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=== 1990s {{anchor|GUI accelerator}}=== [[File:Dstealth32.jpg|thumb|[[Tseng Labs]] [[Tseng Labs ET4000|ET4000/W32p]]]] [[File:DIAMONDSTEALTH3D2000-top.JPG|thumb|[[S3 Graphics]] [[S3 ViRGE|ViRGE]]]] [[File:Voodoo3-2000AGP.jpg|thumb|[[Voodoo3]] 2000 AGP card]] In 1991, [[S3 Graphics]] introduced the ''[[S3 Graphics|S3 86C911]]'', which its designers named after the [[Porsche 911]] as an indication of the performance increase it promised.<ref>{{cite journal|title=S3 Video Boards|journal=InfoWorld|date=May 18, 1992|volume=14|issue=20|page=62|url=https://books.google.com/books?id=XlEEAAAAMBAJ&q=S3+86C911&pg=PA62|access-date=July 13, 2015|url-status=live|archive-url=https://web.archive.org/web/20171122191720/https://books.google.com/books?id=XlEEAAAAMBAJ&pg=PA62&dq=S3+86C911&hl=en&sa=X&ved=0CBwQ6AEwAGoVChMI85bTh7XYxgIVyyeUCh3Z_wYp#v=onepage&q=S3%2086C911&f=false|archive-date=November 22, 2017}}</ref> The 86C911 spawned a variety of imitators: by 1995, all major PC graphics chip makers had added [[2D computer graphics|2D]] acceleration support to their chips.<ref>{{cite journal|title=What the numbers mean|journal=PC Magazine|date=23 February 1993|volume=12|page=128|url=https://books.google.com/books?id=4RN8nH8oZ2QC&pg=128|access-date=29 March 2016|url-status=live|archive-url=https://web.archive.org/web/20170411172653/https://books.google.com/books?id=4RN8nH8oZ2QC&pg=128|archive-date=11 April 2017}} * {{cite web|last1=Singer|first1=Graham|title=The History of the Modern Graphics Processor|url=https://www.techspot.com/article/650-history-of-the-gpu/|publisher=Techspot|access-date=29 March 2016|url-status=live|archive-url=https://web.archive.org/web/20160329140009/https://www.techspot.com/article/650-history-of-the-gpu/|archive-date=29 March 2016}}</ref> Fixed-function ''Windows accelerators'' surpassed expensive general-purpose graphics coprocessors in Windows performance, and such coprocessors faded from the PC market. Throughout the 1990s, 2D [[Graphical user interface|GUI]] acceleration evolved. As manufacturing capabilities improved, so did the level of integration of graphics chips. Additional [[application programming interface]]s (APIs) arrived for a variety of tasks, such as Microsoft's [[WinG]] [[graphics library]] for [[Windows 3.1x|Windows 3.x]], and their later [[DirectDraw]] interface for [[hardware acceleration]] of 2D games in [[Windows 95]] and later. In the early- and mid-1990s, [[real-time computer graphics|real-time]] 3D graphics became increasingly common in arcade, computer, and console games, which led to increasing public demand for hardware-accelerated 3D graphics. Early examples of mass-market 3D graphics hardware can be found in arcade system boards such as the [[Sega Model 1]], [[Namco System 22]], and [[Sega Model 2]], and the [[History of video game consoles (fifth generation)|fifth-generation video game consoles]] such as the [[Sega Saturn|Saturn]], [[PlayStation (console)|PlayStation]], and [[Nintendo 64]]. Arcade systems such as the Sega Model 2 and [[Silicon Graphics|SGI]] [[SGI Onyx|Onyx]]-based Namco Magic Edge Hornet Simulator in 1993 were capable of hardware T&L ([[transform, clipping, and lighting]]) years before appearing in consumer graphics cards.<ref>{{cite web |title=System 16 β Namco Magic Edge Hornet Simulator Hardware (Namco) |url=https://www.system16.com/hardware.php?id=832 |url-status=live |archive-url=https://web.archive.org/web/20140912000953/https://www.system16.com/hardware.php?id=832 |archive-date=2014-09-12 |work=system16.com}}</ref><ref>{{cite web |title=MAME β src/mame/video/model2.c |url=https://mamedev.org/source/src/mame/video/model2.c.html |archive-url=https://web.archive.org/web/20130104200822/https://mamedev.org/source/src/mame/video/model2.c.html |archive-date=4 January 2013 }}</ref> Another early example is the [[Super FX]] chip, a [[Reduced instruction set computer|RISC]]-based [[ROM cartridge#Use in hardware enhancements|on-cartridge graphics chip]] used in some [[Super Nintendo Entertainment System|SNES]] games, notably ''[[List of Doom ports#Super NES|Doom]]'' and ''[[Star Fox (1993 video game)|Star Fox]]''. Some systems used [[Digital signal processor|DSPs]] to accelerate transformations. [[Fujitsu]], which worked on the Sega Model 2 arcade system,<ref>{{cite web |title=System 16 β Sega Model 2 Hardware (Sega) |url=https://www.system16.com/hardware.php?id=713 |url-status=live |archive-url=https://web.archive.org/web/20101221001009/https://system16.com/hardware.php?id=713 |archive-date=2010-12-21 |work=system16.com}}</ref> began working on integrating T&L into a single [[Integrated circuit|LSI]] solution for use in home computers in 1995;<ref>{{cite web |url=https://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf |title=3D Graphics Processor Chip Set |access-date=2016-08-08 |url-status=dead |archive-url=https://web.archive.org/web/20161011194640/https://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf |archive-date=2016-10-11 }} * {{cite web |url=https://www.fujitsu.com/downloads/MAG/vol33-2/paper08.pdf |title=3D-CG System with Video Texturing for Personal Computers |access-date=2016-08-08 |url-status=dead |archive-url=https://web.archive.org/web/20140906132147/https://www.fujitsu.com/downloads/MAG/vol33-2/paper08.pdf |archive-date=2014-09-06 }}</ref> the Fujitsu Pinolite, the first 3D geometry processor for personal computers, released in 1997.<ref>{{cite web|url=https://pr.fujitsu.com/jp/news/1997/Jul/2e.html|title=Fujitsu Develops World's First Three Dimensional Geometry Processor|work=fujitsu.com|url-status=live|archive-url=https://web.archive.org/web/20140912004938/https://pr.fujitsu.com/jp/news/1997/Jul/2e.html|archive-date=2014-09-12}}</ref> The first hardware T&L GPU on [[Home console|home]] [[video game console]]s was the [[Nintendo 64]]'s [[Reality Coprocessor]], released in 1996.<ref>{{cite web |title=The Nintendo 64 is one of the greatest gaming devices of all time |url=https://xenol.kinja.com/the-nintendo-64-is-one-of-the-greatest-gaming-devices-o-1722364688 |url-status=dead |archive-url=https://web.archive.org/web/20151118044413/https://xenol.kinja.com/the-nintendo-64-is-one-of-the-greatest-gaming-devices-o-1722364688 |archive-date=2015-11-18 |work=xenol}}</ref> In 1997, [[Mitsubishi]] released the [[AMD FirePro|3Dpro/2MP]], a GPU capable of transformation and lighting, for [[workstation]]s and [[Windows NT]] desktops;<ref>{{Cite web|url=https://www.thefreelibrary.com/Mitsubishi%27s+3DPro/2mp+Chipset+Sets+New+Records+for+Fastest+3D...-a019465188|title=Mitsubishi's 3DPro/2mp Chipset Sets New Records for Fastest 3D Graphics Accelerator for Windows NT Systems; 3DPro/2mp grabs Viewperf performance lead; other high-end benchmark tests clearly show that 3DPro's performance outdistances all Windows NT competitors.|access-date=2022-02-18|archive-date=2018-11-15|archive-url=https://web.archive.org/web/20181115235023/https://www.thefreelibrary.com/Mitsubishi%27s+3DPro%2f2mp+Chipset+Sets+New+Records+for+Fastest+3D...-a019465188|url-status=dead}}</ref> [[ATi]] used it for its [[FireGL|FireGL 4000]] [[graphics card]], released in 1997.<ref>{{cite web |author=Vlask |title=VGA Legacy MKIII β Diamond Fire GL 4000 (Mitsubishi 3DPro/2mp) |url=https://vgamuseum.info/index.php/component/k2/item/547-diamond-fire-gl-4000-mitsubishi-3dpro-2mp |url-status=live |archive-url=https://web.archive.org/web/20151118114320/https://vgamuseum.info/index.php/component/k2/item/547-diamond-fire-gl-4000-mitsubishi-3dpro-2mp |archive-date=2015-11-18}}</ref> The term "GPU" was coined by [[Sony]] in reference to the 32-bit [[PlayStation technical specifications|Sony GPU]] (designed by [[Toshiba]]) in the [[PlayStation (console)|PlayStation]] video game console, released in 1994.<ref name="gpu">{{Cite web | url=https://www.computer.org/publications/tech-news/chasing-pixels/is-it-time-to-rename-the-gpu |title = Is it Time to Rename the GPU? | IEEE Computer Society| date=17 July 2018 }}</ref> In the PC world, notable failed attempts for low-cost 3D graphics chips included the [[S3 Graphics|S3]] ''[[ViRGE]]'', [[ATI Rage]], and [[Matrox]] ''Mystique''. These chips were essentially previous-generation 2D accelerators with 3D features bolted on. Many were [[Pin-compatibility|pin-compatible]] with the earlier-generation chips for ease of implementation and minimal cost. Initially, 3D graphics were possible only with discrete boards dedicated to accelerating 3D functions (and lacking 2D graphical user interface (GUI) acceleration entirely) such as the [[PowerVR]] and the [[3dfx]] ''Voodoo''. However, as manufacturing technology continued to progress, video, 2D GUI acceleration, and 3D functionality were all integrated into one chip. [[Rendition (company)|Rendition]]'s ''Verite'' chipsets were among the first to do this well. In 1997, Rendition collaborated with [[Hercules Computer Technology|Hercules]] and Fujitsu on a "Thriller Conspiracy" project which combined a Fujitsu FXG-1 Pinolite geometry processor with a VΓ©ritΓ© V2200 core to create a graphics card with a full T&L engine years before Nvidia's [[GeForce 256]]; This card, designed to reduce the load placed upon the system's CPU, never made it to market.