WEBVTT - Graphics and Nvidia

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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, Jonathan Strickling. I'm an executive producer with

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<v Speaker 1>how Stuff Works in love all Things Tech, and I

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<v Speaker 1>have received lots of requests over the years to cover

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<v Speaker 1>the company in Video and the products they make, and

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<v Speaker 1>in Video is chiefly known for their GPUs, or graphics

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<v Speaker 1>processing units. So before we jump into the history of

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<v Speaker 1>Nvidia and how it helped define the evolution of computers

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<v Speaker 1>and how it created the term GPU, how about we

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<v Speaker 1>explore the concept of graphics cards and GPUs in general.

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<v Speaker 1>A and just a note for you guys, this gets

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<v Speaker 1>super technical, super fast. So I am going to take

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<v Speaker 1>a very high level on all of this because if

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<v Speaker 1>you really want to know and have a but understanding

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<v Speaker 1>of the history of GPUs and graphics cards, you also

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<v Speaker 1>have to have an understanding of the evolution of how

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<v Speaker 1>we program graphics, things like application programmer interfaces or a

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<v Speaker 1>p I s um that kind of stuff. You need

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<v Speaker 1>to know about that evolution in addition to the evolution

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<v Speaker 1>of the technology itself. And it gets super technical. And

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<v Speaker 1>while it might be interesting to a subset of tech

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<v Speaker 1>stuff listeners. I feel like for a lot of people,

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<v Speaker 1>I would lose them very quickly. I have a feeling

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<v Speaker 1>this These episodes are going to lose some folks anyway,

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<v Speaker 1>and that's okay. But for those who are interested in

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<v Speaker 1>in video and graphics cards, stick around. We're gonna learn

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<v Speaker 1>some interesting stuff. So to understand in video's role, we

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<v Speaker 1>actually have to dial way back before the founding of Nvidio,

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<v Speaker 1>which was We're gonna go all the way back to

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<v Speaker 1>nine teen fifty one, just briefly, because that's when the U. S.

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<v Speaker 1>Navy awarded a contract to M I T to design

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<v Speaker 1>a flight simulator, and M I T created a simulator

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<v Speaker 1>called Whirlwind. That system had an early three D graphics system,

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<v Speaker 1>but the architecture of Whirlwind wouldn't become the basis for

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<v Speaker 1>the graphics card of the future. However, it's important to

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<v Speaker 1>note that people were thinking about trying to create graphics

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<v Speaker 1>that would represent three dimensional objects using computer systems as

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<v Speaker 1>early as the nineteen fifties. But to look at the

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<v Speaker 1>kind of technology that eventually evolved into the realm where

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<v Speaker 1>in video got involved, we have to look really more

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<v Speaker 1>at the birth of Arcades home video game consoles and

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<v Speaker 1>the personal computer, so this would be the mid nineteen seventies.

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<v Speaker 1>Arcade machines and consoles had specialized chips in them, and

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<v Speaker 1>we typically would refer to them as things like video

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<v Speaker 1>address generators or video shifters, and the chips or circuits

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<v Speaker 1>in some cases would take information from a processor and

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<v Speaker 1>relay that in a meaningful way to a display in

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<v Speaker 1>order to create the images you would see on a

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<v Speaker 1>computer monitor or a television. So remember that a processor

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<v Speaker 1>like a CPU central processing unit, will take in data

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<v Speaker 1>from a source. You get input that goes into the CPU.

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<v Speaker 1>The CPU will perform various operations on that data according

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<v Speaker 1>to a program running on the machine, and then produce

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<v Speaker 1>output that is meaningful based upon the combination of the

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<v Speaker 1>program and the input. And then that output will go somewhere.

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<v Speaker 1>It might feed into a new process, it might go

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<v Speaker 1>to an output device, and this is in good old

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<v Speaker 1>machine code. So the graphics chips or circuits their purpose

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<v Speaker 1>was to receive output data from the CPU that was

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<v Speaker 1>specially scifically intended to go toward a display and then

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<v Speaker 1>to take it from there. So graphics card act as

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<v Speaker 1>sort of a translator. They take the data from the CPU,

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<v Speaker 1>and they turn it into something that's meaningful for a

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<v Speaker 1>display to show a bunch of points of light on

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<v Speaker 1>a screen. Remember, the images we see on screens are

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<v Speaker 1>made up of pixels, and pixels are points of light.

