WEBVTT - The Nvidia Story So Far

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host job in Strickland. I'm an executive producer

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<v Speaker 1>with how Stuff Works, and I love all things tech.

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<v Speaker 1>And we left off in our last episode at a

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<v Speaker 1>point when in Video, a brand new company at that point,

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<v Speaker 1>was in bad shape at a shaky start. So if

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<v Speaker 1>you have not listened to the last episode where I

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<v Speaker 1>introduced the concept of graphics chips and cards and in video,

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<v Speaker 1>go listen to that one first. Anyway, In Video's first product,

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<v Speaker 1>the n V one, had not really sold super well

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<v Speaker 1>in the market. It hadn't really captured a whole lot

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<v Speaker 1>of market share, and the company had to cancel the

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<v Speaker 1>in V two chip after it's big partners, Sega, announced

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<v Speaker 1>it was going with a different chip designer for the

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<v Speaker 1>graphics for the upcoming dream Cast console. But the engineers

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<v Speaker 1>at Nvidia rolled with the punches and they went back

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<v Speaker 1>to the drawing board and designed a new graphics chip

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<v Speaker 1>that would rely upon the humble triangular polygon rather than

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<v Speaker 1>the quadrilateralals that the Envy one employed for texture mapping.

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<v Speaker 1>This would make their new card compatible with Windows based

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<v Speaker 1>machines that were running the direct three D a p I,

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<v Speaker 1>and the new card would include polygone texture mapping, which

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<v Speaker 1>reduced the amount of time it took for the graphics

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<v Speaker 1>card to render frames, but it had a negative impact

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<v Speaker 1>on image quality. So what the heck is texture mapping?

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<v Speaker 1>Does that even mean? It might sound like gobbledygook, Well

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<v Speaker 1>it pretty much is what it sounds like. It involves

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<v Speaker 1>taking a two dimensional surface called a texture map. Think

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<v Speaker 1>of it like wallpaper or wrapping paper. Think of a

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<v Speaker 1>pattern on that, and then virtually wrapping a three dimensional

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<v Speaker 1>object with that texture. So it's it's a virtual three

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<v Speaker 1>dimensional object. So it's kind of like taking wrapping paper

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<v Speaker 1>and wrapping it around a box. Let's say you've got

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<v Speaker 1>a box, You've got a gift you're gonna give somebody,

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<v Speaker 1>You have some wrapping paper. You have to take this

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<v Speaker 1>wrapping paper that's in a two dimensional format, that being

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<v Speaker 1>a flat sheet of paper, and wrap it around a

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<v Speaker 1>three dimensional object, that being a rectangular cubicle type box.

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<v Speaker 1>And you have to fold the pattern around the contours

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<v Speaker 1>of the box in order to wrap it, which is

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<v Speaker 1>easier to do with simple geometric shapes, but as you

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<v Speaker 1>introduce more complicated shapes, it gets harder to do very well.

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<v Speaker 1>And it doesn't take very much to do to make

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<v Speaker 1>this really hard. I mean you can if you wanted

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<v Speaker 1>to map a simple two D shape like a pattern

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<v Speaker 1>of squares on a three D object like a sphere,

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<v Speaker 1>you're gonna run into problems because if you took an

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<v Speaker 1>actual sphere, like a physical sphere, and you had a

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<v Speaker 1>wrapping paper that had boxes on it, like let's say

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<v Speaker 1>it's just black and white boxes on it, a checked

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<v Speaker 1>pattern almost, and you wrap that sphere with that wrapping paper,

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<v Speaker 1>you you're gonna find that it's going to require you

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<v Speaker 1>to cut the paper in such a way that some

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<v Speaker 1>point on the surface of the sphere the pattern would

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<v Speaker 1>no longer be continuous. There'd be a break in the pattern.

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<v Speaker 1>The same thing can happen with texture mapping, and it

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<v Speaker 1>means that your graphic quality can suffer as a result.

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<v Speaker 1>It can become noticeable. The political texture mapping strategy did

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<v Speaker 1>require less processing power to cover three D objects with textures, however,

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<v Speaker 1>so you have a trade off. The quality of the

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<v Speaker 1>graphics might not be quite as high, but you can

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<v Speaker 1>render them much more quickly, which could improve things like

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<v Speaker 1>the refresh rate. While in Video was working on this,

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<v Speaker 1>another company came out with a product that had a

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<v Speaker 1>big impact on the graphics card industry, and it also

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<v Speaker 1>led to conditions that convinced me to get out of

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<v Speaker 1>PC gaming for quite some time. Not putting blame here,

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<v Speaker 1>just that it created an environment that I got increasingly

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<v Speaker 1>disenchanted with the company, and their product was not a

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<v Speaker 1>bad one, by the way. The company was three d

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<v Speaker 1>f X Interactive. It launched a year after Video had incorporated,

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<v Speaker 1>so he launched in and they introduced a three D

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<v Speaker 1>accelerated graphics card called the Voodoo. And this card was

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<v Speaker 1>different from other graphics cards that had come before it

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<v Speaker 1>because up to that point, graphics cards would typically integrate

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<v Speaker 1>two D and three D graphics processing on a single motherboard.

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<v Speaker 1>But three d FX created a card solely dedicated to

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<v Speaker 1>three D graphics. So you could not just have a

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<v Speaker 1>Voodoo graphics card and a computer and have that be

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<v Speaker 1>your only graphics card and have that work. You actually

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<v Speaker 1>had to make it work with in parallel with a

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<v Speaker 1>two D graphics card or really in series, because what

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<v Speaker 1>you would do is you would take a v g

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<v Speaker 1>A cable from your video controller card, your your basic

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<v Speaker 1>graphics card in your computer. You would feed that cable

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<v Speaker 1>into your Voodoo card, you know, plug it in on

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<v Speaker 1>the back of where the expansion card is, and then

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<v Speaker 1>you'd take another cable and you'd hook the Voodoo card

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<v Speaker 1>to your monitor, so you effectively had two different graphics

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<v Speaker 1>cards doing work inside your computer. The Voodoo handling all

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<v Speaker 1>the three D stuff, and it gave gamers a new

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<v Speaker 1>option when building out computers to play games like Doom

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<v Speaker 1>and Quake, which were progressively putting more emphasis on three

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<v Speaker 1>D models, and they were pushing the boundaries of what

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<v Speaker 1>PCs could do. At that time. Before the Voodoo, the

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<v Speaker 1>most common way to keep up with gaming developments would

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<v Speaker 1>be you'd go and get an upgrade to your CPU,

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<v Speaker 1>which get it really expensive. So I remember when my

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<v Speaker 1>family went from having a two eight six IBM compatible

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<v Speaker 1>to a four a D six, and then later on

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<v Speaker 1>we got a Pentium. But these graphics accelerator cards meant

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<v Speaker 1>you could just buy a graphics accelerated card for for

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<v Speaker 1>much less money than it would cost to upgrade the

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<v Speaker 1>whole CPU, and you could insert it into an expansion

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<v Speaker 1>slot inside your computer, plug up a few cables, and

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<v Speaker 1>provide the processing of you would need to have really

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<v Speaker 1>great graphics. But it also helped usher in an era

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<v Speaker 1>in which new graphics cards would debut at an alarmingly

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<v Speaker 1>frequent rate and make the previous cards obsolete very very

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<v Speaker 1>shortly after they had debuted. Some were two D cards

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<v Speaker 1>that also had three D accelerators on them, some of

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<v Speaker 1>them were dedicated three D accelerators, like the Voodoo, and

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<v Speaker 1>more games were coming out that would push the limits

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<v Speaker 1>on the fastest processors on the market. So it became

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<v Speaker 1>this vicious cycle where you would have brand new cards

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<v Speaker 1>coming out that were much more capable than the ones,

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<v Speaker 1>so everyone wanted one because you thought, who faster means better,

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<v Speaker 1>more features means better. Developers would start developing games that

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<v Speaker 1>would take advantage of those greater capabilities. So while it

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<v Speaker 1>would seem in the very short term that you were

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<v Speaker 1>getting a head start by getting one of these powerful cards,

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<v Speaker 1>pretty soon developers would end up creating applications that would

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<v Speaker 1>push those cards to their limits, and it just became

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<v Speaker 1>this kind of seesaw approach. And that's when I decided

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<v Speaker 1>I don't want to deal with this, and I stopped

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<v Speaker 1>being a PC gamer for a while, and I switched

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<v Speaker 1>to consoles for for quite some time. I did eventually

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<v Speaker 1>go back to PC gamer, but it was in this

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<v Speaker 1>era of numerous graphics cards, and it weren't they weren't

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<v Speaker 1>just graphics cards too, that you also had sound cards

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<v Speaker 1>that were doing a very similar thing at the same time,

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<v Speaker 1>and it was causing all sorts of issues, things like

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<v Speaker 1>questions about compatibility and affordability. I just too frustrating for me.

