

25:33SPEAKERfor normal human programmers that weren't John Carmack

25:36SPEAKERor Tim Sweeney or, you know, Charlie Brown

25:38SPEAKERor whoever to build off of.

25:40SPEAKER- Right, but also, it became necessary in a world

25:43SPEAKERwith, like, 800 different cards on the market, right?

25:46SPEAKERLike, at some point, you can't be writing directly

25:48SPEAKERto the hardware of every model of card out there.

25:50SPEAKER- Well, so then it shifted the burden from the developers

25:54SPEAKERto write for the individual hardware to the driver vendors

25:56SPEAKERto, like, not jack up the drivers.

25:58SPEAKER- Ah, yes, which led to our current state

26:01SPEAKERof 500-megabyte graphics driver downloads every two weeks.

26:04SPEAKER- Yeah, exactly.

26:06SPEAKER- That makes sense, but was there a lot of, like,

26:09SPEAKERFUD around Microsoft?

26:10SPEAKERI feel like I vaguely remember, like, Jesus.

26:14SPEAKERI mean, this was-

26:14SPEAKER- Was there FUD?

26:16SPEAKER- This was squarely in the middle of the, like,

26:18SPEAKERpeople writing Microsoft with a dollar sign in it era

26:21SPEAKERof people not trusting Microsoft.

26:23SPEAKER- This is when they were being,

26:24SPEAKERthis is when the antitrust suit was in the,

26:26SPEAKERin the bearish beginnings, right?

26:28SPEAKER- I guess so, yeah.

26:29SPEAKER- This is when they were doing the stuff

26:30SPEAKERthat got them sued by the federal government for-

26:33SPEAKER- That's fair.

26:34SPEAKER- Yeah.

26:35SPEAKERIt was-

26:36SPEAKER- Embrace, extend, extinguish.

26:37SPEAKER- Like, yeah, I feel like,

26:39SPEAKERI feel like a lot of the concern about,

26:42SPEAKERthe concern about Microsoft owning the APIs that drove 3D

26:45SPEAKERwas the same thing that we hear people talking about

26:47SPEAKERwith Facebook and VR right now, where, you know,

26:50SPEAKERyou didn't want this monolithic company to own

26:54SPEAKERthe thing that the future, you know,

26:56SPEAKERthe APIs that the future was built on.

26:59SPEAKERIt ended up, like, the thing that ended up happening is,

27:03SPEAKERas the hardware vendors coalesced into,

27:06SPEAKERfrom eight or nine vendors into two vendors,

27:09SPEAKERor maybe three if you count Intel,

27:12SPEAKERthe, it ended up being the hardware vendors

27:14SPEAKERdriving those APIs as much as Microsoft.

27:17SPEAKERSo it, like, it ended up working out.

27:19SPEAKERIf we had only ended up with one,

27:22SPEAKERif we only ended up with either Intel or AMD,

27:24SPEAKERATI and Intel, I think we'd be in a much different situation

27:29SPEAKERand we wouldn't be seeing the kind of performance

27:30SPEAKERthat we are on graphics today.

27:32SPEAKERSo it was lucky that those two companies survived.

27:35SPEAKER- 'Cause they pushed it forward so much.

27:38SPEAKER- They push each other, yeah.

27:39SPEAKER- Yeah, yeah.

27:40SPEAKER- The competition's good, it turns out.

27:41SPEAKER- Yeah, before we move on too much

27:43SPEAKERfrom the beginnings here,

27:44SPEAKERI happen to have the rendition Wikipedia page

27:46SPEAKERin front of me, and I just have to mention the naming

27:49SPEAKERon some of this stuff.

27:50SPEAKER- Yeah.

27:51SPEAKER- They had an API for DOS called Speedy 3D.

27:54SPEAKER- That sounds great.

27:55SPEAKERHow fast was it?

27:56SPEAKERWas it speedy? - I don't know, I just,

27:58SPEAKERlike I just can't help thinking about

27:59SPEAKERlike Speedy Gonzalez here,

28:01SPEAKERscrolling down some of the products

28:05SPEAKERthat were released to Sierra.

28:07SPEAKERWait, that can't be, that's not the game maker Sierra.

28:09SPEAKERThat's gotta be, really?

28:10SPEAKER- I think that's somebody else.

28:11SPEAKERI think that's what became Sierra's logic maybe.

28:13SPEAKER- No, it totally links to the Sierra online Wikipedia page.

28:17SPEAKERApparently Sierra put out a rendition card

28:19SPEAKERcalled the Screamin' 3D.

28:21SPEAKER- Oh yeah, we had one of those in the lab at maximum PC.

28:24SPEAKER- Really?

28:25SPEAKER- It was the box was on the wall.

28:26SPEAKER- I totally am sitting here Googling the box art

28:29SPEAKERfor Screamin' 3D right now.

28:31SPEAKERI need to see that.

28:32SPEAKER- Oh, the box art for these was all bad.

28:35SPEAKER- If you think video card boxes are ridiculous now,

28:37SPEAKERgo back to the mid nineties.

28:39SPEAKER- Oh yeah.

28:41SPEAKER- But anyway, so yeah, like I don't know

28:45SPEAKERwhere to go with this.

28:46SPEAKERI mean, rendition was out there like in my mind,

28:48SPEAKERlike some months before the Voodoo came along,

28:51SPEAKERthe quake was a thing.

28:52SPEAKER- That's correct, yeah.

28:53SPEAKER- And then the Voodoo came along

28:54SPEAKERand like changed everything of course,

28:56SPEAKERbut to touch on something you mentioned earlier,

28:58SPEAKERI did not realize that it was the,

29:01SPEAKERI didn't realize the Voodoo was the exception

29:02SPEAKERto the rule about being an all-in-one integrated card.

29:04SPEAKERLike 'cause the Voodoo was an add-in card

29:07SPEAKERand you had to run a literal analog pass-through cable.

29:10SPEAKER- You plug your video, you had a little short VGA cable

29:13SPEAKERthat plugged from your main video card into the Voodoo card.

29:15SPEAKER- Yeah, your desktop card.

29:17SPEAKER- Yeah, and then you plugged the monitor

29:18SPEAKERinto the Voodoo card and then literally do a state switch.

29:22SPEAKERLike the Voodoo card would detect

29:23SPEAKERthat you'd launched something that used Glide

29:24SPEAKERand it would turn off the pass-through

29:27SPEAKERand just render itself.

29:28SPEAKER- You would, at least with the card I had,

29:30SPEAKERwhich I believe was the Orchid Righteous 3D is the one I had.

29:33SPEAKER- Oh yeah, that was one of the two.

29:35SPEAKERIt was that or the Diamond Monster 3D.

29:37SPEAKER- It was not the Diamond Monster,

29:38SPEAKERwhich was the gold standard to most people, but-

29:40SPEAKER- I think they were both exactly the same cards,

29:42SPEAKERjust to be clear.

29:43SPEAKER- They were all practically the same,

29:44SPEAKERexcept now seems like the time to touch on my teenage lust

29:47SPEAKERfor the Canopus Pure 3D.

29:49SPEAKER- No, that was a card.

29:50SPEAKER- Which was just a Voodoo card,

29:51SPEAKERexcept it had two extra megabytes of memory.

29:54SPEAKERI think it had six megabytes of memory on it.

29:55SPEAKER- Well, Canopus did some other weird stuff too,

29:57SPEAKER'cause they had an integrated card

29:59SPEAKERthat was like a 2D card with a daughter card on it

30:04SPEAKERthat was the 3D FX card.

30:06SPEAKERSo it was all in one thing and it,

30:08SPEAKERalso Canopus did internal pass-throughs

30:12SPEAKERif you had a Canopus 2D card and a Canopus 3D card.

30:15SPEAKER- Maybe that's what I was interested in.

30:17SPEAKERThey were, I believe that was a Japanese company.

30:20SPEAKER- So yeah, they made arcade boards

30:22SPEAKERwas the other thing they did,

30:23SPEAKER'cause they did those obsidian,

30:27SPEAKERI wanna say, what was that jet,

30:30SPEAKERthe jet ski race game, the arcade game?

30:39SPEAKERAnyway.

30:40SPEAKER- Just pretend we remembered.

30:41SPEAKER- Yeah, they made,

30:42SPEAKERpeople are screaming at their radios right now,

30:44SPEAKERbut they made a bunch of,

30:46SPEAKERthey made the 3D,

30:48SPEAKERlike for a lot of those early arcade cabinets

30:51SPEAKERthat were driven by 3D FX hardware,

30:54SPEAKERthey made those boards and put enough RAM on them

30:56SPEAKERthat they could run at like arcade resolutions.

31:00SPEAKERAnd they would also jam multiple texturing units on,

31:03SPEAKERwhich is like, that's the interesting thing about the,

31:07SPEAKERso first off, all of these cards are passively cooled.

