by FastSite
06/12/2000 | 12:00 AM
The graphics cards from 3dfx on VSA-100 chipset have become a really long-lasting project. Already in autumn 1999 we heard a lot of rave reviews and delighted opinions about the upcoming product of this company, champagne was streaming down in honour of new cards and Quantum3D dreamt of a 32-processor giant, which it would supply together with a power station…<%BANNER[article]%>
And finally the sacred day has come. We enjoyed in full the whole bunch of presentations, where we could see 3dfx's baby from a significant distance, and witnessed the company call back the already shipped products (allegedly because of some hidden error in them). Having overcome all hardships we at last managed to get 3dfx Voodoo5 5500 AGP. The story of 3dfx's offspring is pretty tragic and complicated. As we have already said, in the beginning of autumn 1999 after the launching of NVIDIA GeForce256 all 3D games lovers were very anxious to see a new 3dfx product known under the codename Napalm. Time kept passing and 3dfx remained silent having brought up only a press release about a new T-Buffer technology, which would be implemented in a new product. And then at Comdex Fall '99 3dfx announced a totally new product, VSA-100 chipset, which would become the basis of the whole graphics cards family. Of course, everybody was very upset with the announced launching date - spring of the year 2000. So, it turned out that 3dfx fell behind NVIDIA having introduced only one product while NVIDIA launched two of them. As a result NVIDIA won a larger market sector and the graphics cards on NVIDIA chipsets became dominating products. The sales of one-year old Voodoo3 graphics cards started getting lower and lower and hence less profitable, since the prices had dropped significantly. The financial state of 3dfx Company aggravated greatly, however, they reshuffled their company administration and managed to find some more money, which would last them till the launching of their new product. In fact, 3dfx overcame all the hardships and despite a really difficult situation in the end of 1999 - beginning of 2000 they managed to combat the financial crisis and even to purchase a small GigaPixel company.
However, let's return to the announced product. Together with the new product 3dfx also introduced a new technology - Voodoo Scalable Architecture. The abbreviation VSA serves as the name for the new chip from 3dfx - VSA-100. This technology is aimed mainly at providing multichip solutions built on up to 32 chips. Most of you probably remember SLI technology used in 3dfx Voodoo2 cards, when two graphics accelerators worked in parallel. In fact, VSA is just the same thing, but a bit more flexible and more progressive. Really, what's the use of increasing the graphics processor's power if it is possible to simply increase the number of graphics processors used. You can certainly argue about the efficiency of that or another architecture, however, multichip solutions can boast one very important advantage, which we will discuss a lit later in the review.
At first we would like to discuss briefly the main principles of VSA technology functioning. The notion "SLI" implies that each chipset processes a part of the image, but 3dfx announced its T-Buffer technology long before the launching of VSA not for nothing of course. As a result, graphics cards based on VSA-100 chips can work either in T-Buffer or in SLI mode. Let's take a closer look at SLI first.
In the epoch of Voodoo2 SLI was of the following structure: two graphics processors rendered different lines of one and the same frame, which made the final image. And both chips used the same frame buffer. Then the ready frame was taken from the frame buffer and displayed on the monitor. VSA architecture supports new SLI technology realization, which is deprived of such old SLI restrictions as the use of only two graphics chipsets in parallel and the absence of the necessary support for resolutions exceeding 1024x768 (now it supports resolutions up to 1600x1200). Moreover, a new technology version is based on a totally new ideology. Since the today's graphics accelerators are aimed at AGP interface, and according to 3dfx, VSA-100 chip is specially optimized for AGP, the present SLI mode is intended to implement the multichip protocol for the chips of the same PCB. In case of VSA-100 new version of this technology allows up to 32 graphics processors working in parallel. From now on every chip working in SLI mode can render a certain band of lines of a single frame, where every succession like that can include from 1 up to 128 lines. Moreover, the number of lines in this succession can get dynamically changed. Here we mean that every chip forms the lines following one another and making a band and these bands in their turn form the final frame. Why did they have to use exactly these bands, which allowed changing the number of lines they contained? The thing is that this possibility helped to arrange the most optimal SLI utilization depending on the color depth, the amount of polygons used for the scene and their location.