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<v Speaker 1>But it was a boom time for PC gamers who were,

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<v Speaker 1>you know, eager to pursue that hobby, and they weren't

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<v Speaker 1>weren't put off by the idea that there was suddenly

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<v Speaker 1>a ton of different products out there now. It did

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<v Speaker 1>not help that by were looking at around seventy companies

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<v Speaker 1>that were marketing graphics cards of some sort. Some of

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<v Speaker 1>them were working with technology that was compatible with the

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<v Speaker 1>open g L standard, many more were developing cards that

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<v Speaker 1>were specifically geared to support Microsoft's Direct three D Application

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<v Speaker 1>Programming Interface, and more than a few had their own

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<v Speaker 1>proprietary application programmer interface that that developers could use to

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<v Speaker 1>create software that would look fantastic if it ran on

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<v Speaker 1>those cards. There was a ton of market confusion, not

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<v Speaker 1>just for end consumers, but also for programmers who were

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<v Speaker 1>making software in the first place. Well a Voodoo from

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<v Speaker 1>three D f X. Actually it would officially debut in

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<v Speaker 1>nine and the following year in Video would come out

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<v Speaker 1>with their second commercial product. This was their follow up

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<v Speaker 1>to the n V one. This was the n V

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<v Speaker 1>three because the n V two was canceled. This one

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<v Speaker 1>was better known as the RIVA on. RIVA or r

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<v Speaker 1>i v A stood for real Time Interactive Video and

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<v Speaker 1>Animation Accelerator and this was a hundred twenty eight bit

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<v Speaker 1>three D processor. That's why the one was in the name,

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<v Speaker 1>and that means the processor and busses could operate on

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<v Speaker 1>one eight bit integers or data units that were sixteen

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<v Speaker 1>octets wide. This gave the RIVA a bandwidth of one

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<v Speaker 1>point six gigabytes per second, which is the same thing

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<v Speaker 1>as twelve point eight gigabits per second. Incredible bandwidth. The

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<v Speaker 1>processor was a big hit with O E M or

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<v Speaker 1>original equipment manufacturer customers. So these were companies that either

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<v Speaker 1>made computers or they may graphics cards and they would

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<v Speaker 1>incorporate the REVA in them. It had four megabytes of

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<v Speaker 1>RAM and a two hundred six mega Hurts processor. Um.

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<v Speaker 1>There was a faster model that came out shortly thereafter,

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<v Speaker 1>called the Revo z X. That one had an additional

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<v Speaker 1>four megabytes of RAM, bringing up to eight and had

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<v Speaker 1>a clock speed of two hundred fifty mega hurts. This

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<v Speaker 1>chip was sold to those original equipment manufacturers, and one

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<v Speaker 1>of them was Diamond, which had also been one of

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<v Speaker 1>the O E M s for the original n V

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<v Speaker 1>one chip. They introduced the Diamond of Viper three thirty

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<v Speaker 1>which had a Reva one chip as its three D

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<v Speaker 1>graphics accelerator, and I read some reviews of the revoight

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<v Speaker 1>from that era. I actually found you can find reviews

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<v Speaker 1>online the date back to when this chip came out,

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<v Speaker 1>because the web was a thing in and the reviews

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<v Speaker 1>were pretty positive. Critics were impressed with the three D performance.

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<v Speaker 1>The review is also said that, you know, obviously the

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<v Speaker 1>quality of the performance didn't come just from in video,

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<v Speaker 1>but also from the manufacturers that produced the other equipment,

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<v Speaker 1>the the graphics cards themselves, like the motherboard for the

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<v Speaker 1>the that the chip was sitting on, so it was

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<v Speaker 1>more than justin video, but in video overall came out

0:11:22.559 --> 0:11:26.520
<v Speaker 1>looking pretty good. From the Reva however, it did create

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<v Speaker 1>a brand new problem for in Video but this one

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<v Speaker 1>was a welcome problem, not a bad one. It turned

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<v Speaker 1>out the company was not able to keep up with

0:11:34.000 --> 0:11:38.400
<v Speaker 1>demand because the Reva was a huge economic and critical

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<v Speaker 1>success for the company, and so in Video would sign

0:11:41.520 --> 0:11:46.920
<v Speaker 1>a manufacturing deal with T s MC to supplement manufacturing

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<v Speaker 1>that was already going on with their established partner. They

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<v Speaker 1>had been manufacturing chips through a company called st Micro

0:11:56.160 --> 0:12:01.040
<v Speaker 1>or Microsystems, and they decided to supplement that and use

0:12:01.080 --> 0:12:05.120
<v Speaker 1>a second second partner to provide even more of these.

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<v Speaker 1>By the end, in Video had gone from a struggling

0:12:09.440 --> 0:12:13.920
<v Speaker 1>company on the virginal collapse to owning twenty fo of

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<v Speaker 1>the market share in three D graphics processors. Not a

0:12:17.520 --> 0:12:21.880
<v Speaker 1>bad turnaround, and as it turns out, they had higher

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<v Speaker 1>heights to climb. I'll say more in just a moment,

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<v Speaker 1>but first let's take a quick break to thank our sponsor.

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<v Speaker 1>At this stage, the market was starting to clear out

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<v Speaker 1>a little bit. Some of the companies that had entered

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<v Speaker 1>the graphics cards space we're starting to go out of business.

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<v Speaker 1>But there were three companies that were essentially dominating the

0:12:49.080 --> 0:12:53.480
<v Speaker 1>high performance graphics cards space. Those three companies were a

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<v Speaker 1>T I, three D f X and Nvidia. Some companies,

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<v Speaker 1>in an effort to survive in this increase singly narrow market,

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<v Speaker 1>began to focus on creating budget graphics cards that had

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<v Speaker 1>fewer features, They had a slightly lower performance level, and

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<v Speaker 1>they were generally of a lower cost, so that would

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<v Speaker 1>put them in the range of a different market for gamers.

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<v Speaker 1>But in video was on pretty solid ground now. They

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<v Speaker 1>wanted to follow up on the success of the Reva

0:13:23.120 --> 0:13:26.720
<v Speaker 1>with their next card, which was the Riva TNT also

0:13:26.760 --> 0:13:30.000
<v Speaker 1>known as the n V four T n T stood

0:13:30.000 --> 0:13:34.119
<v Speaker 1>for twin Texel because this card actually added a parallel

0:13:34.160 --> 0:13:38.800
<v Speaker 1>pixel pipeline. It's a lot of ps there to get

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<v Speaker 1>the pop filter going, but this would double the rendering

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<v Speaker 1>speed for the card, and it was a two D

0:13:45.520 --> 0:13:48.040
<v Speaker 1>and three D graphics card. It had support for thirty

0:13:48.040 --> 0:13:51.600
<v Speaker 1>two bit true color graphics. They had expanded the RAM

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<v Speaker 1>up to sixteen megabytes, and it was available both in

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<v Speaker 1>PC I and A g P formats. Those would be

0:13:58.040 --> 0:14:02.880
<v Speaker 1>the buses that you could use with personal computers, and

0:14:02.920 --> 0:14:05.920
<v Speaker 1>there was two different formats for buses. The A g

0:14:06.080 --> 0:14:08.880
<v Speaker 1>P was the newer one of the two and the

0:14:08.960 --> 0:14:11.680
<v Speaker 1>superior one. As far as performance goes of the two,

0:14:12.160 --> 0:14:15.440
<v Speaker 1>but they in video. This time we're mostly focused on

0:14:15.480 --> 0:14:20.080
<v Speaker 1>PC I simply because a g P had not rolled

0:14:20.120 --> 0:14:22.840
<v Speaker 1>out to a very wide user base yet it was

0:14:22.880 --> 0:14:28.240
<v Speaker 1>still new enough where it was not widely adopted as

0:14:28.280 --> 0:14:32.280
<v Speaker 1>the news standard yet. The one downside to in Video's

0:14:32.320 --> 0:14:35.560
<v Speaker 1>design was that the complexity of the chip they had

0:14:35.600 --> 0:14:38.360
<v Speaker 1>made with the tn T meant they weren't able to

0:14:38.440 --> 0:14:41.920
<v Speaker 1>run it at what they had originally planned with their

0:14:41.960 --> 0:14:45.360
<v Speaker 1>memory core speed. They originally wanted to have a memory

0:14:45.360 --> 0:14:48.000
<v Speaker 1>core speed of a hundred twenty five Mega hurts, but

0:14:48.280 --> 0:14:51.720
<v Speaker 1>they found out that because they had made the chips