31:09SPEAKERAt most they had a heat sink,

31:11SPEAKERwhich was sometimes viewed as a negative

31:13SPEAKERin the press at the time.

31:15SPEAKER- Right.

31:16SPEAKERI'm sitting here looking at the Canopus Wikipedia page,

31:19SPEAKERwhich is very short, it's like three paragraphs,

31:21SPEAKERbut it says when the Voodoo 2 was released,

31:23SPEAKERthe Canopus Pure 3D 2 was praised for the fact

31:26SPEAKERthat their cards were shorter

31:27SPEAKERthan the competitors Voodoo 2 cards.

31:29SPEAKER- Yeah, yeah, it fit in more cases.

31:30SPEAKERWell, like, so I had an AST Pentium 60 at that point,

31:35SPEAKERI think, and that card was a pizza box case.

31:38SPEAKERAnd like, there were a small number,

31:40SPEAKERlike if you had a giant long chonker video card,

31:43SPEAKERit just wouldn't go in there.

31:45SPEAKER- Right, but God was like, was the mentality basically

31:48SPEAKERthat if you need a heat sink on your card,

31:49SPEAKERyou have screwed up on the design end somehow?

31:51SPEAKER- Pretty much, yeah.

31:52SPEAKERLike my Pentium 60 didn't have a heat sink.

31:54SPEAKERIt was just a bare chip.

31:55SPEAKER- My Pentium 75 did not either,

31:57SPEAKERand that machine became quite unstable over time.

31:59SPEAKER- Shocking that, who knew?

32:01SPEAKER- Granted, to be fair, I had overclocked it to 75,

32:03SPEAKERso that probably, or no, no, no, I'm sorry.

32:05SPEAKERIt was a 75 to 90.

32:06SPEAKER- Yeah, that was the job.

32:07SPEAKER- I had a 75, and it was not stable at 100,

32:10SPEAKERbut I could overclock it to 90,

32:12SPEAKERand then it became borderline unusable after about a year.

32:16SPEAKER- Yeah, weird, weird that.

32:18SPEAKER- I was gonna mention with the pass-through

32:21SPEAKERon the Voodoo cards,

32:23SPEAKERI don't know if it was just the one I had,

32:24SPEAKERor maybe they all did this,

32:25SPEAKERbut you would hear that good solid metallic thunk sound

32:29SPEAKERevery time it switched over to the 3D card.

32:31SPEAKER- Yeah, I think that was in the monitor though, wasn't it?

32:34SPEAKER'Cause it was a refresh change, probably.

32:35SPEAKER- Maybe it was the monitor, I swear.

32:36SPEAKER- It was like a kachunk.

32:38SPEAKER- Yeah.

32:40SPEAKER- There wasn't like a physical switch in the cards though.

32:42SPEAKER- No, no, no, no.

32:43SPEAKER- There was no solenoid popping or anything like that.

32:44SPEAKER- You think it was more of a kachunk than a thunk?

32:46SPEAKER- So they did, 3DFX did the,

32:49SPEAKERthere's a lot, it was a weird time because it also,

32:55SPEAKERso what a 3D, these things weren't called GPUs

32:59SPEAKER'cause there wasn't a lot of processing.

33:00SPEAKERBasically they were just texture mapping engines on a card.

33:03SPEAKER- I think 3D accelerator was the accepted term back then.

33:06SPEAKER- That's what we called them, yeah.

33:08SPEAKERAnd they would, basically the CPU would do

33:12SPEAKERall the triangle setup and all that stuff,

33:14SPEAKERand it would establish a mesh,

33:15SPEAKERand then the video cards would handle Z buffering,

33:18SPEAKERso they'd see what was visible in that scene,

33:21SPEAKERand then they'd apply textures to it.

33:23SPEAKERAnd there were a wide variety of approaches to that.

33:27SPEAKERPower VR did this tile-based thing

33:30SPEAKERwhere they didn't do visibility checks

33:35SPEAKERon the whole scene at once.

33:36SPEAKERThey would just do the little chunks,

33:38SPEAKERand then that would save them a buttload

33:40SPEAKERof memory bandwidth, basically,

33:41SPEAKER'cause they were only pulling textures

33:43SPEAKERfor things that they would actually map.

33:45SPEAKERAs I recall, that was also one of the ones

33:47SPEAKERthat had problems in their OpenGL stack

33:50SPEAKERwhere there were giant cracks in the world

33:52SPEAKERwhere the tiles didn't line up right or something.

33:54SPEAKERI don't know exactly what was happening there,

33:56SPEAKERbut I remember in that instance it was bad.

34:01SPEAKERThe other thing that was weird about Power VR

34:02SPEAKERwas it was a standalone 3D accelerator,

34:05SPEAKERbut you could do 3D in a window on that

34:09SPEAKERbecause it passed over to the 2D cards frame buffer

34:14SPEAKERacross PCI. - Oh, interesting.

34:16SPEAKERRight, I don't know if we mentioned it.

34:17SPEAKERThat was another limitation of the Voodoo

34:18SPEAKERwas that it could not do window 3D, only full screen.

34:21SPEAKER- No window 3D on the Voodoo 1 or Voodoo 2,

34:23SPEAKERonly on the Rush and the Banshee and the 3D eventually.

34:26SPEAKER- Right, right, those were their integrated cards.

34:28SPEAKERThe other downside that I didn't mention of,

34:30SPEAKERand then maybe this was also model-specific,

34:32SPEAKERbut it made my 2D desktop look like shit.

34:34SPEAKER- It made everything fuzzy, yeah.

34:35SPEAKER- Which made me want to die

34:37SPEAKERbecause that was right after I got a Matrox millennium.

34:40SPEAKERI finally got the good 2D desktop card

34:43SPEAKERthat made everything nice and sharp and smooth.

34:44SPEAKER- Oh no. - And then I got a Voodoo

34:46SPEAKERand it made it look like shit again.

34:48SPEAKER- So the other thing about all of these cards

34:50SPEAKERis that they were really low resolution.

34:52SPEAKERLike at a time when a normal desktop

34:55SPEAKERwas probably 800 by 600,

34:57SPEAKERI don't think you could run a Voodoo 1 card

34:59SPEAKERabove 640 by 480.

35:01SPEAKER- No, definitely not at any, maybe not at all,

35:04SPEAKERbut definitely not at any level of performance.

35:06SPEAKER- Yeah, sure. - Yeah, and like,

35:11SPEAKERthe thing that was amazing about those early cards

35:14SPEAKERis you went from like these kind of not grainy exactly,

35:18SPEAKERbut it just felt, it was real grungy.

35:21SPEAKERSoftware rendering in Quake,

35:22SPEAKERwhile a technical Marvel was kind of scuzzy feeling.

35:28SPEAKERAnd then when you loaded up something

35:30SPEAKERthat could do mipmapping on the textures,

35:32SPEAKERwhich is basically where it looks,

35:34SPEAKERit has different resolutions of the texture

35:36SPEAKERand the video card knows to drop the right one

35:39SPEAKERin at the right distances.

35:41SPEAKERYou got these unbelievably clear textures.

35:43SPEAKERYou're like, wait,

35:43SPEAKERis this what this game is supposed to look like?

35:45SPEAKERAnd I played it all the way through not looking like this?

35:48SPEAKERThis is kind of magic.

35:50SPEAKERAnd then games like, and still,

35:54SPEAKERlike if you're looking at a texture

35:55SPEAKERthat would have had multiple mipmap levels across,

35:59SPEAKERlike if you're looking down the length of a wall, right?

36:02SPEAKERYou would get one of the mipmap levels in the wall

36:04SPEAKER'cause we didn't have a nice tropic filtering

36:06SPEAKERor trilinear filtering or anything like that

36:07SPEAKERon the cards at that point.

36:08SPEAKERSo it wasn't able to sample different mip levels

36:10SPEAKERbased on where the,

36:14SPEAKERfor the different distances of that same texture

36:17SPEAKERthat you were looking at.

36:19SPEAKERBut it was still kind of incredible.

36:21SPEAKERAnd then when the Voodoo 2 came out,

36:24SPEAKERall of a sudden you had multi-texturing

36:25SPEAKERthat could happen in one pass.

36:28SPEAKERSo like each frame could have multiple,

36:30SPEAKERtwo textures applied to each surface.

36:33SPEAKERSo you'd have like a lighting texture and a picture texture.

36:38SPEAKERRight?

36:38SPEAKEROkay.

36:40SPEAKERTrying to think of some other

36:41SPEAKERlike real world use cases for that.

36:42SPEAKERI mean, is that when you were able to start applying

36:44SPEAKERlike decals to walls, like bullet holes and blood

36:46SPEAKERand stuff like that, or?

36:47SPEAKERThat was probably later.

36:48SPEAKER'Cause I feel like the Voodoo 2 actually had,

36:50SPEAKERlike there were three chips on the texture, on the chip.