We would like to mention that each of VSA-100 chips used in SLI has its own frame buffer for rendering lines and line successions (bands). After that the data from all these frame buffers is submitted to the general frame buffer where the complete frame is created and transferred to the monitor. Moreover, each VSA-100 chip is equipped with its own memory bus and local frame buffer and supports up to 64MB local graphics memory. A part of the available memory is used for a frame buffer (with double of even triple buffering) and the rest - for storing textures and Z-buffering. In case the available memory turns not enough, 3dfx suggests resorting to one of the two supported texture compression methods: DXTC or FXT1. The way the work of graphics processors is arranged helps to avoid memory bus overloading. By the way, the total memory bandwidth significantly increases due to this solution, namely due to the possibility to evenly distribute the data streams between the graphics processors working in SLI mode.
However, VSA-100 chips can also work in another mode - T-Buffer. We won't discuss it in great detail. The only thing we would like to say is that there appear some buffers in the memory where each of the VSA-100 chipsets stores the rendering results. It means that each chipset working in parallel with the others processes not a part of the image but the whole of it. It is slightly similar with ATI RAGE MAXX, but here each chipset works with the new frame.
The thing is that T-Buffer technology is to improve the final image quality. MAXX technology aims at increasing the graphics card's performance, because in this case each chipset works with a different image, while in case of T-Buffer each chipset processes a part of one and the same image, which results into much higher quality of the final image. Of course, it causes a certain performance drop, however, it's up to the user to decide between the fastness (SLI mode) and high quality (T-Buffer mode). Besides, T-Buffer is flexible enough to allow a compromise between the performance drop and the image quality increase.
The major functional peculiarity of T-Buffer is Full-Scene Anti-Aliasing, which is carried out in the drivers and doesn't need to be supported in the games. The anti-aliasing effect (AA) is described in numerous reviews. It smoothes the borders of the objects and eliminates the "stepping" effect often noticeable on the straight lines. In fact, these defects occurring as a result of 3D scenes rendering prevent us from natural perception of the entire scene. In other words, 3dfx utilizes a different FSAA method from NVIDIA's supersampling. You can get more on AA methods in an article on Beyond3D.
The realization of FSAA on graphics cards based on a set of VSA-100 chips implies that there are "master-chips" and "slave-chips". The buffer memory of master-chips has a special sector where an image is stored in the selected resolution. This is exactly the place where AA is effectuated. Voodoo5 features 2 types of AA: 2x and 4x. In case of 2x each pixel of the image is split into two subpixels (the left and the right) and every VSA-100 graphics processor has to render the scene basing on the left or right subpixels, i.e. with a certain offset. Each chipset does it in its own buffer and then all the data is transferred to the master-chip, which combines all the ready images by means of alpha-blending into one final image in a special buffer memory sector. As a result we get the desired anti-aliasing effect.
4x type of AA is more suitable for the graphics cards built on a number of chips multiple to four. However, it can be also carried out on a dual-chip card. In this case each pixel is split into 4 subpixels and there appear four images rendered with a certain offset. Of course, in case of a dual-chips card each chipset is responsible for rendering of two images instead of one, which undoubtedly tells on the performance.
The most remarkable thing here is the rendering realization chosen for NVIDIA and 3dfx solutions. The ordinary supersampling carried out for the 2x2 mask allows presenting each pixel as consisting of four subpixels (two horizontal and two vertical ones) at a twice as high resolution (see Figure (a)).
And in the second case, namely for AA with T-Buffer, the pixel is split into subpixels relative to the pixel center, which means that the subpixel matrix can be rotated by several degrees (see Figure (b)). Certainly, this method provides a slightly higher FSAA quality.
So, we have just discussed the major peculiarities of anti-aliasing with T-Buffer technology, which is also resource consuming, like the ordinary supersampling. We will show later in our tests how greatly it tells on the card's performance.