0:14:51.720 --> 0:14:54.040
<v Speaker 1>soaked or the card so complex, they had packed it

0:14:54.080 --> 0:14:56.840
<v Speaker 1>with so much stuff that if they tried to run

0:14:56.840 --> 0:15:00.280
<v Speaker 1>it at a Mega hurts, the card would over heat,

0:15:01.480 --> 0:15:04.040
<v Speaker 1>so they were forced to throttle the speed down to

0:15:04.240 --> 0:15:07.840
<v Speaker 1>nine d Mega hurts to avoid those overheating issues. The

0:15:07.840 --> 0:15:10.400
<v Speaker 1>big competitor to the t n T was three D

0:15:10.640 --> 0:15:14.400
<v Speaker 1>f x IS Voodoo Too card, which in benchmark tests

0:15:14.960 --> 0:15:18.160
<v Speaker 1>pretty much dominated the three D acceleration world. But the

0:15:18.240 --> 0:15:21.960
<v Speaker 1>Voodoo Too still required a second two D graphics card

0:15:22.000 --> 0:15:24.840
<v Speaker 1>to work. It was not a standalone all in one card,

0:15:25.400 --> 0:15:28.000
<v Speaker 1>so if you were to add up costs. If you

0:15:28.000 --> 0:15:31.520
<v Speaker 1>were building a brand new PC from the ground up,

0:15:31.920 --> 0:15:34.600
<v Speaker 1>you're buying all the different components. If you went with

0:15:34.640 --> 0:15:37.440
<v Speaker 1>a Voodoo too, the costs actually would go up a

0:15:37.480 --> 0:15:40.840
<v Speaker 1>bit because you had to have a secondary graphics card

0:15:40.880 --> 0:15:45.160
<v Speaker 1>in order to run the Voodoo two, whereas in videos

0:15:45.200 --> 0:15:47.520
<v Speaker 1>T and T wasn't all in one you could just

0:15:47.840 --> 0:15:50.920
<v Speaker 1>buy one card and get all of that, So it

0:15:50.960 --> 0:15:53.400
<v Speaker 1>all depended on what your needs were and what you

0:15:53.480 --> 0:15:57.720
<v Speaker 1>already had at your disposal. Also, behind the scenes, three

0:15:57.800 --> 0:16:00.760
<v Speaker 1>d FX was trying to head off competitors like in

0:16:00.920 --> 0:16:03.880
<v Speaker 1>Vidio and A T I by marketing and selling their

0:16:03.880 --> 0:16:08.120
<v Speaker 1>graphics card boards themselves directly. So three d f X,

0:16:08.160 --> 0:16:10.760
<v Speaker 1>in order to do this, purchased a company called STB

0:16:11.040 --> 0:16:13.600
<v Speaker 1>Systems for a hundred forty one million dollars in the

0:16:13.720 --> 0:16:17.720
<v Speaker 1>stock deal. But it turned out the cost of manufacturing

0:16:17.880 --> 0:16:21.880
<v Speaker 1>ended up being higher with STB Systems foundry than the

0:16:21.920 --> 0:16:24.480
<v Speaker 1>foundries that A T and nine and Video were using,

0:16:24.560 --> 0:16:31.000
<v Speaker 1>So the the actual expenses of producing the boards was

0:16:31.120 --> 0:16:35.840
<v Speaker 1>higher than competitors costs, and so that would eat into

0:16:35.880 --> 0:16:38.840
<v Speaker 1>your profit margin. If you're still trying to price your

0:16:38.960 --> 0:16:44.200
<v Speaker 1>your cards competitively against A T I and Nvidia. So

0:16:44.600 --> 0:16:47.520
<v Speaker 1>three d f x is misstep became in Video's opportunity

0:16:47.600 --> 0:16:50.560
<v Speaker 1>because some of three d f x's former partners began

0:16:50.600 --> 0:16:54.160
<v Speaker 1>to drift over to work within Video instead. But while

0:16:54.160 --> 0:16:57.720
<v Speaker 1>in Video was doing well against his competitors, specifically through

0:16:57.760 --> 0:17:00.600
<v Speaker 1>the t n T card, it was dealing with other

0:17:00.680 --> 0:17:04.200
<v Speaker 1>issues that were not so great. Silicon Graphics Incorporated now

0:17:04.440 --> 0:17:08.800
<v Speaker 1>s g I filed a lawsuit against Nvidia. The company

0:17:08.840 --> 0:17:12.080
<v Speaker 1>alleged that in Vidia had infringed on a patent related

0:17:12.119 --> 0:17:16.000
<v Speaker 1>to texture mapping. That dispute would stretch from the spring

0:17:16.119 --> 0:17:20.439
<v Speaker 1>of n all the way into nine but eventually the

0:17:20.480 --> 0:17:23.080
<v Speaker 1>two companies would reach a settlement, and as part of

0:17:23.119 --> 0:17:25.280
<v Speaker 1>that settlement, in Video would actually get s g i

0:17:25.359 --> 0:17:29.439
<v Speaker 1>s professional graphics portfolio, and they hired on several of

0:17:29.600 --> 0:17:32.800
<v Speaker 1>s g i s low level graphics team members, and

0:17:33.000 --> 0:17:36.520
<v Speaker 1>SGI sort of transitioned out of the graphics business at

0:17:36.560 --> 0:17:40.280
<v Speaker 1>that point and started to focus on other areas of business.

0:17:40.320 --> 0:17:43.480
<v Speaker 1>It never really worked out for that company. The company

0:17:43.600 --> 0:17:46.159
<v Speaker 1>s g I was already reeling from other problems, and

0:17:46.160 --> 0:17:49.240
<v Speaker 1>it would ultimately go into bankruptcy in two thousand nine.

0:17:49.800 --> 0:17:52.720
<v Speaker 1>And Video released the t n T two and the

0:17:52.760 --> 0:17:55.679
<v Speaker 1>t n T to Ultra the following year, which effectively

0:17:56.200 --> 0:17:59.680
<v Speaker 1>rested the title of most powerful three D accelerator away

0:17:59.760 --> 0:18:02.040
<v Speaker 1>from three D f X and the Voodoo three card.

0:18:02.400 --> 0:18:05.800
<v Speaker 1>At least in most bitchmark tests. Graphics cards are weird

0:18:05.880 --> 0:18:10.359
<v Speaker 1>by the way you typically test these by running various

0:18:10.880 --> 0:18:15.240
<v Speaker 1>tests that that check the different settings and different features

0:18:15.320 --> 0:18:17.920
<v Speaker 1>of these graphics cards, and it's not always a one

0:18:17.920 --> 0:18:20.959
<v Speaker 1>to one match. You don't always have features that measure

0:18:21.080 --> 0:18:25.639
<v Speaker 1>up where there's an equivalent on a competing card. So

0:18:25.960 --> 0:18:28.720
<v Speaker 1>depending on the test, you might have one card come

0:18:28.720 --> 0:18:31.159
<v Speaker 1>out on top, and then you change tests and you

0:18:31.280 --> 0:18:33.280
<v Speaker 1>run those same two cards through it, and the other

0:18:33.320 --> 0:18:36.600
<v Speaker 1>card comes out on top. So it's a little complicated

0:18:36.600 --> 0:18:38.920
<v Speaker 1>to talk about, but this was a point where in

0:18:39.040 --> 0:18:43.600
<v Speaker 1>Videous performance was look looked at as best in class,

0:18:43.640 --> 0:18:46.600
<v Speaker 1>at least at that moment. Uh. And also keep in mind,

0:18:46.640 --> 0:18:48.800
<v Speaker 1>we're still talking about a world that had different A

0:18:48.880 --> 0:18:51.000
<v Speaker 1>p I s out there that developers were using to

0:18:51.000 --> 0:18:54.639
<v Speaker 1>build software that had three D graphics in it, and

0:18:54.720 --> 0:18:59.080
<v Speaker 1>so sometimes you would find a program that would run

0:18:59.240 --> 0:19:02.639
<v Speaker 1>really well on a computer that had a three D

0:19:02.760 --> 0:19:05.679
<v Speaker 1>f X card, but not as well on a computer

0:19:05.760 --> 0:19:08.320
<v Speaker 1>that had in video card, and then meanwhile you might

0:19:08.320 --> 0:19:13.400
<v Speaker 1>get a different program made by a different developer that

0:19:13.520 --> 0:19:18.160
<v Speaker 1>the opposite is true. So it's very complicated. On October one,

0:19:18.480 --> 0:19:22.080
<v Speaker 1>and Video would define a new era because it announced

0:19:22.080 --> 0:19:26.399
<v Speaker 1>a new graphics card called the g Force two. It

