sailer :
Something similar to that happened to 3DFX many years ago, when 3DFX supported Glide only, while the rest of the world was going to Microsoft's DX. 3DFX went from being a premier video card company to being, well, has anyone seen any 3DFX video dards for sale recently? Nvidia needs to be careful, in my opinion.
3dfx did a lot of things wrong, but an over-dependence on Glide was certainly
not one of them. The games industry focused on Glide for a long time because 3dfx hardware was so much better than anybody else's that no serious gamer ever used anything else, and so there was no point in using an "open" API: the only effect would have been to make the games run slower. This situation persisted for quite some time, partly because the Unreal engine was so widely used and worked very well with Glide.
3dfx came unglued for a number of reasons, including:
- Rash involvement in the abortive "Voodoo Rush" project.
- Banshee underperforming in 3D when compared to Voodoo 2.
- Ill-advised decision to purchase STB (AIB manufacturer) and stop selling chips to anyone else.
- Delayed product releases.
- Mis-reading what consumers wanted. They did this first when Voodoo 3 didn't support 32-bit colour and then (much more seriously) when Voodoo 5 didn't support geometry acceleration.
It was actually missed deadlines that did the most damage. Voodoo 5 was originally intended to go against the original GeForce 256, and could have been a
very serious rival to it: Nvidia cocked up their design and had to drop the clock speed from 200MHz to 120, and the geometry acceleration was too weak to be of any practical use. But, as it was, Voodoo 5 didn't ship until it was going up against GeForce 2, which was very powerful and had useful geometry acceleration, which people decided they wanted a lot more than they wanted a T-Buffer.