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<v Speaker 1>And the smaller the pixels, the more you can fit

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<v Speaker 1>on a screen, the greater the resolution, just generally speaking.

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<v Speaker 1>So computers need a graphics card or some sort of

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<v Speaker 1>graphics processing unit or interface on the computer's motherboard itself

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<v Speaker 1>or in an expansion card in order to do this. Now,

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<v Speaker 1>those early chips in the nineteen seventies had names like

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<v Speaker 1>the c d P eighteen sixty one from our c

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<v Speaker 1>A or the T I A one A which was

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<v Speaker 1>used in the ATAR in Motorola debut. The MC six

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<v Speaker 1>eight four or five video address generator. That chip give

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<v Speaker 1>instructions to a display that would include information such as

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<v Speaker 1>luminants or how bright the image should be, that pixel

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<v Speaker 1>should be, color, and position. And so the pixels new

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<v Speaker 1>quote unquote knew how bright they need to be, what

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<v Speaker 1>color they needed to be, and the display new which

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<v Speaker 1>pixels needed to be shown it or be activated at

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<v Speaker 1>any given time. More importantly for our story, the MC

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<v Speaker 1>six eight four or five chip for Motorola served as

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<v Speaker 1>the foundation for the first video card for a personal computer,

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<v Speaker 1>which was IBMS Monochrome Display Adapter, which was introduced in

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<v Speaker 1>Now that could not really generate graphics the same way

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<v Speaker 1>we would talk about today, but it could display text

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<v Speaker 1>and characters in monochrome initially. Eventually you also had a

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<v Speaker 1>color one. Intel built a graphics chip called the eight

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<v Speaker 1>two seven twenty which could display up to eight colors. Wow,

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<v Speaker 1>can also support a resolution of two hundred fifty six

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<v Speaker 1>by two fifty six pixels. Now, if you swopped over

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<v Speaker 1>to monochrome, you could actually have a better resolution of

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<v Speaker 1>five twelve by five twelve pixels. And for several years,

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<v Speaker 1>video game consoles and arcade machines were miles ahead of

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<v Speaker 1>personal computers when it came to graphic quality. The circuits

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<v Speaker 1>in the gaming machines were dedicated to that task, and

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<v Speaker 1>early arcade games had systems that were essentially hard coded

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<v Speaker 1>onto circuits, which meant if you wanted to change a

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<v Speaker 1>game out in an arcade cabinet. Let's say that you've

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<v Speaker 1>got an arcade cabinet, and inside that cabinet you have

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<v Speaker 1>I don't know, let's say it's Galica and you want

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<v Speaker 1>to swap out Galaga for pac Man, Well, you can't

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<v Speaker 1>just take a chip out and replace it with another chip.

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<v Speaker 1>You would actually have to essentially gut the whole cabinet

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<v Speaker 1>and replace the INNERDS with the new ones from pac Man.

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<v Speaker 1>There was no swapping a flash drive or anything like that.

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<v Speaker 1>The advantage of the dedicated systems was that a could

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<v Speaker 1>really create pretty good graphics, especially compared to the stuff

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<v Speaker 1>you would see on computers. You get really good results.

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<v Speaker 1>But the downside was it was not a viable approach

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<v Speaker 1>if you wanted to create a general purpose machine like

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<v Speaker 1>a personal computer, and so PCs for the most part,

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<v Speaker 1>lagged behind these specialty machines, at least in the graphics department.

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<v Speaker 1>In the mid nineteen eighties, a company called A t

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<v Speaker 1>I began to manufacture graphics cards. They would end up

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<v Speaker 1>becoming incredibly important in that realm. Their early products were

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<v Speaker 1>o e M, or original equipment manufacturer cards, which meant

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<v Speaker 1>they were producing chips that were meant to be included

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<v Speaker 1>in finished products that other companies were making. So they

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<v Speaker 1>were they were making a component that would be included

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<v Speaker 1>in a larger product that some other manufacturer was producing.