0:19:26.520 --> 0:19:29.840
<v Speaker 1>previously had the code name in V ten. This was

0:19:29.880 --> 0:19:33.480
<v Speaker 1>the first chip to get the designation of GPU, or

0:19:33.560 --> 0:19:37.880
<v Speaker 1>graphics processing unit. The very first GPU was an Nvidia

0:19:38.640 --> 0:19:42.439
<v Speaker 1>product called the g Force two. So what was different

0:19:42.440 --> 0:19:45.520
<v Speaker 1>about this card? What was it that merited the creation

0:19:45.640 --> 0:19:48.959
<v Speaker 1>of a new term. Well, it had a transformation and

0:19:49.080 --> 0:19:53.680
<v Speaker 1>lighting engine which tackled floating point calculations to figure out

0:19:53.720 --> 0:19:57.880
<v Speaker 1>how to render transforming virtual three dimensional objects and display

0:19:57.920 --> 0:20:01.480
<v Speaker 1>them in a two dimensional representation of the image. Wait

0:20:01.480 --> 0:20:04.720
<v Speaker 1>what all right? This is actually not as complicated as

0:20:04.960 --> 0:20:06.679
<v Speaker 1>I just made it sound. In fact, a lot of

0:20:06.720 --> 0:20:08.760
<v Speaker 1>you probably are way ahead of me. But just in case,

0:20:09.080 --> 0:20:11.760
<v Speaker 1>here's what I actually mean by that. Let's imagine for

0:20:11.800 --> 0:20:15.440
<v Speaker 1>a second that you can pop into the virtual world

0:20:15.680 --> 0:20:18.600
<v Speaker 1>of a computer, kind of like Entron. So you are

0:20:18.640 --> 0:20:21.679
<v Speaker 1>in a virtual world, and in this virtual world you

0:20:21.720 --> 0:20:25.240
<v Speaker 1>can see three dimensional objects. Right, there are three dimensional

0:20:25.240 --> 0:20:29.560
<v Speaker 1>objects all around you. They truly have those three dimensions now,

0:20:29.560 --> 0:20:32.560
<v Speaker 1>and in the computer world, that's all represented by math.

0:20:32.760 --> 0:20:36.960
<v Speaker 1>They are just virtual objects. But let's pretend that we

0:20:37.040 --> 0:20:39.800
<v Speaker 1>are in that virtual world. We can see them, and

0:20:39.840 --> 0:20:43.320
<v Speaker 1>we can see how those objects transform as they move

0:20:43.400 --> 0:20:47.160
<v Speaker 1>through a space and environment. Maybe they change shape. Maybe

0:20:47.200 --> 0:20:50.479
<v Speaker 1>it represents a character in a video game, and as

0:20:50.520 --> 0:20:53.679
<v Speaker 1>the character moves, we see how this shape changes. We

0:20:53.720 --> 0:20:57.520
<v Speaker 1>can see how light from fixed sources can play over

0:20:57.560 --> 0:21:01.360
<v Speaker 1>the surfaces of these three dimensional images. We can see

0:21:01.400 --> 0:21:05.679
<v Speaker 1>where shadows form, where highlights are. Now, let's say that

0:21:05.760 --> 0:21:08.359
<v Speaker 1>we we have these three dimensional images that exist in

0:21:08.400 --> 0:21:11.560
<v Speaker 1>this virtual world, and now it's time for us to

0:21:11.680 --> 0:21:16.040
<v Speaker 1>display those images to the real world. And our our

0:21:16.119 --> 0:21:19.600
<v Speaker 1>method of doing that. Our medium is a computer display.

0:21:19.640 --> 0:21:23.439
<v Speaker 1>But computer displays are not three dimensional. They are two dimensional.

0:21:23.720 --> 0:21:26.040
<v Speaker 1>They have width and length, but they don't have depth.

0:21:26.840 --> 0:21:29.080
<v Speaker 1>And so you have to figure out how do I

0:21:29.200 --> 0:21:33.399
<v Speaker 1>portray this virtual three dimensional image that has stuff like

0:21:33.560 --> 0:21:36.520
<v Speaker 1>lighting effects going on with it in a way that

0:21:36.640 --> 0:21:40.600
<v Speaker 1>makes sense within a two dimensional medium, so that you

0:21:40.680 --> 0:21:43.720
<v Speaker 1>get the idea of what that object, how that object

0:21:43.800 --> 0:21:48.200
<v Speaker 1>is shaped. Before the g fource two six, the CPU

0:21:48.400 --> 0:21:51.920
<v Speaker 1>handled that sort of work, this transformation and lighting work.

0:21:52.280 --> 0:21:55.320
<v Speaker 1>But the CPU was also doing all the other work too,

0:21:55.440 --> 0:21:59.120
<v Speaker 1>besides the other graphics processing, and that meant that if

0:21:59.160 --> 0:22:02.159
<v Speaker 1>you added in too much detail in your game, everything

0:22:02.200 --> 0:22:05.320
<v Speaker 1>would bog down and run super slowly or maybe even

0:22:05.400 --> 0:22:09.240
<v Speaker 1>crash because the CPU would be so busy trying to

0:22:09.640 --> 0:22:13.639
<v Speaker 1>calculate all the information required to display that kind of

0:22:13.680 --> 0:22:17.200
<v Speaker 1>stuff that it couldn't do anything else. But by moving

0:22:17.200 --> 0:22:21.520
<v Speaker 1>that requirement over to the graphics card, the GPU could

0:22:21.560 --> 0:22:24.359
<v Speaker 1>free the CPU up to do other calculations, and the

0:22:24.400 --> 0:22:28.080
<v Speaker 1>bandwidth the GPU was super high, high enough to handle

0:22:28.359 --> 0:22:31.399
<v Speaker 1>a massive amount of data, so as long as the

0:22:31.440 --> 0:22:36.159
<v Speaker 1>processor was fast, it could go through this information very quickly.

0:22:36.359 --> 0:22:38.720
<v Speaker 1>In fact, that g Force two six had a throughput

0:22:38.960 --> 0:22:42.359
<v Speaker 1>that was about five times greater than that of a

0:22:42.400 --> 0:22:47.520
<v Speaker 1>five fifty Mega Hurts Pentium three processor, So for certain

0:22:47.560 --> 0:22:51.520
<v Speaker 1>types of applications, a GPU is going to be much

0:22:51.560 --> 0:22:55.440
<v Speaker 1>better than a CPU. Plus, the GPU had on board memory,

0:22:56.040 --> 0:22:59.560
<v Speaker 1>it included a second set of parallel pixel pipelines that

0:22:59.720 --> 0:23:02.480
<v Speaker 1>meant you had four total that was double the TNT

0:23:02.680 --> 0:23:06.199
<v Speaker 1>design and game design developers now could create games with

0:23:06.280 --> 0:23:08.760
<v Speaker 1>much more detail without fear of causing a total slow

0:23:08.840 --> 0:23:12.200
<v Speaker 1>down on a system. It was a literal game changer.

0:23:12.840 --> 0:23:15.040
<v Speaker 1>The clock speed for the g Force two fifty six

0:23:15.080 --> 0:23:18.480
<v Speaker 1>was technically slower than that of the Riva T and

0:23:18.560 --> 0:23:22.040
<v Speaker 1>T two, so they actually took a step down in

0:23:22.080 --> 0:23:24.879
<v Speaker 1>their clock speed. They didn't make it faster than the

0:23:24.920 --> 0:23:29.520
<v Speaker 1>previous graphics card. However, the improvements they made in the

0:23:29.680 --> 0:23:33.160
<v Speaker 1>architecture meant that the g Force two fifty six still

0:23:33.200 --> 0:23:37.600
<v Speaker 1>performed at at faster speed than the t n T two,

0:23:37.840 --> 0:23:41.119
<v Speaker 1>even though the clock speed was slower. Now, up to

0:23:41.160 --> 0:23:43.840
<v Speaker 1>this point, I've gone through the Nvidia cards more or

0:23:43.880 --> 0:23:46.479
<v Speaker 1>less one by one because they were really important for

0:23:46.520 --> 0:23:49.280
<v Speaker 1>the foundation and success of the company and its rise

0:23:49.359 --> 0:23:52.760
<v Speaker 1>from startup to industry giant. But from this point forward,

0:23:52.800 --> 0:23:55.440
<v Speaker 1>I'm going to be jumping around a bit. Otherwise, all

0:23:55.440 --> 0:23:57.560
<v Speaker 1>I'm gonna be doing is giving you a long list

0:23:57.560 --> 0:24:00.280
<v Speaker 1>of graphics cards and their specifications, and that is not

0:24:00.640 --> 0:24:05.200
<v Speaker 1>terribly interesting. It's like reading a catalog. However, around this time,

0:24:05.720 --> 0:24:08.919
<v Speaker 1>things were still in that pretty chaotic stage in the

0:24:08.960 --> 0:24:12.400
<v Speaker 1>gaming rig world. You had a small number of companies

0:24:12.440 --> 0:24:15.640
<v Speaker 1>that were dominating the graphics cards scene at the very top,

0:24:15.960 --> 0:24:18.280
<v Speaker 1>but there were lots of different budget companies out there.

