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Gareth Hart
Asianometry
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Comments by "Gareth Hart" (@tgheretford) on "Asianometry" channel.
The problem the NV1 had was the implementation of quadrilaterals to render 3D models as used in the Sega Saturn and Sega's early 3D arcade boards. As opposed to the universally accepted polygons which was used by the PlayStation and Nintendo 64. In a technical sense, there are advantages to using quads, particularly for sprite based consoles like the Saturn but in reality, everyone else had moved to polygons and it didn't hinder 2D performance as seen on the PlayStation. NVidia's NV1 chip is somewhat based on the principles and technologies used in the VDP1 chip of the Sega Saturn. It made porting Sega games easier but like with Saturn development, it infuriated PC developers and increasingly like the Saturn, they wouldn't support it. So much so that Sega were given an ultimatum by developers for the forthcoming Dreamcast and were under pressure to implement polygons for the new console. That's what killed any prospect of the NV2 being used for the Dreamcast and subsequently NVidia knew that NV3 had to support polygons or go out of business.
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