36:52SPEAKERThere was one that was the main, the FX chip,

36:55SPEAKERand then there were two TX chips

36:57SPEAKERthat each was responsible for one texture pass

37:00SPEAKERper cycle per frame.

37:02SPEAKERSo you could do that before,

37:06SPEAKERbut it would take multiple passes on each frame to do it.

37:12SPEAKERTo do a multi-texturing pass is my understanding,

37:14SPEAKERbut I could be wrong.

37:15SPEAKERI don't know.

37:16SPEAKERThis was from a time before

37:18SPEAKERwhen people talked about this stuff.

37:19SPEAKERLike now Nvidia and ATI, when they release new GPUs,

37:24SPEAKERthey dump, they sit down with all the tech press

37:26SPEAKERand they're like, okay, here's exactly how this stuff works.

37:28SPEAKERHere's how deep the pipelines go.

37:30SPEAKERHere's how much cache each part has.

37:32SPEAKERHere's what the programmable parts

37:34SPEAKERof the pipeline are capable of.

37:36SPEAKERAnd back then they just released the cards

37:38SPEAKERand there was a like one page spec sheet

37:39SPEAKERthat they handed out to people at Comdex

37:42SPEAKERwhen they wanted to buy, when they came in

37:44SPEAKERand like compact rolled in and they're like,

37:46SPEAKERwell, here's what our new video card can do.

37:48SPEAKERIt's like, it costs this much.

37:50SPEAKERIt's gonna get this many blit marks and it'll run Quake.

37:57SPEAKERAnd people are like, okay.

37:58SPEAKERAnd we're putting that in every compact

38:00SPEAKERthat we're shipping this year.

38:01SPEAKER- Good enough.

38:02SPEAKER- Yeah.

38:03SPEAKER- Ship it.

38:04SPEAKER- It was a weird time, for sure.

38:07SPEAKER- Was the Voodoo 2 another pass-through card?

38:09SPEAKERThat was still not a full one.

38:10SPEAKER- Voodoo 2 was a pass-through card.

38:11SPEAKER- Still not a full desktop card, right?

38:13SPEAKER- But also the Voodoo 2 had an internal SLI port

38:16SPEAKERso you could put two of them in.

38:18SPEAKER- Oh God, is that when SLI started?

38:19SPEAKER- That's when SLI started and it would let you play it,

38:21SPEAKERI think, 1280, 1024 by 768 if you had two of them in SLI.

38:27SPEAKERAnd the funny thing is, because of the way that card worked,

38:30SPEAKERit is maybe the last time that adding a second video card

38:33SPEAKERto your system gave you a one-to-one increase

38:36SPEAKERin performance for each,

38:37SPEAKERlike you get double the performance for each.

38:39SPEAKERAssuming, again, because all of the triangle setup

38:43SPEAKERand all of that stuff was done on the CPU,

38:44SPEAKERassuming your CPUs had a fast enough floating point

38:47SPEAKERto do that.

38:48SPEAKER- So they set very poor expectations for SLI early on

38:51SPEAKERthat it never lived up to again.

38:52SPEAKER- Well, but also, when I upgraded from a Voodoo 1

38:56SPEAKERto a Voodoo 2, I was on a K6, like 166 or 200

39:01SPEAKERor something that had bad floating point

39:02SPEAKERbut good integer math.

39:04SPEAKERAnd it turned out that I saw no performance increase

39:08SPEAKERgoing from the Voodoo 1 to the Voodoo 2

39:11SPEAKERbecause the CPU couldn't keep up with the card at all.

39:15SPEAKEREverything was CPU bound then.

39:17SPEAKER- So, hmm, like there's a couple of stories here.

39:21SPEAKERI mean, there's the thing where 80% of these companies

39:25SPEAKERjust fell away and either got acquired

39:27SPEAKERor went out of business or whatever.

39:29SPEAKER- Well, that happens when there's a big shift in the way,

39:32SPEAKERlike it happened with phones too, right?

39:35SPEAKERLike when the iPhone came out and Android rolled out,

39:38SPEAKERNokia and Motorola and all those companies

39:42SPEAKERthat had been making dumb phones for 10, 15, 20 years,

39:47SPEAKERa lot of them didn't survive that transition.

39:50SPEAKER- I mean, I guess it's the natural evolution

39:51SPEAKERof a new market being created essentially, right?

39:53SPEAKER'Cause that's what happened with phones

39:54SPEAKERand that's what happened here.

39:56SPEAKERThere was no market for 3D accelerators and then there was.

39:58SPEAKERAnd so everybody tried to get in

39:59SPEAKERand then only a couple of them made it out.

40:01SPEAKER- Well, and even the ones that did make it out,

40:05SPEAKERlike 3D effects got bought by Nvidia

40:07SPEAKERin the early 2000s, right?

40:09SPEAKER- So that's like, there are two stories here.

40:11SPEAKERThere's the story of when I got a TNT

40:13SPEAKERand like everything changed.

40:14SPEAKER- Yeah, yeah.

40:15SPEAKER- That was, that like the Voodoo

40:17SPEAKERwas like an amazing proof of concept

40:18SPEAKERbut the TNT was the first Nvidia card

40:21SPEAKERfor people who don't know.

40:23SPEAKERSo like those are the kind of twin narratives here

40:25SPEAKERare I got my first Nvidia card and granted,

40:28SPEAKERI had sounds like the first couple of Nvidia cards

40:30SPEAKERwere not amazing,

40:31SPEAKERbut the TNT was kind of mind blowing at the time.

40:34SPEAKERSo there's like kind of the rise of Nvidia

40:36SPEAKERand the all-in-one card that was actually very good.

40:38SPEAKERAnd then there is the like meteoric rise

40:41SPEAKERand fall of 3D effects.

40:43SPEAKERLike 3D effects went from the name in 3D graphics

40:45SPEAKERto not even a going concern in the space of like,

40:49SPEAKERwhat, four years?

40:50SPEAKER- Five years, I think, yeah.

40:51SPEAKER- Like they got, I think they got acquired

40:53SPEAKERby Nvidia in 2000 ish.

40:55SPEAKER- It was right when I started at Maximum PC, as I recall,

40:58SPEAKER'cause they sent us a Voodoo five 6,000.

41:03SPEAKER- Right.

41:03SPEAKER- Like a proto board with like wires dangling off of it

41:06SPEAKERthat where it was an engineering sample.

41:08SPEAKER- Like the Voodoo five even make it to market?

41:10SPEAKER- Never made it, maybe the low end version did,

41:13SPEAKERbut the big, the four processor one

41:15SPEAKERnever made it to market.

41:16SPEAKER- Right, so like for them to go from the card to get

41:20SPEAKERin the Voodoo and Voodoo two era to like,

41:23SPEAKERI assume they basically sold at fire sale prices

41:25SPEAKERto Nvidia.

41:27SPEAKER- I mean, I think they bought IP and engineers

41:29SPEAKERand that was it.

41:30SPEAKER- Right, right.

41:31SPEAKER- So the thing that's, the TNT is an interesting card

41:35SPEAKER'cause like TNT and Rage Pro,

41:38SPEAKERlike both of those are really important.

41:39SPEAKERRage Pro was in a lot of gateway machines, as I recall,

41:43SPEAKERand Dell machines.

41:44SPEAKERSo like if you were buying computers for,

41:48SPEAKER(sneezes)

41:49SPEAKERExcuse me, say a computer lab in 2000, '98, '99,

41:54SPEAKERall of a sudden, like a commodity computer could run Quake.

41:58SPEAKERRight, so it wasn't like you needed some weird add-in

42:01SPEAKERvideo card that made your 2D desktop look like crap

42:03SPEAKERand was gonna have all sorts of weird requirements.

42:08SPEAKERIt just worked.

42:10SPEAKER- And that was GLQuake?

42:11SPEAKER- That was GLQuake, yeah.

42:13SPEAKERThe TNT was the higher end version of that.

42:16SPEAKERThe TNT was a really compelling part at,

42:19SPEAKERlike when the Revo 128 launched,

42:21SPEAKERthere was, I think I sent you last night,

42:23SPEAKERwas there was a big interview in boot in like '96,

42:26SPEAKERI guess, or '97, maybe even '98,

42:29SPEAKERwhere David Kirk, who was the chief scientist at Nvidia

42:32SPEAKERfor a long time, was basically doing the apology tour

42:36SPEAKERfor Revo 128 driver problems

42:39SPEAKERand overall shortcomings in that part.

42:41SPEAKERAnd then they rolled out the TNT,

42:43SPEAKERwhich he had hinted at in that interview.

42:46SPEAKERAnd it was, A, the drivers were really solid,

42:49SPEAKERwhich it was a lesson Nvidia learned early

42:51SPEAKERthat without good drivers,

42:53SPEAKERit didn't matter how fast the hardware was.

42:56SPEAKERAnd two, it really ripped, like it was fast.