0:24:18.359 --> 0:24:21.000
<v Speaker 1>There were other companies that would occasionally create a high

0:24:21.040 --> 0:24:24.320
<v Speaker 1>performing graphics card to try and compete with a t

0:24:24.480 --> 0:24:27.920
<v Speaker 1>I three D f X and Nvidia, And there were

0:24:27.960 --> 0:24:31.760
<v Speaker 1>also the companies that were specializing in sound cards. There

0:24:31.760 --> 0:24:35.320
<v Speaker 1>were the different application programming interfaces, there were the different

0:24:35.400 --> 0:24:39.359
<v Speaker 1>drivers that were meant to try and make more compatibility

0:24:39.400 --> 0:24:43.840
<v Speaker 1>between different hardware and software. It was still a huge,

0:24:44.480 --> 0:24:47.800
<v Speaker 1>confusing mess for a lot of people, including myself. I

0:24:47.800 --> 0:24:49.639
<v Speaker 1>remember the days of looking at a game and wondering

0:24:49.640 --> 0:24:51.560
<v Speaker 1>if I could even play it because it might not

0:24:51.600 --> 0:24:54.879
<v Speaker 1>be compatible with one or more of the components inside

0:24:54.920 --> 0:24:57.960
<v Speaker 1>my PC. It was a real mess. And not all

0:24:57.960 --> 0:25:00.200
<v Speaker 1>the companies that were around at that point would serve five,

0:25:01.240 --> 0:25:05.400
<v Speaker 1>but in Video would. Now, when we come back, i'll

0:25:05.400 --> 0:25:08.080
<v Speaker 1>give you a little last look at what in Video

0:25:08.119 --> 0:25:10.480
<v Speaker 1>has been up to, and we'll kind of rush through

0:25:11.119 --> 0:25:13.919
<v Speaker 1>the rest of its of its history to kind of

0:25:13.960 --> 0:25:16.240
<v Speaker 1>give you the highlights. But first let's take a quick

0:25:16.240 --> 0:25:27.480
<v Speaker 1>break to thank our sponsor. In late nine and Video

0:25:27.560 --> 0:25:31.200
<v Speaker 1>announced a new line of products called Quadripe cards. These

0:25:31.240 --> 0:25:35.240
<v Speaker 1>were meant not for gaming rigs, but for professional workstations,

0:25:35.280 --> 0:25:38.280
<v Speaker 1>so in videos branching out. At this point, the GPU

0:25:38.440 --> 0:25:41.679
<v Speaker 1>was showing that it had some interesting uses outside of

0:25:41.760 --> 0:25:45.119
<v Speaker 1>rendering graphics for gamers, although at this point it was

0:25:45.160 --> 0:25:50.679
<v Speaker 1>really still about high end graphically intensive workstations. But speaking

0:25:50.680 --> 0:25:53.920
<v Speaker 1>of games, and video also landed a pretty sweet contract

0:25:54.000 --> 0:25:59.320
<v Speaker 1>with Microsoft. Microsoft was developing its own game console, which

0:25:59.320 --> 0:26:02.080
<v Speaker 1>at that point was still a super secret project and

0:26:02.119 --> 0:26:05.880
<v Speaker 1>it wouldn't come out until November two thousand one. Obviously,

0:26:05.960 --> 0:26:09.520
<v Speaker 1>that was the original Xbox, and Microsoft went in Video

0:26:09.600 --> 0:26:11.920
<v Speaker 1>to build the graphics chip that would be inside the system.

0:26:12.040 --> 0:26:15.480
<v Speaker 1>So the initial payment for that chip, which was called

0:26:15.520 --> 0:26:18.960
<v Speaker 1>the n V two A internally at Nvidia, was two

0:26:19.040 --> 0:26:23.800
<v Speaker 1>hundred million dollars, healthy chunk of change, one might even say,

0:26:24.040 --> 0:26:27.520
<v Speaker 1>a princely some. By the end of the fiscal year,

0:26:27.600 --> 0:26:30.400
<v Speaker 1>in Video had made a profit of forty one million dollars,

0:26:30.760 --> 0:26:34.600
<v Speaker 1>which was ten times more than the previous year's profit.

0:26:35.119 --> 0:26:37.880
<v Speaker 1>That's a heck of a lot of growth. It's really

0:26:37.960 --> 0:26:39.879
<v Speaker 1>nice to be able to point to a number and

0:26:39.920 --> 0:26:42.600
<v Speaker 1>say we made ten times as much money this year,

0:26:43.240 --> 0:26:46.080
<v Speaker 1>not not ten times the revenue, ten times the profit.

0:26:47.160 --> 0:26:50.840
<v Speaker 1>The following year saw in Video sweep up a former competitor,

0:26:51.080 --> 0:26:54.520
<v Speaker 1>or begin to anyway, three d f X, which had

0:26:54.600 --> 0:26:57.680
<v Speaker 1>transformed the PC gaming industry in the mid nineties when

0:26:57.680 --> 0:27:01.480
<v Speaker 1>they launched the Voodoo three D accelerator car had essentially

0:27:01.480 --> 0:27:05.719
<v Speaker 1>started to burn itself out. It had made some bad acquisitions, uh,

0:27:05.840 --> 0:27:08.440
<v Speaker 1>some of the cards that had created just weren't performing

0:27:08.480 --> 0:27:11.440
<v Speaker 1>well in the marketplace, and in Video made a move

0:27:11.480 --> 0:27:14.920
<v Speaker 1>to acquire three D effects, mostly for the intellectual property

0:27:14.960 --> 0:27:17.960
<v Speaker 1>and for some of their engineers, and it began the

0:27:18.000 --> 0:27:22.240
<v Speaker 1>acquisition process starting at the tail end of two thousand.

0:27:22.760 --> 0:27:26.640
<v Speaker 1>But this acquisition process was incredibly painful and troublesome. There

0:27:26.640 --> 0:27:29.080
<v Speaker 1>were a ton of different court cases that came out

0:27:29.520 --> 0:27:33.200
<v Speaker 1>from creditors who said that, you know, three D f

0:27:33.359 --> 0:27:35.360
<v Speaker 1>X had owed them a lot of money and therefore

0:27:35.440 --> 0:27:39.400
<v Speaker 1>they deserved a larger slice of cash from the acquisition.

0:27:39.880 --> 0:27:44.639
<v Speaker 1>So that process did not officially conclude until two thousand eight,

0:27:45.240 --> 0:27:49.200
<v Speaker 1>So it's like an eight year acquisition process that's pretty painful.

0:27:49.760 --> 0:27:52.440
<v Speaker 1>At this point, A t I was still the dominant

0:27:52.520 --> 0:27:55.720
<v Speaker 1>name in graphics cards in Video was in second place,

0:27:56.000 --> 0:27:58.560
<v Speaker 1>but that would quickly switch where in Video was finally

0:27:58.600 --> 0:28:01.919
<v Speaker 1>able to kind of overtake A t I. The follow

0:28:02.000 --> 0:28:04.040
<v Speaker 1>up of the G Force two fifty six was the

0:28:04.040 --> 0:28:07.080
<v Speaker 1>g Force two just seems like a prequel to me,

0:28:07.480 --> 0:28:10.480
<v Speaker 1>but anyway, g Force two line of cards were the

0:28:10.600 --> 0:28:15.119
<v Speaker 1>first from Nvidia to support multiple monitor configurations, which is

0:28:15.119 --> 0:28:17.760
<v Speaker 1>something we take for granted these days. Then after that

0:28:17.880 --> 0:28:20.520
<v Speaker 1>came the g Force three that debuted in February two

0:28:20.800 --> 0:28:24.600
<v Speaker 1>one and in video introduced some new technologies with these cards,

0:28:24.640 --> 0:28:29.200
<v Speaker 1>implementing processors saving features, like one called light Speed Memory

0:28:29.320 --> 0:28:32.840
<v Speaker 1>Architecture or l m A. Essentially, what lm A did

0:28:33.080 --> 0:28:35.640
<v Speaker 1>two pixels is the same thing that MP three files

0:28:35.720 --> 0:28:39.000
<v Speaker 1>due to sound. It's a it's sort of a compression strategy.

