| ▲ | glimshe 2 hours ago | ||||||||||||||||||||||||||||||||||||||||||||||
What about the NV1? It was marketed as a "3D accelerator" but was a GPU nonetheless. | |||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | moosedev an hour ago | parent | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||
To the best of my recollection, the GeForce 256 was the first one that was marketed as a “GPU” and began to popularize that term in the industry. Specifically because it did transformation and lighting calcs in (non-programmable until GeForce 3) hardware, instead of in software on the main CPU. Yes, NVIDIA made 3D accelerators before the GeForce line. I have many of them in my collection. But (IIRC) it did not market them as “GPUs”. That term wasn’t really used yet. | |||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | giantrobot 12 minutes ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||
The big feature of the GeForce 256 was hardware offloading of transform and lighting calculations. While it was fixed function it was programmable. This offloaded a pretty significant amount of work from the CPU and lightened the IO load single the math was done on geometry living in the VRAM. The NV1 and other cards before the GF256 did accelerated drawing and geometry raster but lighting and transformations were done on the CPU in main memory then transferred to VRAM and rasterized. Even if the GF256 had say the same texel output performance as a TNT2, the T&L running on the GPU would allow for more complex scenes at higher frame rates than a TNT2 doing T&L on the CPU. The GF256 also had better raster performance so for many games it was just a "free" performance upgrade over a TNT2. | |||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | xnx 2 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||||||||||||||
Or the Riva 128 https://en.wikipedia.org/wiki/RIVA_128 | |||||||||||||||||||||||||||||||||||||||||||||||