43:00SPEAKERYou could run Quake in a window, you could play GLQuake,

43:03SPEAKEReverything, and it was performant,

43:06SPEAKERand you could play at high resolutions even.

43:09SPEAKER- That was my Quake 2 card, is my memory of the TNT.

43:12SPEAKERA TNT maybe sometime after Quake 2 came out,

43:15SPEAKERand it was also, it was an all-in-one card,

43:18SPEAKERso it was nice to just have one card that did desktop

43:21SPEAKERand really nice 3D graphics, but also, yeah,

43:23SPEAKERit was fast as hell in my memory.

43:27SPEAKER- So it's funny, for a long time,

43:28SPEAKERI had a TNT card and a Voodoo card in my computer

43:32SPEAKERat the same time, just because it was still,

43:36SPEAKERlike Quake 1 still worked better on the Voodoo card

43:39SPEAKERthan it did on the TNT card

43:40SPEAKERbecause of driver implementation weirdness.

43:43SPEAKER- Okay, sure.

43:43SPEAKER- And I was still playing competitive Quake 1

43:46SPEAKERon the LPB leagues at that point.

43:49SPEAKER- Sure.

43:50SPEAKER- Or the HPB leagues, sorry, the hyping people leagues.

43:54SPEAKER- You're talking to somebody who got,

43:56SPEAKERI got a 3DFX card and started playing Quake on that

43:59SPEAKERbecause my Pentium 75 couldn't run it for shit in software,

44:02SPEAKERbut then I got a Pentium 200 later,

44:04SPEAKERand I was getting such a high frame rate

44:05SPEAKERin software Quake on that thing

44:07SPEAKERthat I went back to software Quake

44:08SPEAKERbecause I would rather have the frame rate.

44:10SPEAKER- You were probably one of those people

44:10SPEAKERthat would have played NetQuake instead of Quake World.

44:13SPEAKER- I'm not quite gonna go that far.

44:16SPEAKER- We talked about those Carmack plan updates,

44:17SPEAKERbut I remember you'd see a new plan update from Carmack

44:20SPEAKERand you're like, "Is this gonna be about Quake World?

44:22SPEAKER"Is this gonna be about GLQuake?"

44:23SPEAKEREither one was fine.

44:24SPEAKER- Yeah, I was reading about the Quake World announcement.

44:27SPEAKERI was reading that post last night

44:29SPEAKERwhen he basically almost had in hand

44:33SPEAKERcame in front of the Quake community

44:34SPEAKERand was just like, in so many words,

44:36SPEAKERwas just like, look, we get it, the internet performance

44:40SPEAKERfor NetQuake is unacceptable.

44:43SPEAKERI'm going to fork the code base and start over

44:46SPEAKERand deliver a new online client for people.

44:48SPEAKERAlso, there's an amazing line in there.

44:52SPEAKERGosh, I don't know if I can find it

44:53SPEAKERoff the top of the head right now.

44:55SPEAKER- The first time I played Quake World was at my dad's office

44:59SPEAKER'cause it came out while I was home on Christmas break,

45:02SPEAKERand I drove, literally got in the car

45:03SPEAKERand drove to the office and downloaded it

45:05SPEAKERand put it on his work computer

45:08SPEAKERand played software Quake World on his modem there

45:11SPEAKER'cause we didn't have a computer at the house

45:12SPEAKERat mom and dad's house at that point.

45:14SPEAKERAnd I was just like, oh God, I can play this on the modem.

45:16SPEAKERThis is just a whole new world.

45:19SPEAKER- Actually playable, it felt like a real video game.

45:21SPEAKERThis is the line from the plan file

45:24SPEAKERwhere he basically reveals the existence of Quake World

45:27SPEAKERwhere he describes it as a pet research project.

45:30SPEAKER"If it looks feasible,

45:31SPEAKER"I would like to see internet-focused gaming

45:33SPEAKER"become a justifiable biz direction for us.

45:36SPEAKER"It's definitely cool, but it is uncertain

45:37SPEAKER"if people can actually make money at it."

45:40SPEAKER- So I'm sure when he says it's uncertain

45:42SPEAKERpeople can actually make money at it,

45:43SPEAKERthey were looking at those pay-to-play modem dial-in services

45:47SPEAKERlike Duango where you paid like five bucks a month

45:51SPEAKERand you could dial into a local thing

45:52SPEAKERand play Doom against other people in your town.

45:55SPEAKER- Yes, obviously there were early attempts

45:57SPEAKERat monetizing that kind of stuff,

45:59SPEAKERbut it's just in light of history

46:00SPEAKERand where things have gone seeing somebody say,

46:03SPEAKER"I don't know if you can make money at online gaming,

46:05SPEAKER"but we're gonna mess with it."

46:06SPEAKER- I don't know, man, maybe.

46:08SPEAKER- Kind of amusing.

46:10SPEAKER- But yeah, so we were talking about consolidation.

46:12SPEAKERIf we go down this list of the eight companies,

46:14SPEAKERso we have 3DFX, PowerBR, Nvidia, ATI,

46:17SPEAKERMatrox, S3, Intel, and Rendition.

46:20SPEAKERRendition's gone.

46:23SPEAKERI actually don't know what happened to them.

46:24SPEAKER- Let me see here. - I'm sure they got bought

46:26SPEAKERby somebody, but 3DFX got bought by Nvidia

46:29SPEAKERin the early 2000s, mostly for patents and engineers,

46:34SPEAKERis my understanding.

46:35SPEAKER- Micron purchased Rendition.

46:38SPEAKER- Micron, the memory manufacturer?

46:40SPEAKER- That's what this says.

46:41SPEAKER- Wow, interesting.

46:43SPEAKER- As a source of embedded graphics solutions

46:45SPEAKERfor their own line of motherboards.

46:48SPEAKER- There you go.

46:51SPEAKERPowerVR ended up focusing on mobile,

46:54SPEAKERand they are one of the main SOC GPU vendors

46:59SPEAKERfor ARM processors.

47:02SPEAKER- To this day, right? - To this day.

47:03SPEAKER- That name still exists.

47:05SPEAKERWith a little detour into the Dreamcast.

47:08SPEAKER- That's true, yeah, they did.

47:09SPEAKERThe V2 version of the TileVR architecture

47:12SPEAKERwas the thing that made the Dreamcast work.

47:15SPEAKERLook, there was a lot of scene drama around the Dreamcast,

47:17SPEAKER'cause everybody thought they were going,

47:19SPEAKERSega had everybody thinking they were going

47:20SPEAKERin the Dreamcast.

47:21SPEAKER3DFX sued them for $155 million.

47:24SPEAKER- What?

47:25SPEAKER- Yeah.

47:26SPEAKERBecause they had given proprietary hardware information

47:29SPEAKERbecause they thought 3DFX was gonna power the Dreamcast.

47:33SPEAKER3DFX did a lot of arcade boards for Sega,

47:35SPEAKERis my understanding, in that time period.

47:37SPEAKER- I think that's right, yeah.

47:38SPEAKER- I feel like somebody else also thought

47:41SPEAKERthey were going in the Dreamcast,

47:43SPEAKERand then it turned out, going in the Dreamcast

47:45SPEAKERwouldn't have helped anyone, really, probably.

47:47SPEAKER- Nah, not so much.

47:48SPEAKERThat console lasted, what, about a year and a half?

47:51SPEAKER- If that, yeah.

47:52SPEAKER- Roughly.

47:54SPEAKER- Okay, so PowerVR, Nvidia obviously is Nvidia,

47:57SPEAKERand they're powering the future.

47:59SPEAKERATI got bought by AMD in 2006.

48:02SPEAKERThey spun out, they had bought BitBoy's Oi,

48:06SPEAKERwhich was one of those hushed tones on message boards

48:09SPEAKERand used net companies. - Oh my god, dude.

48:12SPEAKERThe game that BitBoy's was talking about,

48:14SPEAKERtheir forthcoming product that never materialized.

48:16SPEAKER- Well, and they came out of the demo scene,

48:19SPEAKERlike Swedish demo scene.

48:20SPEAKER- Yes, yes, they were from Scandinavia, right?

48:22SPEAKERSo they were a bunch of 64K coders and stuff like that,

48:25SPEAKERand I'm trying to remember what claims they were making.

48:27SPEAKERI just-- - That part doesn't matter.

48:29SPEAKER- They were quoting numbers and performance metrics

48:33SPEAKERthat sounded completely impossible.

48:34SPEAKER- They were talking about next-gen,

48:36SPEAKERit was the equivalent of them talking about ray tracing

48:38SPEAKERin 2005, right? - Right, right.

48:41SPEAKERAnd the fact that they never actually shipped a product.