0:28:39.320 --> 0:28:42.640
<v Speaker 1>So what I mean by that is MP three compression.

0:28:42.960 --> 0:28:45.160
<v Speaker 1>One of the strategy is MP three uses is it

0:28:45.240 --> 0:28:49.959
<v Speaker 1>analyzes the sound within a file and it says, anything

0:28:50.320 --> 0:28:53.320
<v Speaker 1>that appears to be outside the range of human hearing,

0:28:53.560 --> 0:28:55.520
<v Speaker 1>we're just gonna get rid of that data. We don't

0:28:55.520 --> 0:28:57.560
<v Speaker 1>need it because no one could hear it anyway. If

0:28:57.560 --> 0:28:59.320
<v Speaker 1>you can't hear it, we don't need to save it.

0:28:59.640 --> 0:29:02.840
<v Speaker 1>And that save space, right, We aren't saving all that

0:29:02.920 --> 0:29:06.200
<v Speaker 1>extraneous information. L m A does the same thing, except

0:29:06.280 --> 0:29:10.800
<v Speaker 1>with pixels. It would indicate like, well, these pixels are

0:29:10.880 --> 0:29:15.320
<v Speaker 1>being blocked on the screen by some other component, so

0:29:15.800 --> 0:29:19.040
<v Speaker 1>there's no need to save this information because those pixels

0:29:19.040 --> 0:29:21.320
<v Speaker 1>are not going to be displayed. Let's say it's pixels

0:29:21.320 --> 0:29:25.400
<v Speaker 1>that represent a character and the character passes behind something

0:29:26.080 --> 0:29:30.000
<v Speaker 1>that is uh blocking your view of the character. Well,

0:29:30.040 --> 0:29:33.160
<v Speaker 1>there's no reason to keep the information of the pixels

0:29:33.160 --> 0:29:35.160
<v Speaker 1>that relate to the character at that point because you

0:29:35.200 --> 0:29:40.080
<v Speaker 1>can't see it anyway. So uh. It was called a

0:29:40.120 --> 0:29:44.160
<v Speaker 1>process called z occlusion culling, and it would help save

0:29:46.080 --> 0:29:49.120
<v Speaker 1>save bandwidth because you don't need as much You're not

0:29:49.160 --> 0:29:52.360
<v Speaker 1>sending as much data through, so you can, uh you

0:29:52.360 --> 0:29:54.720
<v Speaker 1>don't have to worry about taking up so much bandwidth space.

0:29:55.280 --> 0:29:57.240
<v Speaker 1>This marked a turning point for in video. This was

0:29:57.280 --> 0:30:01.320
<v Speaker 1>the point wherein Video overtook a TI as the industry leader. Actually,

0:30:01.360 --> 0:30:03.640
<v Speaker 1>there was a couple of shifts here. At this point,

0:30:03.720 --> 0:30:08.720
<v Speaker 1>in Vidia commanded of the graphics market. Intel was in

0:30:08.800 --> 0:30:11.640
<v Speaker 1>second place with and a t I had fallen to

0:30:11.680 --> 0:30:16.080
<v Speaker 1>third place. Now that would not remain steady over the

0:30:16.080 --> 0:30:20.280
<v Speaker 1>next few years. Companies would swap places a couple of times,

0:30:20.760 --> 0:30:23.760
<v Speaker 1>but it did show that in Vidia had now become

0:30:24.440 --> 0:30:28.200
<v Speaker 1>a truly dominant player in this space. Then we get

0:30:28.240 --> 0:30:30.719
<v Speaker 1>the g Force four that came out in February two.

0:30:31.880 --> 0:30:34.280
<v Speaker 1>There were several budget models that came out along with

0:30:34.360 --> 0:30:37.440
<v Speaker 1>that series, and they were in a line called m X.

0:30:37.600 --> 0:30:41.760
<v Speaker 1>They were actually focused or built largely upon the architecture

0:30:41.800 --> 0:30:44.800
<v Speaker 1>from g Force two, not g Force four. So even

0:30:44.840 --> 0:30:46.960
<v Speaker 1>though they were part of the g Force four series,

0:30:47.600 --> 0:30:50.200
<v Speaker 1>they were based on an on an earlier and some

0:30:50.280 --> 0:30:53.800
<v Speaker 1>would say outdated architecture, and they had limited features, but

0:30:53.800 --> 0:30:55.520
<v Speaker 1>they also had a lower price point. So here in

0:30:55.640 --> 0:30:59.080
<v Speaker 1>Video was saying, I'm seeing all these other companies coming

0:30:59.120 --> 0:31:06.200
<v Speaker 1>out with budget graphics cards aimed at a different target audience.

0:31:06.240 --> 0:31:08.280
<v Speaker 1>What if we win after those people and we just

0:31:08.320 --> 0:31:13.880
<v Speaker 1>start creating budget, lower feature graphics cards. And that's sort

0:31:13.920 --> 0:31:17.720
<v Speaker 1>of what this this was. Fortune would name in Video

0:31:17.880 --> 0:31:20.560
<v Speaker 1>the fastest growing company in the United States in two

0:31:20.560 --> 0:31:24.120
<v Speaker 1>thousand two, and in two thousand three, in Video acquired

0:31:24.120 --> 0:31:26.760
<v Speaker 1>a company called media Q that specialized in graphics and

0:31:26.800 --> 0:31:30.080
<v Speaker 1>MultiMate technology for wireless devices. Is where we start seeing

0:31:30.120 --> 0:31:33.760
<v Speaker 1>in Video getting into mobile technology as well. This is

0:31:33.800 --> 0:31:37.400
<v Speaker 1>also the year when in Video co founder Curtis Prium retires,

0:31:38.120 --> 0:31:40.160
<v Speaker 1>and it's also the year and Video would release the

0:31:40.240 --> 0:31:44.640
<v Speaker 1>first cards in its g Force f X series, including

0:31:44.680 --> 0:31:49.320
<v Speaker 1>one that became infamous. The g Force hundred, had a

0:31:49.440 --> 0:31:54.320
<v Speaker 1>nickname in the industry, it was the dust Buster. Why well,

0:31:54.360 --> 0:31:57.080
<v Speaker 1>the dust Buster or g Force fifty hundred had a

0:31:57.200 --> 0:32:02.200
<v Speaker 1>dual slot cooling mechanism double and cooling takes up two slots,

0:32:02.920 --> 0:32:07.400
<v Speaker 1>high powered, very loud. So people said, oh, it sounds

0:32:07.440 --> 0:32:10.000
<v Speaker 1>like that you've got a vacuum cleaner inside your computer,

0:32:10.320 --> 0:32:15.760
<v Speaker 1>because it's it's so distracting, so loud. This was a

0:32:15.760 --> 0:32:18.760
<v Speaker 1>a piece of technology that was built in part by

0:32:18.800 --> 0:32:21.400
<v Speaker 1>some of the engineers that in video had pulled over

0:32:21.480 --> 0:32:26.440
<v Speaker 1>from three Dfx, and that it got a lot of

0:32:26.520 --> 0:32:29.080
<v Speaker 1>ribbing in the industry for the fact that it was

0:32:29.200 --> 0:32:32.360
<v Speaker 1>it was so loud, but others in the f X

0:32:32.440 --> 0:32:36.320
<v Speaker 1>line would end up getting some acclaim. The company created

0:32:36.360 --> 0:32:39.880
<v Speaker 1>a demo as well in this in two thousand three.

0:32:40.600 --> 0:32:44.440
<v Speaker 1>The demo was called Dawn d A w N and

0:32:44.480 --> 0:32:46.800
<v Speaker 1>it was all meant to show off the various features

0:32:46.960 --> 0:32:52.760
<v Speaker 1>of what the the g Force Effex line of graphics

0:32:52.760 --> 0:32:55.640
<v Speaker 1>cards was capable of doing. And the way it did

0:32:55.720 --> 0:33:02.320
<v Speaker 1>this was it showed a female ferry, little wings, translucent wings,

0:33:03.440 --> 0:33:08.760
<v Speaker 1>translucent outfit. Um. The the naughty bits were covered by

0:33:08.840 --> 0:33:12.360
<v Speaker 1>opaque costuming, but the rest of it was see through

0:33:13.080 --> 0:33:16.760
<v Speaker 1>and the ferry was very curvacious a lot of people

0:33:17.200 --> 0:33:19.440
<v Speaker 1>called out a video saying it was the most blatant

0:33:19.560 --> 0:33:22.280
<v Speaker 1>use of sex appeal to try and sell a graphics

0:33:22.280 --> 0:33:26.320
<v Speaker 1>card up to that date. UH, So they got some

0:33:26.560 --> 0:33:34.400
<v Speaker 1>criticism for their use of this particular visual effect in

0:33:34.480 --> 0:33:37.440
<v Speaker 1>order to try and sell cards. In two thousand four,

0:33:38.280 --> 0:33:40.960
<v Speaker 1>s l I technology would debut, and that would allow

0:33:41.040 --> 0:33:44.720
<v Speaker 1>users to link together multiple GPUs to boost performance even further.