To finish with T-Buffer technology we would like to point out that it also includes the whole bunch of pretty interesting functions, which can ensure a much richer image perception. These cinematic effects are: Motion Blur, Defocus, etc. Unlike all other effects, which are not supported in most today's games, AA finds wide practical application and doesn't depend on the presence of T-Buffer support in the games.
And now let's return to our VSA-100 chipset. Here is the list of its main features:
VSA-100 General Characteristics
3D Acceleration Features. Supports all the functions typical of Voodoo3 family and some more:
As you can notice, this chipset has a lot in common with NVIDIA Riva TNT2 Ultra. The major difference is the higher working frequency and a number of absolutely new functions. It looks as if 3dfx failed to manufacture this chip with 0.18 micron technology (or at least with 0.22 micron) and to provide it with another couple of texturing blocks (and "free" multitexturing). However, you shouldn't be confused with the relatively modest features of VSA-100. The main this is that these graphics processors should and can work in multichip graphics cards. In autumn 1999 3dfx already announced a new family of these cards, which included:
Voodoo4 4500 PCI/AGP
In fact, Voodoo4 is the card from the Voodoo3 family but in addition it supports AGP texturing, larger textures, 32-bit color depth in 3D-graphics with 24-bit Z-buffering and 8-bit stencil buffer. If this card had appeared in the market in spring 1999 or at least in autumn 1999, its prospects could have been pretty clear and understandable. It could have competed with the graphics cards based on NVIDIA Riva TNT2 Ultra and Matrox G400 MAX chips. It could have sold very well and 3dfx could have at least retained its leading positions in the market. But Voodoo4 graphics cards are expected to enter the market only in the end of summer of the year 2000 and the only indisputable advantage they will be able to boast in front of the competitors, which have been present in this market for about a year already, is its cost. If its price drops below $100 then the card will be able to conquer its territory.
Voodoo5 5000 PCI
Voodoo5 5500 AGP
These two graphics cards represent mass versions of 3dfx newest products. However, 32MB on the 5000 model and no AGP texturing make us doubt its competitiveness.
Voodoo5 6000 AGP
This one is the most powerful of all the announced cards. It can boast 4 VSA-100 chips, 128MB local graphics memory and an impressively high price. In fact, it looks as if only Voodoo5 6000 graphics card would be able to demonstrate all the advantages of hardware FSAA without threatening to worsen the performance of the whole graphics subsystem. However, it costs so much that only very dedicated 3dfx fans are likely to be Voodoo5 6000 AGP owners.
Now only 3dfx Voodo5 5500 should appear in retail, the PCI version is promised to be shipped in July, Voodoo5 6000 is also due in the middle of the summer, and Voodoo4 4500 is likely to come out in the end of summer (though we don't quite understand who it will be intended for at that time).
So, we managed to put our hands on 3dfx Voodoo5 5500 graphics card.
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This is a serial card based on AGP 2x interface. It is equipped with 64MB 6ns SDR SDRAM located in 8 microchips on both sides of the PCB.
The memory working frequency, as well as that of VSA-100 chips, equals to 166MHz (memory and chips of all 3dfx products are clocked at the same frequency, their frequencies cannot be changed separately). The card has two VSA-100 chipsets, each with an active ball bearing cooler from AAVID, which guarantees fans' high quality and reliability. Nevertheless, we failed to overclock this graphics card over 175/175MHz (it is probably the 0.25 micron technology that tells or maybe a relatively high graphics card overheating and significant power consumption).
Take a look at the right side of the PCB. Here you can see an additional voltage regulator and a four-pin connector for the power supply cable similar to those of HDDs or FDDs. As we have found out, the graphics card is unable to work without this power supply. However, we can't say for sure what is powered through this cable. In general, we have to point out that the card requires a high quality power supply unit (at least 250W), otherwise there may appear some problems in most gaming applications. We faced this kind of problems when we tried to run the card in Inwin Solist A500 case with PowerMan FFP 235-60GTW power supply unit intended for 235W. The card proved unstable and finally stopped working in all 3D games.
The graphics card is of relatively large size, however, it easily fits into an ordinary ATX case:

To our great disappointment 3dfx didn't equip their product with TV- or LCD-monitor Outs. There are even no special places on the PCB reserved for these devices. We wish they had designed them, actually. Bearing in mind that LCD monitors are more frequently set for use at lower resolutions, 3dfx Voodoo5 5500 with FSAA could be a really attractive bit for gaming in this case.
We got the retailpackage for our study. The box contained the graphics card, the user's manual and a CD disk with the drivers. Besides, the card packageincludes 3 game demos (Devil Inside, Ground Control and Rally Masters) and also a demo of WinDVD 2000 from Intervideo.Although the software supporting some interesting effects of T-Buffer realization could be also a definite advantage for VSA-100 chips.
The graphics card is accompanied by 1.1 version of the drivers.

You can access numerous driver options via display settings or via a special manager, which icon appears in the system tray.

You will need to make the following changes to the registry branch:
HKEY_LOCAL_MACHINE\SOFTWARE\3Dfx Interactive\3dfx Tools\Installed\Tools\{AB040305-8AA1-11D2-8DD1-00104BB5EAD6}
If you set CompleteRegistration variable equal to 1, then on restarting your computer you will get a properties page with the overclocking options and Vsync disabling feature:

Note that having changed the frequencies and restarted the computer, you will have to confirm your changes:

One of the most interesting drivers pages is devoted to anti-aliasing:

As you see, here you can set AA working modes as well as disable the second VSA-100 chip at all and turn Voodoo5 5500 into a Voodoo4 4500.
All 3D settings are brought together on one properties page where you can regulate the card's working parameters in Direct3D and OpenGL/Glide:



Among the options you can see 16bit color postfilter, alpha-blending modes for semitransparent objects (Sharper, Smoother), which we have already discussed in our 3dfx Voodoo3 Review.
And finally the user can also modify the gamma settings for all modes:

At first we would like to introduce our test platforms.
The first platform was based on Intel Pentium III CPU:
And the second platform was built on AMD Athlon CPU:
All the tests were carried out in Windows 98 SE. Both test systems used ViewSonic P810 (21'') and NOKIA 447Xav (17'') monitors.
Unfortunately, there are no Windows 2000 drivers for 3dfx Voodoo5 5500 yet that's why we didn't do any tests with this OS.
During our tests Vsync (monitor refresh rate synchronization with RAMDAC) was disabled. For a more illustrative picture we added the results shown by two more graphics cards to our diagrams: Creative 3D Blaster GeForce256 Annihilator Pro (based on NVIDIA GeForce256 and equipped with DDR memory) and NVIDIA reference card based on GeForce2 GTS.
As usual, we will begin with 2D graphics. To test the performance in 2D we resorted to WinBench99, namely to Graphics Mark test.
| NVIDIA GeForce2 GTS | NVIDIA GeForce256 DDR | 3dfx Voodoo5 5500 | |
|---|---|---|---|
| Business Graphics WinMark | 329.0 | 326.0 | 321.0 |
| High-End Graphics WinMark | 909.0 | 907.0 | 896.0 |
The results show that 3dfx Voodoo5 5500 hardly differs greatly from its competitors (remember that only one VSA-100 chip works in 2D graphics). In fact, we had expected something like that, because there is absolutely no sense in increasing the gaming performance in 2D: all the today's graphics cards seem to be working equally fast. This graphics card is very likely to suit any user.
As for the quality of 2D graphics provided by 3dfx Voodoo5 5500 graphics card, the results are very similar to those shown by NVIDIA GeForce256 based cards. In other words, this graphics card is a very nice piece for 2D gaming.
Now let's pass over to 3D. We will take a look not only at the graphics card's performance, but also at the functioning of FSAA mode.
We will use the following games as our tools:
The tests in Quake3 were carried out in two modes: Fast (16bit color) and High Quality (32bit color). Here we have to point out one very important thing: S3TC support in 3dfx ICD OpenGL (it seems that two cross-license agreements between Intel and 3dfx and between Intel and S3 have finally born their fruit). However, we don't intend to focus on it, because the current drivers are far not impeccable and you with S3TC enabled can clearly see a couple of visual artifacts, mostly on the special S3TC Quake3 levels, which we have already mentioned in our articles.


Well, no doubt, 3dfx Voodoo5 5500 lost this game and let NVIDIA GeForce2 GTS become an indisputable leader everywhere. Even in 16bit color Voodoo5 5500 was completely defeated by NVIDIA GeForce256 DDR. Only if overclocked, 3dfx's baby could catch up with its major competitor in 32bit color.

However, enabling FSAA offers Voodoo5 5500 a pretty promising chance. At 800x600 FSAA 2x mode (which is more than enough for gaming with anti-aliasing) proved quite suitable for gaming, because 3dfx Voodoo5 5500 reached the top of 45fps there! We won't dwell on the image quality now, it's a separate issue. However, we would like to mention that NVIDIA GeForce2 GTS suffers a total defeat in case FSAA is enabled. The only more or less acceptable mode is 2x1 supersampling though its quality leaves very much to be desired. So, 3dfx Voodoo5 5500 with FSAA 2x has a very good chance to win the race.