48:44SPEAKER- So they got bought by ATI right before AMD bought ATI,

48:48SPEAKERand then when AMD bought ATI for five billion dollars

48:53SPEAKERor whatever, which was an enormous amount of money then,

48:56SPEAKERthey spun BitBoy's back out to Qualcomm,

49:00SPEAKERwho then developed the thing that they were talking about

49:02SPEAKERinto the Adreno processor, which also is in a lot of,

49:06SPEAKERlike that's Qualcomm's GPU SOC component.

49:09SPEAKER- So the BitBoy's people actually shipped a product.

49:11SPEAKER- And hey, look at those letters in Adreno, Brad.

49:15SPEAKER- Yeah? - Is it an anagram?

49:18SPEAKER- Maybe, maybe.

49:21SPEAKER- For a popular ATI graphics processor.

49:24SPEAKER- Oh hey, look at that. - Yeah.

49:26SPEAKER- Who would've thought?

49:27SPEAKER- Yeah, so I think everybody feels good about that.

49:30SPEAKERArtX was another one of those companies

49:31SPEAKERthat was like in the 30 companies

49:34SPEAKERthat were developing 3D accelerator technologies

49:36SPEAKERin like the late '90s that ended up getting bought by ATI.

49:40SPEAKERThat's what ended up in the Dolphin, I guess,

49:43SPEAKERwhich became the GameCube, yeah.

49:45SPEAKER- Which reminded me that GameCubes

49:46SPEAKERstraight up have an ATI sticker on them.

49:48SPEAKER- Don't they?

49:49SPEAKER- Hell yeah, yeah, right on the front, purple spot.

49:51SPEAKER- If I remember just like the drink guest

49:53SPEAKERhad a Windows CE logo on there somewhere.

49:55SPEAKER- Yep, yep, I mean, let's see,

49:58SPEAKERMatrox still makes graphics video processing stuff

50:02SPEAKERand like video wall installations and stuff like that.

50:06SPEAKER- I was sure that Matrox would have been

50:07SPEAKERone of those casualties of this era,

50:08SPEAKERbut yeah, they're still out there.

50:10SPEAKERYeah, like they make a lot of embedded solutions

50:12SPEAKERfor like if you've got some giant video wall

50:13SPEAKERyou need to power.

50:14SPEAKER- Well, so Matrox always, they came around

50:17SPEAKERin like the early 2000s to maximum PC.

50:19SPEAKERThey were the first ones who were like,

50:21SPEAKER"Hey, we think this multi-monitor thing

50:23SPEAKER"is gonna be a big deal.

50:26SPEAKER"And here's a solution that will let you play

50:29SPEAKER"your video game across three monitors stretched around."

50:33SPEAKERAnd of course they were like CRTs with big fat bezels

50:35SPEAKERand stuff like that, so it was kinda goofy at the time.

50:38SPEAKER- It was too expensive and too bulky to be feasible back then.

50:42SPEAKER- Drive it really, 'cause it's 20 pixels.

50:44SPEAKER- Yeah, but they weren't wrong.

50:45SPEAKER- They were not wrong.

50:47SPEAKER- S3 was bought by...

50:54SPEAKEROh God, I can't remember who bought them.

50:56SPEAKERI wanna say Intel, but I don't think that's right.

51:00SPEAKER- I looked it up last night

51:01SPEAKERand I am totally forgetting here.

51:02SPEAKERLet me just...

51:04SPEAKER- Intel, obviously.

51:06SPEAKER- Oh, they're owned by HTC.

51:07SPEAKER- HTC, that's right.

51:08SPEAKER- And in fact, the S3 name I believe is still in use.

51:13SPEAKER- On mobile parts, probably?

51:17SPEAKER- I might be wrong about that, actually.

51:20SPEAKER- Well, so Intel, after the i740 and the i752,

51:24SPEAKERwhich was the follow-up, they did multiple other,

51:28SPEAKERlike they went through the whole Larrabee thing

51:29SPEAKERwhere they were gonna revolutionize the graphics pipeline

51:31SPEAKERwith a bunch of low-fi x86 cores.

51:35SPEAKER- Right.

51:36SPEAKER- And then it just basically disappeared.

51:40SPEAKERAnd rendition, you said, ended up at...

51:44SPEAKER- I've already forgotten.

51:45SPEAKERIt's so hard to keep all this stuff, Micron.

51:46SPEAKER- Micron, yeah, that's right.

51:47SPEAKER- Yes.

51:48SPEAKER- So yeah, it was a weird...

51:51SPEAKERAnd during this time, there were so many...

51:53SPEAKEREverybody looked at what the hardware was capable of

51:56SPEAKERand where the market was going,

51:57SPEAKERand they decided different approaches

52:00SPEAKERto how to feed those markets.

52:03SPEAKERSo rendition and Intel were looking at the price of memory

52:07SPEAKERand were like, "Well, nobody's gonna put lots and lots

52:09SPEAKERof memory on these cards ever.

52:11SPEAKERSo we should just roll out these high-speed interfaces

52:17SPEAKERto system memory and let everybody do everything

52:19SPEAKERout of system memory."

52:20SPEAKERAnd NVIDIA and ATI looked at what the CPUs were capable of

52:25SPEAKERin terms of triangle setup.

52:26SPEAKERMore like, "We're gonna hit a wall on this really fast,

52:28SPEAKERso we need to get some computation on these processors

52:32SPEAKERso it's not just doing mipmapping and trilinear filtering."

52:35SPEAKER- Thus the dawn of hardware transform and lighting.

52:38SPEAKER- Then yeah, that's when the GPU,

52:40SPEAKERwhen NVIDIA launched the GeForce 256

52:42SPEAKERand ATI launched the Radeon six months later,

52:45SPEAKERit was a transformative moment.

52:49SPEAKER- Totally, I didn't know that, I'm sorry.

52:51SPEAKER- Oh no, no, I mean, in that like,

52:53SPEAKERthe computationally expensive part of playing games

52:56SPEAKERon these 3D accelerators suddenly moved off of the CPU

53:00SPEAKERand onto the GPU.

53:01SPEAKER- Right, like that conceptually is the beginning

53:03SPEAKERof the modern era of the GPU, right?

53:05SPEAKER- I think so, yeah.

53:07SPEAKER- I didn't realize the Radeon was that close to the GeForce

53:09SPEAKERin getting to market.

53:10SPEAKER- So I started at Maximum PC.

53:12SPEAKERThis is easy for me to remember.

53:13SPEAKERI started at Maximum PC in June of 2000

53:16SPEAKERand my first meeting with a vendor

53:18SPEAKERwhile as a Maximum PC employee was a Radeon meeting

53:22SPEAKERlike the second day I was there.

53:24SPEAKERAnd so they probably didn't roll it out

53:26SPEAKERfor another three months at that point

53:27SPEAKER'cause everybody brought us stuff super early

53:29SPEAKERso we could have timely coverage.

53:32SPEAKERBut that was a big deal.

53:35SPEAKER- In my mind, I mean, this is probably

53:36SPEAKERbecause I always bought NVIDIA products,

53:38SPEAKERso that's just what I remember.

53:39SPEAKERBut like in my mind, I don't remember the Radeon name

53:41SPEAKERbeing out there until Half-Life 2,

53:42SPEAKERbut that's obviously a marketing.

53:43SPEAKERThat's a legacy.

53:44SPEAKER- That was way later, yeah.

53:45SPEAKER- They're marketing, right?

53:46SPEAKERThey obviously were around way before that, so.

53:48SPEAKER- So the thing about, the thing about,

53:51SPEAKERso one of the things that NVIDIA did

53:53SPEAKERthat turned out to be really smart

53:55SPEAKERbecause of the thing that you just said

53:56SPEAKERis that they rolled out, DDR memory was late coming.

54:00SPEAKERSo they just rolled out an SDR version of the GeForce

54:03SPEAKERlike six months before the DDR cards.

54:05SPEAKER- I was still on a TNT1, so I bought an SDR GeForce

54:09SPEAKERbecause I needed, I was desperate to have it.

54:13SPEAKER'Cause that was the era of Quake 3

54:15SPEAKERand I really needed Quake 3 to run better.

54:18SPEAKER- It turns out the DDR cards,

54:19SPEAKERsince everything was fill rate limited,

54:20SPEAKERwere almost twice as fast as the SDR cards.

54:22SPEAKER- Yeah, that was perhaps a hasty decision.

54:25SPEAKERI was always off cycle for whatever reason.

54:26SPEAKERI got a Voodoo 1, but then I tried to stretch my hardware

54:30SPEAKERas long as I could, just for money reasons.

54:31SPEAKERSo I skipped the Voodoo 2 and I got a TNT1,

54:38SPEAKERand then the TNT2 came along, it was dramatically better.

54:41SPEAKER- Yeah.

54:43SPEAKER- Then I got a GeForce 256 SDR because I was due for a card

54:47SPEAKERand then the DDR version came out, it was massively better.

54:49SPEAKERAnd then the GeForce 2 was even better than that.

54:53SPEAKERI think I stayed on that, I'm trying to remember.