0:33:44.880 --> 0:33:48.280
<v Speaker 1>That it's where you start seeing these crazy gaming rigs

0:33:48.280 --> 0:33:54.239
<v Speaker 1>that have multiple GPUs in link together, plus typically some

0:33:54.320 --> 0:33:59.200
<v Speaker 1>sort of crazy cooling system, because as you start adding

0:33:59.200 --> 0:34:02.200
<v Speaker 1>more CPU and GPU power to a system, it's going

0:34:02.240 --> 0:34:05.760
<v Speaker 1>to generate more heat, and heat and electronics don't go

0:34:05.920 --> 0:34:09.120
<v Speaker 1>well together. If they get hot enough, things tend to

0:34:09.120 --> 0:34:12.840
<v Speaker 1>break down. So there are a lot of innovative cooling

0:34:12.880 --> 0:34:14.719
<v Speaker 1>systems that came out around this time as well to

0:34:14.760 --> 0:34:19.319
<v Speaker 1>try and keep those temperatures at at nominal levels so

0:34:19.640 --> 0:34:22.960
<v Speaker 1>things would still operate well. In two thousand five, in

0:34:23.200 --> 0:34:27.480
<v Speaker 1>Video would UH get the contract to develop the graphics

0:34:27.560 --> 0:34:31.440
<v Speaker 1>processor for Sony's PlayStation three console. So they had already

0:34:31.480 --> 0:34:33.600
<v Speaker 1>developed the one for Xbox. Now they were developing the

0:34:33.600 --> 0:34:36.000
<v Speaker 1>one from PlayStation three, and in two thousand six and

0:34:36.120 --> 0:34:39.759
<v Speaker 1>Video introduced the seventy x two, which was the first

0:34:39.760 --> 0:34:43.000
<v Speaker 1>of in videous cards to feature two GPU single boards

0:34:43.360 --> 0:34:47.200
<v Speaker 1>packaged as a single product, so it was a dual

0:34:47.440 --> 0:34:52.719
<v Speaker 1>GPU all in one package. On October two thousand six,

0:34:52.800 --> 0:34:57.319
<v Speaker 1>a m D would acquire a t I, the competitor

0:34:57.440 --> 0:35:00.719
<v Speaker 1>to in video. That acquisition was a huge deal. Is

0:35:00.760 --> 0:35:05.600
<v Speaker 1>like five point four billion dollars, an enormous deal. And

0:35:05.719 --> 0:35:07.920
<v Speaker 1>now it was no longer in video versus a t I.

0:35:08.080 --> 0:35:10.440
<v Speaker 1>Now it was in video versus a m D. And

0:35:10.520 --> 0:35:15.760
<v Speaker 1>remember that H. Jensen Huang, the president and CEO of Nvidia,

0:35:15.840 --> 0:35:18.279
<v Speaker 1>the co founder of Nvidia, had you had worked for

0:35:18.320 --> 0:35:20.920
<v Speaker 1>a m D for a while. In June two seven,

0:35:21.480 --> 0:35:26.480
<v Speaker 1>and Video introduced a line of math coprocessors called Tesla.

0:35:26.680 --> 0:35:29.600
<v Speaker 1>Now these initially used architecture that was originally built for

0:35:29.640 --> 0:35:33.240
<v Speaker 1>the g Force and Quadrille products, and they are general

0:35:33.320 --> 0:35:38.160
<v Speaker 1>purpose GPUs because now there was this emerging opportunity to

0:35:38.280 --> 0:35:42.920
<v Speaker 1>use GPUs to tackle other problems besides rendering graphics. GPUs

0:35:42.960 --> 0:35:47.920
<v Speaker 1>can power supercomputers, and they can perform calculations that have

0:35:48.000 --> 0:35:51.600
<v Speaker 1>high floating operations per seconds or or flops. They can

0:35:51.920 --> 0:35:55.240
<v Speaker 1>handle huge amounts of data and and and perform lots

0:35:55.320 --> 0:35:58.560
<v Speaker 1>of operations in a short amount of time. The big

0:35:58.600 --> 0:36:01.719
<v Speaker 1>difference between the Tesla GPUs and the ones that we're

0:36:01.840 --> 0:36:06.160
<v Speaker 1>powering gaming rigs is that the Tesla versions didn't have

0:36:06.239 --> 0:36:09.120
<v Speaker 1>any output to displays because that's not what they were for.

0:36:09.280 --> 0:36:11.680
<v Speaker 1>They weren't meant to create graphics. They were meant to

0:36:11.719 --> 0:36:16.520
<v Speaker 1>crunch numbers. And uh, I think this really does mark

0:36:16.560 --> 0:36:22.680
<v Speaker 1>the beginning of using GPUs to do some pretty phenomenal stuff.

0:36:23.120 --> 0:36:25.320
<v Speaker 1>And we see it and a lot of parallel processing

0:36:25.360 --> 0:36:29.520
<v Speaker 1>applications where you have these problems that can be broken

0:36:29.600 --> 0:36:33.040
<v Speaker 1>up into smaller parts. A lot of GPUs are really

0:36:33.040 --> 0:36:35.640
<v Speaker 1>good at handling that kind of stuff. The g Force

0:36:35.800 --> 0:36:39.279
<v Speaker 1>eight series would come out from Video and included chip

0:36:39.320 --> 0:36:44.680
<v Speaker 1>sets that had high lead solder and inadequate cooling mechanisms.

0:36:45.360 --> 0:36:48.399
<v Speaker 1>So there were a substantial number, not all of them,

0:36:48.440 --> 0:36:51.960
<v Speaker 1>but a substantial number of cards that had g Force

0:36:52.040 --> 0:36:56.440
<v Speaker 1>eight series chips in them that ended up suffering failures

0:36:56.920 --> 0:37:03.440
<v Speaker 1>because of overheating issues. This led to in Vidia writing

0:37:03.480 --> 0:37:07.960
<v Speaker 1>off about a couple of hundred million dollars worth of product.

0:37:08.680 --> 0:37:12.000
<v Speaker 1>Not to mention it led to lawsuits that alleged that

0:37:12.200 --> 0:37:17.319
<v Speaker 1>the CEO Jensen Huang and the CFO Marvin Burkett were

0:37:17.360 --> 0:37:21.720
<v Speaker 1>aware of these manufacturing problems, but they didn't say anything

0:37:21.760 --> 0:37:25.720
<v Speaker 1>about it. They attempted to go forward despite these issues,

0:37:26.360 --> 0:37:29.360
<v Speaker 1>and according to one source, the full amount that the the

0:37:29.400 --> 0:37:33.799
<v Speaker 1>company incurred as a cost relating to this problem ended

0:37:33.880 --> 0:37:38.719
<v Speaker 1>up being around four hundred seventies six million dollars, and

0:37:38.920 --> 0:37:42.879
<v Speaker 1>one of the UH sources I was reading said, it's

0:37:42.920 --> 0:37:46.480
<v Speaker 1>unfortunate that this happened. It ended up being such a

0:37:46.520 --> 0:37:49.719
<v Speaker 1>black mark against in Video's reputation that a lot of

0:37:49.719 --> 0:37:53.839
<v Speaker 1>people to this day hold it against the company. Um

0:37:54.239 --> 0:37:59.080
<v Speaker 1>because it was it came across is so deceptive and

0:37:59.239 --> 0:38:01.680
<v Speaker 1>um and see like it was exploiting the customer base,

0:38:02.040 --> 0:38:05.279
<v Speaker 1>and Video would stumble again, at least according to a

0:38:05.280 --> 0:38:09.040
<v Speaker 1>lot of critics. With the G Force nine series, a

0:38:09.040 --> 0:38:11.160
<v Speaker 1>lot of people said that it didn't really have very

0:38:11.280 --> 0:38:16.000
<v Speaker 1>much very many innovative factors, but in Video would introduce

0:38:16.080 --> 0:38:20.880
<v Speaker 1>new micro architecture code named FIRMI in with a launch

0:38:20.920 --> 0:38:24.840
<v Speaker 1>of a news series, the G Force four series, which

0:38:25.320 --> 0:38:30.719
<v Speaker 1>did not It didn't equal the performance of a m

0:38:30.800 --> 0:38:34.400
<v Speaker 1>d S flagship cards, but it was more affordable and