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<v Speaker 1>Um they were not selling directly to the end customers,

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<v Speaker 1>So you wouldn't go into a store and buy an

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<v Speaker 1>a TI chip back in the mid nineteen eighties. Instead

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<v Speaker 1>you would go and buy a computer that had an

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<v Speaker 1>a TI chip in it, or maybe a card that

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<v Speaker 1>had an a TI chip incorporated in it. That would

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<v Speaker 1>change in the late nineteen eighties. You would start seeing

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<v Speaker 1>a t I producing its own cards supporting stuff like

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<v Speaker 1>e G A and v G A graphics and I'm

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<v Speaker 1>not going to go into those. It would be ridiculously

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<v Speaker 1>long winded to go into all those different graphics and

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<v Speaker 1>they largely are unimportant by the time we get around

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<v Speaker 1>to talking about in video anyway. So this, however, was

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<v Speaker 1>one of the big moves that led to the birth

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<v Speaker 1>of the graphics card industry as a consumer facing business.

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<v Speaker 1>By the early nineteen nineties, when Nvidio would debut, more

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<v Speaker 1>companies started making two D graphics cards for computers and

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<v Speaker 1>three D accelerators typically paired with those two D graphics cards,

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<v Speaker 1>and then a t I came out with the Mack

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<v Speaker 1>sixty four that was the the graphics card that also

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<v Speaker 1>included support for a TV tuner and full motion video playback. Acceleration,

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<v Speaker 1>and things were really starting to pick up in those

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<v Speaker 1>early nineties. Now let's take a step back and consider

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<v Speaker 1>why this is a big deal. When you're looking at

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<v Speaker 1>a three D image on a computer screen, meaning one

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<v Speaker 1>that uses various techniques to simulate depths, a lot has

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<v Speaker 1>to happen to produce those results. Because what you're looking

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<v Speaker 1>at is a two dimensional representation of a three dimensional object.

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<v Speaker 1>The graphics processing unit has to construct a wire frame

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<v Speaker 1>for the shape you're looking at, to build out sort

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<v Speaker 1>of a an exoskeleton, if you will, for the entire scene,

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<v Speaker 1>everything from characters in it to backgrounds, et cetera. If

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<v Speaker 1>it's doing a full three dimensional h field of view,

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<v Speaker 1>that frame ultimately consists of a bunch of straight lines typically,

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<v Speaker 1>but the lines can be really short and at angles,

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<v Speaker 1>and if you have the lines small enough and at

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<v Speaker 1>slight enough angles from each other, you can simulate curved shapes.

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<v Speaker 1>And once the wire frame is there, the graphics card

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<v Speaker 1>raster rises the image, which means it fills in the

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<v Speaker 1>pixels kind of like a coloring book. You're filling in

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<v Speaker 1>the spaces for that wire frame. Next, it adds elements

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<v Speaker 1>like color and texture and lighting effects. And that's just

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<v Speaker 1>for one moment, one instance of that image. So if

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<v Speaker 1>you're playing a game, typically you're having stuff change on

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<v Speaker 1>screen pretty regularly and sometimes quickly, so the image needs

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<v Speaker 1>to be updated frequently, and a fast paced shooter, for example,

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<v Speaker 1>will not be a fun experience. If your computer can

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<v Speaker 1>only display a couple of new images every second, you'd

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<v Speaker 1>be toast. If it were a competitive game, thirty frames

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<v Speaker 1>per second is considered slow or at least subpar, But

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<v Speaker 1>if you can get thirty frames per second regularly, tend

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<v Speaker 1>things tend to be playable. You really want something that's

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<v Speaker 1>sixty frames per second at least for a smooth experience.

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<v Speaker 1>And the more graphically rich the image, the more work

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<v Speaker 1>that entails. Right, the more detail you have in your

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<v Speaker 1>in your individual images, the more work your your graphics

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<v Speaker 1>processor is going to have to do in order to

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<v Speaker 1>refresh that sixty times a second. So the graphics processing

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<v Speaker 1>unit has to be able to relay the appropriate information

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<v Speaker 1>at a bandwidth large enough and a speed fast enough

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<v Speaker 1>to produce those results, and it's a big job. Graphics

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<v Speaker 1>cards typically have four main components. They have a motherboard,

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<v Speaker 1>which is a circuit board upon which all the other

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<v Speaker 1>components are on top of UH. The graphics processor and

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<v Speaker 1>other connections are all sitting on this circuit board, and

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<v Speaker 1>the motherboard also has a connector to plug into a computer,

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<v Speaker 1>and that connector allows the motherboard to accept data and

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<v Speaker 1>power from the computer and send data back to the computer.