54:56SPEAKERI want to say I stayed on that GeForce 256

55:01SPEAKERuntil the GeForce 4.

55:02SPEAKER- Probably three or four would have been

55:03SPEAKERthe next smart upgrade, yeah.

55:05SPEAKER- I skipped the GeForce 3

55:07SPEAKER'cause that was when I started a GameSpot.

55:08SPEAKERSo I was playing a ton of games on consoles,

55:10SPEAKER'cause that was my coverage beat.

55:13SPEAKERSo I didn't get a, I think I got like the low end GeForce 4

55:16SPEAKERwas my next card after that.

55:17SPEAKER- Well, I was gonna say the weird,

55:19SPEAKERso that's when the GeForce 4,

55:23SPEAKERI think is when they started differentiating,

55:26SPEAKERlike they started having multiple SKUs

55:29SPEAKERthat weren't just clocked down versions of the same chip.

55:32SPEAKERThey were like versions of the chip that didn't bin

55:34SPEAKERor that parts were burned out on or something.

55:37SPEAKERAnd like they had the GeForce MX,

55:39SPEAKERI think was the low end version of those cards.

55:41SPEAKERAnd then the TI's were the high ends

55:42SPEAKERand then the regular ones were just the G forces.

55:45SPEAKER- I had a, I believe I had a TI 4200.

55:48SPEAKER- That was a fine card, all right,

55:50SPEAKERthey did numbers on those, I forgot.

55:51SPEAKER- Yes, so which was the low end of there was,

55:54SPEAKERit was the TI 4200, 4400 and 4600, so.

55:58SPEAKER- Well, so that was a weird time

55:59SPEAKERbecause the pipelines were still fixed functions.

56:01SPEAKERSo it wasn't like a general purpose compute pipeline.

56:03SPEAKERLike if they wanted to add new features,

56:05SPEAKERthen they had to put Silicon on for it

56:07SPEAKERor you had to do it on the CPU.

56:09SPEAKERAnd it wasn't until the 5 series with the leaf blower,

56:13SPEAKERthe 5800 that that changed, which was a few years later.

56:18SPEAKERSo, and that's when the general purpose compute pipeline

56:22SPEAKERhappened on the GPU really, that's when that started.

56:24SPEAKERLike they weren't feature complete

56:25SPEAKERfor a few more years after that,

56:27SPEAKER'cause they didn't have like, they didn't have full

56:29SPEAKERif and XOR, all the different gates that you need.

56:34SPEAKERBut it was pretty cool.

56:36SPEAKER- So that pretty much takes us into the modern era,

56:38SPEAKERboth in terms of like the internal design of what a GPU is

56:41SPEAKERand also in the market dominance

56:43SPEAKERof the companies that made it through.

56:44SPEAKERBut the last thing I wanted to touch on real quick

56:47SPEAKERor just expand on was if you have a good sense

56:51SPEAKERof why 3D effects cratered so hard and so fast.

56:54SPEAKER- Yeah, they never made a compelling 2D, 3D part.

56:58SPEAKER- Is that all it was?

56:59SPEAKER- I mean, it was first mover disadvantage, right?

57:04SPEAKERSo they established the market and they set it up

57:07SPEAKERand then they didn't ever have a,

57:10SPEAKERlike their products were always niche products

57:13SPEAKERin a market that needed to be mainstream

57:14SPEAKERand Nvidia and ATI had mainstream parts immediately.

57:18SPEAKER- They couldn't go in commodity PCs

57:20SPEAKERbecause they were an extra part, not a replacement part.

57:24SPEAKERLike they couldn't replace the desktop card,

57:25SPEAKERthey had to be there in addition to a desktop card.

57:27SPEAKER- Yeah, so instead of adding like four bucks

57:29SPEAKERto the cost of the thing for Compaq or Packard Bell

57:32SPEAKERor e-machines or whoever, it was another 150 bucks

57:36SPEAKERto the OEM and they weren't,

57:38SPEAKERlike unless they could sell it into gamers, it wasn't.

57:42SPEAKERLike if you look at it from a,

57:44SPEAKERif you're the purchaser for Compaq

57:45SPEAKERwho's selling 2 million PCs a year or something

57:48SPEAKERand you're looking at ATI with the Rage Pro

57:50SPEAKERand Nvidia with the TNT2 and 3D effects

57:54SPEAKERwith a TNT2 plus a Voodoo 2 or Voodoo Banshee,

57:59SPEAKERwhatever, Voodoo 3.

58:01SPEAKERTheir Voodoo 3 performance was never very good, right?

58:04SPEAKERLike those cards couldn't compete

58:06SPEAKERwith the TNT2 and the Rage Pro.

58:09SPEAKER- Voodoo 3 was an all-in-one, to be clear.

58:12SPEAKER- Yeah, everything after Voodoo 2 was an all-in-one.

58:14SPEAKER- Okay, the Banshee was just straight up bad, right?

58:16SPEAKER- Banshee was straight up bad.

58:18SPEAKERThe Voodoo Rush was really bad.

58:19SPEAKERThe Banshee was an okay 2D card

58:22SPEAKERthat had kind of passable 3D on it.

58:25SPEAKERThe Voodoo 3 was fine.

58:28SPEAKERLike it was not a bad card necessarily.

58:30SPEAKERIt just wasn't, like it wasn't as competitive with Nvidia.

58:33SPEAKERAnd I think they, I feel like they also leaned on Glide

58:36SPEAKERlonger than they should have

58:37SPEAKERwhere Nvidia was building robust direct 3D

58:40SPEAKERand OpenGL drivers that were native.

58:43SPEAKERVoodoo was using the Glide wrapper for OpenGL

58:46SPEAKERfor a long time.

58:46SPEAKER- I think now that you mentioned it,

58:48SPEAKERI think that was another revelation of getting that TNT

58:50SPEAKERwas that it just played a lot more games.

58:52SPEAKER- Like I said, the Revo 128 was a real wake-up call,

58:55SPEAKERI feel like, at Nvidia, where they were like,

58:58SPEAKER"Oh, right, it doesn't matter how good our hardware is

59:00SPEAKER"if the drivers suck."

59:02SPEAKERAnd like they invested--

59:03SPEAKER- API support is lacking.

59:05SPEAKER- Yeah, yeah, they've spent a lot of time.

59:08SPEAKERI mean, if you look at the size of their dev rel org

59:11SPEAKERin Nvidia versus other comparable companies then,

59:14SPEAKERand even probably now, it's pretty astounding

59:18SPEAKERhow aggressively they spend money on that.

59:21SPEAKERAnd it makes a lot of sense.

59:22SPEAKER- That reputation persists to this day,

59:24SPEAKERlike you see it on message boards all the time.

59:25SPEAKERAnd in fact, like that's, in the back of my mind,

59:27SPEAKERlike Nvidia's the one with the good drivers.

59:29SPEAKERLike that's a big part of the reason

59:30SPEAKERthat I always bought their cards.

59:31SPEAKER- Yeah.

59:37SPEAKERI thought we were gonna talk about direct 3D and OpenGL

59:39SPEAKERin this, we kind of skipped past this,

59:41SPEAKERbut at the same time, the undercurrent behind all of this

59:43SPEAKERwas like, what's gonna be the future of 3D rendering?

59:47SPEAKERIs it gonna be this weird open consortium

59:49SPEAKERor is it gonna be direct 3D?

59:50SPEAKERAnd it turns out that the open consortium

59:54SPEAKERnever was able to move fast enough

59:56SPEAKERto support the new hardware.

59:57SPEAKERSo like people, like vendors were always writing

1:00:00SPEAKEROpenGL extensions to support the new,

1:00:02SPEAKERlike the hardware transform and lighting

1:00:04SPEAKERand the bump mapping and the normal maps and all that stuff.

1:00:07SPEAKERAnd just never landed on the OpenGL side.

1:00:13SPEAKERIt made supporting OpenGL really difficult.

1:00:15SPEAKER- Right, and like that dynamic persists to this day, right?

1:00:18SPEAKERLike DX 12 was robust and mature and on the market for ages

1:00:22SPEAKERbefore Vulkan really became a thing, right?

1:00:24SPEAKER- It's...

1:00:26SPEAKER- I don't know if those are

1:00:26SPEAKERas directly comparable in this case.

1:00:28SPEAKER- Yeah, Vulkan is complicated for whole other reasons, but...

1:00:33SPEAKER- I came upon a Twitter thread of graphics programmers

1:00:36SPEAKERthe other day kind of grousing about Vulkan

1:00:38SPEAKERin a way that I hadn't seen before.

1:00:40SPEAKERMaybe think maybe my understanding of Vulkan

1:00:42SPEAKERis not as complete as it could be.

1:00:44SPEAKER- Was it the one about the,

1:00:45SPEAKERhere's the number of lines of code it takes

1:00:47SPEAKERto draw a triangle in Vulkan?