0:38:34.440 --> 0:38:37.160
<v Speaker 1>it performed well enough. It just wasn't at the same

0:38:38.120 --> 0:38:41.160
<v Speaker 1>level of metrics that a m d S flagships were

0:38:41.200 --> 0:38:45.600
<v Speaker 1>performing at, and in Video had also throttled the clock

0:38:45.680 --> 0:38:51.240
<v Speaker 1>speed of the cards on that on that series, largely

0:38:51.280 --> 0:38:55.040
<v Speaker 1>in order to make sure that power consumption stayed at

0:38:55.080 --> 0:38:57.520
<v Speaker 1>nominal levels. But it did mean that if you were

0:38:57.520 --> 0:39:01.239
<v Speaker 1>a serious gamer and you didn't mind getting your your

0:39:01.280 --> 0:39:06.439
<v Speaker 1>hands a little dirty, uh metaphorically speaking, you could over

0:39:06.560 --> 0:39:11.839
<v Speaker 1>clock your GPU. You could make it run faster than

0:39:11.920 --> 0:39:14.880
<v Speaker 1>what it was supposed to run. Because in Video had

0:39:14.920 --> 0:39:18.880
<v Speaker 1>been very conservative and had throttled, the actual top speed

0:39:19.560 --> 0:39:22.400
<v Speaker 1>of the processing units was much higher than what in

0:39:22.520 --> 0:39:25.319
<v Speaker 1>Video put it out to be, So if you wanted to,

0:39:25.400 --> 0:39:27.920
<v Speaker 1>you could overclock it get some better performance out of it.

0:39:28.200 --> 0:39:31.000
<v Speaker 1>And Video followed up for me with other micro architecture

0:39:31.040 --> 0:39:37.239
<v Speaker 1>designs you had Kepler had, Maxwell, Pascal and Turing and

0:39:37.560 --> 0:39:40.719
<v Speaker 1>just in general, the way micro architecture tends to work.

0:39:41.200 --> 0:39:45.319
<v Speaker 1>Intel does this as well, is that you get what

0:39:45.480 --> 0:39:51.479
<v Speaker 1>Intel calls the TICK talk approach, where in TICK you

0:39:52.239 --> 0:39:57.920
<v Speaker 1>create a new layout of your of your microprocessor that

0:39:58.000 --> 0:40:02.080
<v Speaker 1>has smaller components. It's when you've shrunk things down so

0:40:02.120 --> 0:40:05.400
<v Speaker 1>that you can fit more individual components on the same

0:40:05.520 --> 0:40:11.160
<v Speaker 1>amount of chip space as the previous generation. So UH

0:40:11.400 --> 0:40:14.120
<v Speaker 1>think of it as like cramming more employees into the

0:40:14.160 --> 0:40:18.120
<v Speaker 1>same office space. And and so you can keep doing that,

0:40:18.520 --> 0:40:20.920
<v Speaker 1>especially if you get smaller employees right they take up

0:40:21.000 --> 0:40:26.240
<v Speaker 1>less space individually. Then the tox side is where you

0:40:26.719 --> 0:40:32.080
<v Speaker 1>end up fine tuning the layout of the office space

0:40:32.160 --> 0:40:35.799
<v Speaker 1>to accommodate the fact that you've crammed more employees in there.

0:40:36.800 --> 0:40:40.920
<v Speaker 1>So when I talk about these different micro architecture designs,

0:40:41.080 --> 0:40:45.000
<v Speaker 1>it's a combination of things. It's creating dye sets that

0:40:45.120 --> 0:40:49.520
<v Speaker 1>have smaller components so you can cram more of them

0:40:49.600 --> 0:40:54.680
<v Speaker 1>onto that chip, and it's rearranging the orientation of those

0:40:54.680 --> 0:40:58.080
<v Speaker 1>components so that they operate at a greater efficiency. And

0:40:58.120 --> 0:41:01.440
<v Speaker 1>so each of those changes in micro arch texture represent

0:41:01.600 --> 0:41:06.880
<v Speaker 1>an attempt to produce more power more efficiently than the

0:41:06.920 --> 0:41:12.600
<v Speaker 1>previous generation of chips. And that's generally how we see

0:41:12.640 --> 0:41:16.879
<v Speaker 1>all microprocessors, whether they're CPUs or GPUs, how they how

0:41:16.920 --> 0:41:21.080
<v Speaker 1>they continue and we're still seeing it today in video

0:41:21.120 --> 0:41:25.400
<v Speaker 1>is still one of the top names in graphics cards

0:41:26.160 --> 0:41:30.319
<v Speaker 1>and UH their CEO, Jensen Wong, is worth more than

0:41:30.400 --> 0:41:35.320
<v Speaker 1>six billion dollars. He is the sixty one highest paid CEO.

0:41:36.040 --> 0:41:41.080
<v Speaker 1>Not bad for somebody who back in said yeah, why

0:41:41.080 --> 0:41:44.520
<v Speaker 1>don't we give us a shot? So a pretty amazing story.

0:41:44.840 --> 0:41:47.680
<v Speaker 1>And like I said, I really skipped over quite a

0:41:47.719 --> 0:41:50.399
<v Speaker 1>lot in this last section. You know, I didn't go

0:41:50.920 --> 0:41:54.759
<v Speaker 1>card by card because frankly, to go through all those

0:41:54.800 --> 0:41:58.759
<v Speaker 1>specifications and explain their relevance would mean having to do

0:41:59.040 --> 0:42:05.240
<v Speaker 1>companion episode odes about the evolution of graphics in UH,

0:42:05.280 --> 0:42:10.720
<v Speaker 1>in computers in general, UH, and programming and the whole

0:42:11.360 --> 0:42:15.080
<v Speaker 1>thought process behind graphics cards as well, and it would

0:42:15.080 --> 0:42:20.319
<v Speaker 1>require a lot more, a lot several more episodes. The

0:42:20.360 --> 0:42:22.520
<v Speaker 1>important thing to remember now is that in videos not

0:42:22.600 --> 0:42:25.759
<v Speaker 1>just making these graphics cards for for gamers, although they

0:42:25.760 --> 0:42:29.000
<v Speaker 1>still do that obviously, but that they have branched out

0:42:29.040 --> 0:42:32.279
<v Speaker 1>into other areas. GPUs these days are being used in

0:42:32.360 --> 0:42:36.480
<v Speaker 1>all sorts of fields, including artificial intelligence and deep learning,

0:42:36.719 --> 0:42:39.960
<v Speaker 1>machine learning, that kind of stuff. So we're seeing a

0:42:40.040 --> 0:42:45.240
<v Speaker 1>lot more relevance of GPUs, also used in bitcoin mining,

0:42:45.960 --> 0:42:52.000
<v Speaker 1>u in in UH cryptography, we're seeing tons of applications

0:42:52.000 --> 0:42:57.080
<v Speaker 1>of GPUs far beyond making Laura Croft look amazing as

0:42:57.120 --> 0:43:02.360
<v Speaker 1>she runs through the jungle. So prey the phenomenal story.

0:43:02.840 --> 0:43:07.160
<v Speaker 1>I hope you enjoyed this episode or these episodes about Nvidia. Uh.

0:43:07.280 --> 0:43:10.160
<v Speaker 1>In our next episodes, we're gonna cover totally different topics,

0:43:10.160 --> 0:43:13.400
<v Speaker 1>so stick around. If you guys have suggestions for future topics.

0:43:13.840 --> 0:43:16.520
<v Speaker 1>Maybe there's a company I should cover, a person in tech,

0:43:16.640 --> 0:43:19.120
<v Speaker 1>a technology in particular that you would like to hear

0:43:19.160 --> 0:43:22.680
<v Speaker 1>more about. Send me an email the addresses tech stuff

0:43:22.800 --> 0:43:26.000
<v Speaker 1>at how stuff works dot com or drop me a

0:43:26.040 --> 0:43:28.719
<v Speaker 1>line on Facebook or Twitter to handle with both of those.

0:43:28.840 --> 0:43:32.960
<v Speaker 1>Is tech stuff h s W. Go to T public

0:43:33.120 --> 0:43:36.480
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0:43:36.840 --> 0:43:40.280
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0:43:40.360 --> 0:43:43.880
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0:43:43.960 --> 0:43:46.640
<v Speaker 1>every purchase helps out the show, so we appreciate it,

0:43:47.080 --> 0:43:50.000
<v Speaker 1>and don't forget follow us on Instagram and I'll talk

0:43:50.040 --> 0:43:58.719
<v Speaker 1>to you again really soon for more on this and

0:43:58.760 --> 0:44:01.279
<v Speaker 1>bathands of other topics. Is that how stuff works dot

0:44:01.360 --> 0:44:11.320
<v Speaker 1>com