{{citation needed|date=June 2018}} NVIDIA [[RIVA 128]] was one of the first consumer-facing GPU integrated 3D processing unit and 2D processing unit on a chip. [[OpenGL]] was introduced in the early 1990s by Silicon Graphics as a professional graphics API, with proprietary hardware support for 3D rasterization. In 1994, Microsoft acquired [[Softimage (company)|Softimage]], the dominant CGI movie production tool used for early CGI movie hits like ''Jurassic Park'', ''Terminator 2'' and ''Titanic''. With that deal came a strategic relationship with SGI and a commercial license of their OpenGL libraries, enabling Microsoft to port the API to the Windows NT OS but not to the upcoming release of Windows 95. Although it was little known at the time, SGI had contracted with Microsoft to [https://www.itprotoday.com/windows-8/sgi-embraces-windows-nt transition from Unix to the forthcoming Windows NT OS]; the deal which was signed in 1995 was not announced publicly until 1998. In the intervening period, Microsoft worked closely with SGI to port OpenGL to Windows NT. In that era, OpenGL had no standard driver model for competing hardware accelerators to compete on the basis of support for higher level 3D texturing and lighting functionality. In 1994 Microsoft announced DirectX 1.0 and support for gaming in the forthcoming Windows 95 consumer OS. In 1995 [https://mergr.com/microsoft-acquires-rendermorphics Microsoft announced the acquisition of UK based Rendermorphics Ltd] and the Direct3D driver model for the acceleration of consumer 3D graphics. The Direct3D driver model shipped with DirectX 2.0 in 1996. It included standards and specifications for 3D chip makers to compete to support 3D texture, lighting and Z-buffering. ATI, which was later to be acquired by AMD, began development on the first Direct3D GPUs. Nvidia quickly pivoted from a [https://www.tomshardware.com/tech-industry/nvidia-nearly-went-out-of-business-in-1996-trying-to-make-segas-dreamcast-gpu-instead-sega-americas-ceo-offered-the-company-a-dollar5-million-lifeline failed deal with Sega] in 1996 to aggressively embracing support for Direct3D. In this era Microsoft merged their internal Direct3D and OpenGL teams and worked closely with SGI to unify driver standards for both industrial and consumer 3D graphics hardware accelerators. Microsoft ran annual events for 3D chip makers called "Meltdowns" to test their 3D hardware and drivers to work both with Direct3D and OpenGL. It was during this period of strong Microsoft influence over 3D standards that 3D accelerator cards moved beyond being simple [[Rasterisation|rasterizers]] to become more powerful general purpose processors as support for hardware accelerated texture mapping, lighting, Z-buffering and compute created the modern GPU. During this period the same Microsoft team responsible for Direct3D and OpenGL driver standardization introduced their own Microsoft 3D chip design called [[Microsoft Talisman|Talisman]]. Details of this era are documented extensively in the books "[https://www.amazon.com/Game-v-2-Long-Road-Xbox-ebook/dp/B07HKPNCTC/ Game of X]" v.1 and v.2 by Russel Demaria, "[https://www.amazon.com/gp/product/0609604163/ref=sw_img_1?smid=A3FM9S79SGC169&psc=1 Renegades of the Empire]" by Mike Drummond, "[https://www.amazon.com/Opening-Xbox-Microsofts-Entertainment-Revolution/dp/0761537082/ Opening the Xbox]" by Dean Takahashi and "[https://www.amazon.com/Masters-Doom-Created-Transformed-Culture/dp/0812972155/ Masters of Doom]" by David Kushner. The [[Nvidia]] ''[[GeForce 256]]'' (also known as NV10) was the first consumer-level card with hardware-accelerated T&L. While the OpenGL API provided software support for texture mapping and lighting, the first 3D hardware acceleration for these features arrived with the first [[Transform, clipping, and lighting|Direct3D accelerated consumer GPU's]].
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