1:00:48SPEAKER- Something like that?

1:00:49SPEAKER- Yeah. - Yeah.

1:00:51SPEAKER- The other weird thing about Direct3D,

1:00:53SPEAKERlike they iterated Direct3D so fast at that time period.

1:00:57SPEAKERLike they never released Direct3D.

1:00:59SPEAKERThere was no Direct3D 1.

1:01:01SPEAKERDirect3D 2.0 launched in June of 1996.

1:01:04SPEAKERDirect3D 3.0 launched in September of that same year.

1:01:08SPEAKER- Wow.

1:01:09SPEAKER- So like four months, five months, right?

1:01:12SPEAKERAnd like, I think the only Direct3D 2 game

1:01:15SPEAKERI ever remember playing was Tom Clancy's "SSN",

1:01:17SPEAKERthat submarine, like the underwater piloting game

1:01:22SPEAKERwhere you flew the submarine like a plane.

1:01:25SPEAKERAnd they, like, they didn't really,

1:01:30SPEAKERlike Microsoft was iterating that so quickly

1:01:32SPEAKERthat they were releasing Direct3D 3.0 A, 3.0 B, 3.0 C,

1:01:37SPEAKERmonth to month to month.

1:01:39SPEAKERSo you're always downloading these new things.

1:01:41SPEAKERBut as a result, by the time they got to five or six,

1:01:45SPEAKERI guess by the time they got to five,

1:01:47SPEAKER'cause they skipped four, it was robust and like worked.

1:01:51SPEAKER- I feel like I remember DirectX 5

1:01:54SPEAKERlasting for a very long time.

1:01:55SPEAKER- Five. - Irritatively.

1:01:56SPEAKER- Five was for a while.

1:01:58SPEAKEREight was when they added the programmable pipeline stuff.

1:02:01SPEAKER- Yeah, those are like five, eight, 11, and 12

1:02:05SPEAKERare the big milestones in my memory.

1:02:07SPEAKER- Yeah, so the other big hardware thing,

1:02:10SPEAKERthe early hardware feature that made a huge impact

1:02:12SPEAKERon like visual quality that we haven't talked about yet

1:02:16SPEAKERwas the G, the Matrox G400, which was the Post Mystique.

1:02:20SPEAKERIt was like their Rage Pro competitor, I guess,

1:02:23SPEAKERor Rage 128 maybe competitor,

1:02:26SPEAKERaround the same time as the TNT.

1:02:28SPEAKERAnd it had bump map, it had hardware bump mapping support.

1:02:30SPEAKER- Oh, huh.

1:02:31SPEAKER- Which was really novel and literally no one used it, so.

1:02:36SPEAKER- 'Cause it was the only card that had it.

1:02:37SPEAKER- It was the only card that had it, yeah.

1:02:38SPEAKER- But, I mean, that kind of thing came back around

1:02:40SPEAKERwith the GeForce 3, right?

1:02:43SPEAKER- Yeah, GeForce 3 was the first one

1:02:45SPEAKERthat had bump mapping on the Nvidia side, I think.

1:02:47SPEAKERThe G400 might've been later when I think,

1:02:49SPEAKERI might've reviewed that when I was at Maximum PC,

1:02:51SPEAKERwhen I think about it.

1:02:53SPEAKERI'd have to-- - It was a fun time.

1:02:54SPEAKER- It's been a while.

1:02:57SPEAKER- It was a big mess.

1:03:00SPEAKERIt was easy to place the wrong bet back then

1:03:02SPEAKER'cause there were so many products on the market

1:03:03SPEAKERand everything was so immature.

1:03:05SPEAKER- Well, on the other hand,

1:03:06SPEAKERthe cards were really cheap compared to today.

1:03:09SPEAKERLike the cards were 200 bucks at the high end.

1:03:11SPEAKER- Yes, that's fair.

1:03:12SPEAKERThings have gotten a little pricier

1:03:14SPEAKERnow that you mentioned it.

1:03:15SPEAKER- I mean, 200 bucks was worth more then,

1:03:17SPEAKERbut when I went, I remember going to Electronics Boutique

1:03:21SPEAKERto buy a Voodoo 2, I had pre-ordered,

1:03:24SPEAKERI was one of two people in Knoxville, Tennessee

1:03:26SPEAKERwho pre-ordered a Voodoo 2 from our Electronics Boutique

1:03:29SPEAKERand I got a Creative Labs 3DFX Voodoo 2 card

1:03:33SPEAKERthat the serial number was like 0, 0, 0, 0, 0, 0, 0,

1:03:36SPEAKER32.

1:03:38SPEAKER- What?

1:03:38SPEAKER- Yeah.

1:03:39SPEAKER- Do you still have it?

1:03:40SPEAKER- No, I got rid of it years ago.

1:03:41SPEAKERI know.

1:03:42SPEAKER- It might be worth something.

1:03:43SPEAKER- I probably have a picture.

1:03:44SPEAKERIt wasn't, I looked.

1:03:45SPEAKER- Oh, that was the last thing I wanted to mention

1:03:46SPEAKERbefore we probably wrap this thing up,

1:03:48SPEAKERbut do you remember the weird,

1:03:51SPEAKERI hesitate to use the word cult,

1:03:52SPEAKERbut there was like an insanely diehard fan base

1:03:55SPEAKERaround three effects,

1:03:57SPEAKERlike way longer than there should have been.

1:03:58SPEAKER- Oh yeah.

1:03:59SPEAKER- There were people clinging to their Voodoos

1:04:01SPEAKERway after it was clear that the industry had moved on.

1:04:03SPEAKER- Look, I had a Voodoo 2 card in my machine

1:04:07SPEAKERwell into the Quake 3 era, right?

1:04:09SPEAKER- Okay, yeah.

1:04:10SPEAKER- Yeah, it was...

1:04:12SPEAKER- Like if you Google, I should pull this up,

1:04:14SPEAKERlike if you Google images of the Voodoo 5,

1:04:17SPEAKERwhat an obscene thing that is.

1:04:19SPEAKER- Oh.

1:04:20SPEAKER- The Voodoo 5 was the one that was gonna plug

1:04:20SPEAKERstraight into the wall, right?

1:04:21SPEAKER- Voodoo 5 6000, like I said,

1:04:23SPEAKERwe got an engineering sample and it had a power brick

1:04:26SPEAKERthat was the size of like a gaming laptop power brick

1:04:29SPEAKERthat you plugged into a,

1:04:30SPEAKERlike a dipole port on the back of the card.

1:04:33SPEAKER- Right, and then into the wall, right?

1:04:34SPEAKER- Into the wall, yeah.

1:04:36SPEAKER- Like directly into the wall,

1:04:37SPEAKERdid not run off the PC's power supply.

1:04:38SPEAKER- No, and it was an incredibly,

1:04:41SPEAKERit was like a workstation length card.

1:04:43SPEAKERIt was really, really long.

1:04:45SPEAKER- Like if you Google pictures of this thing,

1:04:46SPEAKERit looks Photoshopped.

1:04:47SPEAKERIt looks like somebody has copy pasted a video card

1:04:49SPEAKERon top of itself.

1:04:50SPEAKER- It had four of those, like,

1:04:53SPEAKERI don't even know what those fans were called,

1:04:54SPEAKERbut it was like a really specific size heat sink fan combo

1:04:58SPEAKERand it had four of them on it, as I recall.

1:05:00SPEAKER- It's gigantic.

1:05:01SPEAKERIt's got a handle on it.

1:05:02SPEAKERThe other end of the card has a handle on it.

1:05:04SPEAKER- So that was supposed to,

1:05:05SPEAKERso in the olden days, there were slots,

1:05:08SPEAKERlike there was a slot that the screw went in

1:05:10SPEAKERand then the other end of the case for a full length,

1:05:13SPEAKERfor a full length card,

1:05:14SPEAKERthere was a slot that the other end would go in

1:05:18SPEAKERto support both sides of the card.

1:05:20SPEAKERAnd that's what that handle was.

1:05:22SPEAKER- That's amazing.

1:05:23SPEAKER- It was to make it reach.

1:05:24SPEAKER- And then the reason I bring it up is I just,

1:05:26SPEAKERI have this memory and this may have been like 100 people,

1:05:28SPEAKERI don't know, and not that big a deal,

1:05:32SPEAKERbut there was this weird boutique community of people

1:05:34SPEAKERtrying to get their hands on like the Voodoo 5 samples

1:05:37SPEAKERthat had gotten out into the wild.

1:05:38SPEAKER- Oh, they were highly desirable, yeah.

1:05:40SPEAKER- And there was like a user effort

1:05:42SPEAKERto maintain Glide and bring it forward

1:05:44SPEAKERso they could keep playing games on 3D effects,

1:05:45SPEAKEReven after that was no longer a going concern.