Here we can see a very similar situation: 3dfx Voodoo5 5500 falls behind NVIDIA GeForce2 GTS and even behind NVIDIA GeForce256 DDR almost everywhere in 32bit color. The results are far not that impressive, actually...
We decided to test the performance of 3dfx Voodoo5 5500 in extreme conditions, namely with larger textures in Quake3, q3dm9 level, quaver demo. This will give us an idea of the card's ability to work with or without AGP-texturing, because the textures set of this test is much larger than the available 32MB (note that 64MB are shared between the two chips).


As we see, AGP-texturing on Voodoo5 5500 works quite nicely, and although the results are somewhat lower than those shown by NVIDIA GeForce2 GTS, they are comparable to and even higher than the performance of NVIDIA GeForce256 DDR.
Summing up the card's performance in Quake3 we can say that the outcome for 3dfx Voodoo5 5500 is not that efficient. The only exception is FSAA mode, however, we doubt if this solution is that demanded.
And now comes Expendable. This software tool will help us to take a look at the card's performance in Direct3D with FSAA enabled and disabled.


Well, you see that the gaming performance is pretty high, however, at lower resolutions the power (frequency) of the CPU turns out insufficient. And again 3dfx Voodoo5 5500 is lagging behind everybody and suffering an unusual performance drop at 1600x1200x16 (as for 1600x1200x32, we failed to run this game at all, because the local graphics memory appeared full).

But as soon as we enabled FSAA the entire picture changed. 3dfx Voodoo5 5500 showed very high gaming performance at 640x480 even in a relatively hard FSAA 4x mode. At 800x600 the performance was also acceptable. Of course, it is one of the graphics card's advantages, because there are a lot of games, such as autosimulators, which are developed in Direct3D and the mentioned results can be valid for them as well. Unfortunately, all famous auto racing games don't have any benchmarks that's why we have to judge only by our personal impressions.


Here the picture hardly differs that much from what we saw in 16bit color. Again 3dfx Voodoo5 5500 loses.

And again the success in case of FSAA enabled is indisputable. Although the performance in FSAA 4x mode is not so brilliant as in the previous case, FSAA 2x is still a very nice one even at 800x600.
Drawing the conclusions concerning Expendable tests, we would like to note that 733 CPU appears sometimes too slow to make the graphics card perform to the maximum of its ability in 16bit color mode (except 1600x1200). In all other cases 3dfx Voodoo5 5500 was beaten by its both competitors: NVIDIA GeForce2 GTS and NVIDIA GeForce256. Only relatively good performance shown with FSAA enabled gave a chance to 3dfx Voodoo5 5500 to somehow strengthen its position among the gamers.
Some time ago when we reviewed NVIDIA GeForce2 GTS we mentioned that we need Unreal Tournament data to compare the card's performance to that of the upcoming 3dfx Voodoo5 5500. Note that Unreal Tournament is designed for API Glide that's why we tested the card in Direct3D as well as in Glide modes.


As you can see, our expectations came true and Glide tests showed a certain performance gain achieved by 3dfx Voodoo5 5500 in 16bit color, though in general the performance was far from being nice. Only in 32bit color the card managed to surpass its competitors at 1280x1024 and to prove a good gaming hardware piece at this resolution. Unfortunately, the card failed to run at 1600x1200x32 and ended up with a message reporting an error.
Summing up the results obtained for this graphics card we wanted to say the following things. All in all, 3dfx Voodoo5 5500 has been completely defeated by its major competitor NVIDIA GeForce2 GTS. Moreover, it is very often as fast as NVIDIA GeForce256 DDR or even slower! This issue can hardly be called good news for 3dfx fans. Working with FSAA enabled is very fruitful, especially in Direct3D games. Of course, the same thing should be referred to Glide games as well. We really enjoyed playing Need For Speed V, Rally Masters, etc. with FSAA 4x enabled. The image quality was just excellent.
Of course, since DVD becomes more and more popular a lot of users are really interested in DVD-Video support provided by the modern graphics cards. One of the most widely spread software players is InterVideo WinDVD 2000. On 3dfx Voodoo5 5500 it performed nicely, the CPU utilization was only 20-23%! As for the quality, it wasn't impeccable but in general quite OK.
At first we would like to single out the main item about FSAA effect: larger textures support. Do you remember those blurred images in Quake3 on q3dm9 level? And take a look at the today's shot:


On the left you can see a fragment obtained on NVIDIA GeForce2 GTS and on the right - on 3dfx Voodoo5 5500. There is hardly any serious difference between them, as you can clearly see. In other words it means that new ICD OpenGL from 3dfx supports innovations introduced in 3dfx Voodoo5 5500, though it keeps using API Glide as well.
Before passing over to FSAA, we would like to put a fly into the ointment: take a look at the performance of 3dfx Voodoo5 5500 in new generation games with HW T&L, multi-polygonal objects, complex scenes, etc.
Here is a screenshot taken from a well-known demo Dragon Moor Zoological Garden developed on WxP Experience engine:

Well, as you see, the picture is very close to what we obtained on 3dfx Voodoo3. There are practically no textures as well as small objects (trees without branches, for instance). Of course, this demo knows to occupy the CPU with HW T&L. And now let's take a look at a new game from Rage Games: Rage Rally, which is also familiar with HW T&L.

The artifacts are no longer doubtful. If you could only see the dynamics! You would definitely feel sick!
We mentioned all these facts in order to prevent 3dfx fans from overpraising and overestimating their favorites by saying that they perform perfectly in all games. Of course, we have to bear in mind that the drivers are still somewhat raw and unfinished. Let's hope that the situation will improve with the release of new driver version.
And now FSAA quality. Take a look at NVIDIA GeForce2 GTS with the maximum FSAA equal to 2x2 in OpenGL and with FSAA 4x:
![]() ![]() 3dfx Voodoo5 5500, NO FSAA | ||
![]() ![]() NVIDIA GeForce2 GTS, FSAA 2x2 | ![]() ![]() 3dfx Voodoo5 5500, FSAA 4x | |
Well? What do you think about it? Impressive, eh? We also think so. Though NVIDIA GeForce2 GTS can boast a nice quality, FSAA 4x is undoubtedly better.
However, as we have already mentioned, 3dfx Voodoo5 5500 with FSAA 4x is not so fast as we wish it were. Unfortunately, we didn't manage to make any screenshots with FSAA 2x because neither Quake3 nor HyperSnap made them correctly. That's why we will look at Need For Speed V game. Here are two fragments taken from the game run on 3dfx Voodoo5 5500. Enjoy:
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Yeah, it looks really beautiful. However, you should keep in mind that this game "knows" 3dfx graphics cards, recognizes Glide, sets the most advantageous modes and enables all the effects.
As for the 3D quality, it is pretty high. Although there are a couple of places with slightly blurred images, which nevertheless fail to spoil the overall impression. And the most important thing: we really noticed the 32bit color! It was real! Absolutely! At first, we couldn't believe our eyes.
3dfx has finally launched one of the most powerful graphics cards, which proved pretty efficient. However, no matter what 3dfx reps would say about their main competitor, NVIDIA, they still failed to appear the best of the best and the title of the most powerful graphics card missed them this time. Note that here we don't mean Voodoo5 6000, but a graphics card from the same price category. And now a few words about the main advantages of this product. Of course, FSAA 4x effect makes some games unbelievably beautiful, however, there are not so many games, which provide acceptable fps in this case. As for us, we would prefer to play at higher resolutions where aliasing is not so noticeable rather than to play at minimal resolutions in order to get satisfactory performance with AA effect enabled. However, there are quite many users owning small monitors. Particularly for them FSAA will be an irreplaceable thing. Especially, since it will take another while before we finally get graphics cards powerful enough to provide high performance with AA. A couple of chipset generations will replace each other before we are able to play at 1024x768x32 with high quality FSAA (in case 3D gaming technologies remain the same by that time). In fact, we were very upset that the so long-awaited graphics card from 3dfx, which costs as NVIDIA GeForce2 GTS based card, sometimes yields in performance not only to the latter but also to its predecessor, NVIDIA GeForce256 based cards with DDR memory. Although we were impressed with the high speed and amazing graphics with FSAA 4x in some auto simulators, there were very few of them. So, we would recommend 3dfx Voodoo5 5500 graphics card to auto racing and Glide games lovers, dedicated gamers and 3dfx admirers. This card will serve you for a long time and will definitely make for the money you spend on it. 3dfx Voodoo5 5500 is a purely gaming piece. However, you should bear in mind that is requires high quality power supply units.
And one more thing. We really count on the supposition that a lot of drawbacks seen by this product are connected with the rawness of the drivers. And hence we have a chance to welcome an improved graphics card showing much better results one day.
Highs
Lows