1:05:47SPEAKERThey really should have just bought an Nvidia or an ATI card,

1:05:50SPEAKERbut they were just like desperately trying

1:05:52SPEAKERto keep 3D effects on life support.

1:05:54SPEAKER- I wonder if somebody ever made like a DirectX or OpenGL

1:05:57SPEAKERto Glide wrapper to go the other way

1:06:00SPEAKERso you can play Glide games on OpenGL cards

1:06:03SPEAKERor direct 3D cards.

1:06:04SPEAKER- If there's anything I've learned about the internet

1:06:06SPEAKERis that if you have to ask, I wonder if ever someone did X,

1:06:10SPEAKERthe answer is yes.

1:06:11SPEAKER- It was a fascinating time because stuff

1:06:16SPEAKERwas happening constantly.

1:06:17SPEAKERLike you would look at plan files for, like I said,

1:06:20SPEAKERlike the people who are doing graphics programming

1:06:22SPEAKERat 3D Realms and ID and Epic and places like that, Valve.

1:06:29SPEAKERAnd you would see all sorts of amazing stories come out

1:06:34SPEAKERas a result of that.

1:06:35SPEAKER- Yeah, things were just iterating way faster back then

1:06:38SPEAKERthan they do now.

1:06:38SPEAKER- We have a couple of friends of the pod

1:06:40SPEAKERwho are like X 3D effects folk

1:06:43SPEAKERthat are probably far enough out of NDAs

1:06:45SPEAKERnow that we might be able to get them on to talk.

1:06:47SPEAKERSo I'll have to ask around.

1:06:48SPEAKER- That would be fun.

1:06:50SPEAKER- But that time, like those guys,

1:06:55SPEAKERthey were in Texas and they built this thing.

1:06:57SPEAKERAnd I don't think at the beginning,

1:06:59SPEAKERthey didn't realize what they had.

1:07:01SPEAKERAnd then I think they had more,

1:07:02SPEAKERthey thought they had more than they did real quickly.

1:07:05SPEAKER- Everything's bigger in Texas, right?

1:07:07SPEAKER- Something like that.

1:07:09SPEAKERBut yeah, it was a fun time to be an enthusiast.

1:07:13SPEAKER- For sure.

1:07:14SPEAKER- I guess that's it for today.

1:07:16SPEAKER- Yeah, we'll walk down memory lane.

1:07:19SPEAKER- Yeah, I guess we've reached the point in the show

1:07:22SPEAKERwhere we talk about the Patreon.

1:07:27SPEAKERIf you would like to support Brad and Will Made a Tech Pod,

1:07:33SPEAKERyou can by going to patreon.com/techpod.

1:07:35SPEAKERFor as little as two bucks a month,

1:07:37SPEAKERyou will get access to the fabulous Tech Pod Discord

1:07:41SPEAKERwhere you find out things like how long time is

1:07:47SPEAKERfor a CPU versus human scale.

1:07:49SPEAKERAnd let's see what else we've talked about.

1:07:52SPEAKERWe got a shout out.

1:07:56SPEAKERI idly asked a question in chat the other day

1:07:58SPEAKERand then one of our fabulous users made an app,

1:08:02SPEAKERweb app that does that thing.

1:08:04SPEAKER- Literally coded a solution for us

1:08:08SPEAKERto fulfill a very specific need that we had.

1:08:10SPEAKERI cannot express my gratitude enough.

1:08:13SPEAKERYou know who you are.

1:08:14SPEAKER- I think we can out them, right?

1:08:16SPEAKERChris Tarn?

1:08:17SPEAKER- Yeah.

1:08:18SPEAKER- Made beep30.com.

1:08:20SPEAKERIf you do a podcast and you need to sync it,

1:08:22SPEAKERwe've tried it this week.

1:08:23SPEAKERI'll let you know how it goes next week, I guess.

1:08:24SPEAKERI don't know if you want to bring that much load to that.

1:08:26SPEAKERI don't know how much capacity he's got to serve that page.

1:08:29SPEAKER- Look, I'm comfortable.

1:08:32SPEAKER- You want to out this thing?

1:08:33SPEAKER- This is a burgeoning business.

1:08:34SPEAKER- Yeah, I guess so.

1:08:36SPEAKER- I want to support all of our fabulous patrons.

1:08:42SPEAKERAnd yeah, there's just interesting conversations

1:08:45SPEAKERbasically every day in there.

1:08:46SPEAKERIt's a fabulous place to hang out.

1:08:49SPEAKERI have enjoyed having human contact

1:08:53SPEAKERduring these dark times.

1:08:55SPEAKER- Helps for sure.

1:08:57SPEAKER- Yeah, it's a lovely spot.

1:09:00SPEAKERAnd as always, we thank all of our patrons.

1:09:02SPEAKERFor more, if you spend five bucks a month,

1:09:04SPEAKERyou get access to the monthly patron exclusive episode

1:09:08SPEAKERwhere we usually talk about projects.

1:09:11SPEAKERI moved everything over to home assistant last week

1:09:13SPEAKER'cause smart things goes away today.

1:09:15SPEAKER- I am following, let's say four to six weeks

1:09:20SPEAKERbehind in your footsteps.

1:09:22SPEAKERHow's it going? - I also just,

1:09:24SPEAKERlet's say I spent a lot of last weekend

1:09:25SPEAKERmessing with home assistant on my NAS.

1:09:29SPEAKER- It's really neat.

1:09:30SPEAKER- And then, well, no, not on the NAS, it's not.

1:09:32SPEAKER- Oh no, the NAS is a pain in the ass.

1:09:33SPEAKERI just bought a Raspberry Pi 'cause it was way easier.

1:09:35SPEAKER- Not in FreeBSD, so yes, I too just bought

1:09:37SPEAKERa Raspberry Pi 4 to do things like that on

1:09:41SPEAKERbecause it's not going to happen in BSD.

1:09:45SPEAKERBut we got the Pi 4 here.

1:09:47SPEAKERWhat do you, well, we should save this.

1:09:49SPEAKERThis episode's long already.

1:09:50SPEAKER- Yeah, we'll talk about it.

1:09:51SPEAKERI'm debating whether to put Raspbian or Ubuntu on that thing.

1:09:54SPEAKER- I did Raspbian.

1:09:55SPEAKERRaspbian's easier to maintain.

1:09:57SPEAKER- Yeah, that's fair.

1:10:00SPEAKER- As always, thank you to all of our patrons,

1:10:02SPEAKERbut especially our executive producer level patrons,

1:10:04SPEAKERJacob Chappell, Andrew Cotton, and David Allen.

1:10:07SPEAKERWithout all of your all support,

1:10:08SPEAKERwe wouldn't still be making the podcast.

1:10:10SPEAKERSo thank you all so much.

1:10:12SPEAKERWe would just be having these conversations in Discord

1:10:14SPEAKERand it would be just for us and we'd be completely wasted.

1:10:17SPEAKERSo we appreciate you all a bunch.

1:10:21SPEAKERAnd thanks to Julian for doing transcripts

1:10:25SPEAKERevery week for the show.

1:10:26SPEAKER- Yeah, that sounds awesome.

1:10:27SPEAKER- If you have friends who are deaf or hard of hearing

1:10:29SPEAKERand you think that they would be interested in the show,

1:10:31SPEAKERyou can share it with them.

1:10:32SPEAKERThe transcripts are available at techpod.content.counttown.

1:10:36SPEAKERThere's a big transcripts button there.

1:10:38SPEAKERAnd we have them for like the last eight,

1:10:40SPEAKERfive or six episodes, seven episodes now, I think.

1:10:42SPEAKERSo that is awesome.

1:10:44SPEAKERAnd if you like them, please let us know

1:10:45SPEAKERso we keep doing them 'cause like if nobody uses them,

1:10:48SPEAKERwe're probably gonna not, you know.

1:10:51SPEAKERBut if anybody's finding them useful, we would like to know.

1:10:54SPEAKER- Yeah.

1:10:57SPEAKER- I guess that's it for us.

1:10:58SPEAKER- Yeah.

1:10:59SPEAKERWe'll fire up some GLQuake.

1:11:01SPEAKER- I kinda wanna, yeah, can we play some GLQuake?

1:11:03SPEAKER- Is the master server still up?

1:11:05SPEAKERI don't know.

1:11:06SPEAKER- I think we can just, look, I know your IP,

1:11:08SPEAKERyou know my IP, we can put our IPs together and--

1:11:10SPEAKER- That's true.

1:11:11SPEAKER- The question is who gets the ping advantage?

1:11:13SPEAKERI don't know, I'm happy to host, that's all I'm saying.

1:11:16SPEAKER- We'll have to shoot for it.

1:11:17SPEAKER- Okay, okay.

1:11:19SPEAKERSee you all next week.

1:11:19SPEAKERThanks for listening everybody, bye.

1:11:20SPEAKERHave a good one.

1:11:21SPEAKER(upbeat music)