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<v Speaker 1>Then you've got the processor. It's the processor's job to

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<v Speaker 1>interpret information from the computer and send data to the

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<v Speaker 1>display so that the right pixels show up at the

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<v Speaker 1>right time at the right part of the screen. And

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<v Speaker 1>the processor specializes in performing geometric calculations and can include

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<v Speaker 1>features like anti aliasing that's a smoothing technology to take

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<v Speaker 1>some of those pointy edges off the graphics, since ultimately

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<v Speaker 1>all the shapes you're looking at are made up of

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<v Speaker 1>straight lines. Or there's also an isotropic filtering, which creates

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<v Speaker 1>a more crisp image. Then there's another component on these

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<v Speaker 1>cards that's memory. Graphics cards have memory to store information

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<v Speaker 1>about each of the pixels and temporarily store completed images. UH.

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<v Speaker 1>Then there's some sort of connector that allows you to

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<v Speaker 1>plug the display into the graphics card so that way

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<v Speaker 1>you can actually see the wonderful graphics this card is creating.

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<v Speaker 1>If you don't have a connector, then there's the display

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<v Speaker 1>has no way of receiving that information, right. So also

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<v Speaker 1>these days you might end up using a connector on

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<v Speaker 1>the back to plug one graphics card into a second

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<v Speaker 1>graphics card and run them in series so that you

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<v Speaker 1>can boost the performance. That is becoming more and more

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<v Speaker 1>common where you start seeing big gaming rigs that have

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<v Speaker 1>multiple high performing graphics cards inside of them. Now, these

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<v Speaker 1>cards tend to produce a lot of heat because they're

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<v Speaker 1>working very, very hard, and they've got a lot of

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<v Speaker 1>components on them, and so they tend to also have

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<v Speaker 1>multiple cores. That means the processors can work on parallel problems.

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<v Speaker 1>Most graphics rendering falls into that category, but as it

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<v Speaker 1>turns out, so do other computational problems, which is why

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<v Speaker 1>you will hear about large groups using GPUs to tackle

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<v Speaker 1>certain types of challenges like mining bitcoins. I'll talk more

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<v Speaker 1>about that in our second episode, but that's a good

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<v Speaker 1>basic grounding of graphics cards. When we come back, I'm

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<v Speaker 1>going to talk about the founding of Nvidia and the

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<v Speaker 1>environment it found itself in those early days. In nine three,

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<v Speaker 1>Jensen Huang, Chris Malachowski, and Curtis priam founded in Vidia.

0:14:22.480 --> 0:14:25.480
<v Speaker 1>But where did they come from? Well, Huang, who is

0:14:25.520 --> 0:14:28.760
<v Speaker 1>president and CEO of Nvidia to this day, was born

0:14:28.800 --> 0:14:32.440
<v Speaker 1>in Taiwan, and then he lived in Thailand as a

0:14:32.480 --> 0:14:34.760
<v Speaker 1>young boy until his family sent him and his brother

0:14:34.800 --> 0:14:38.640
<v Speaker 1>to the United States because Thailand was becoming politically unstable,

0:14:39.000 --> 0:14:41.680
<v Speaker 1>and they moved in with some family members over in

0:14:41.680 --> 0:14:44.640
<v Speaker 1>the States. His aunt and uncle enrolled Huang in a

0:14:44.720 --> 0:14:48.120
<v Speaker 1>boarding school in Kentucky. They thought it was a prep school.

0:14:48.200 --> 0:14:50.040
<v Speaker 1>It turned out that it was actually a school for

0:14:50.080 --> 0:14:53.320
<v Speaker 1>troubled youth. He and his brother were reunited with their

0:14:53.360 --> 0:14:58.040
<v Speaker 1>family and moved to Oregon. Huang would attend Oregon State University.

0:14:58.080 --> 0:15:02.640
<v Speaker 1>He studied electrical engineering there and graduated with an undergraduate degree.

0:15:02.840 --> 0:15:06.160
<v Speaker 1>Then he went on to enroll in Stanford University to

0:15:06.240 --> 0:15:10.080
<v Speaker 1>earn his master's degree in electrical engineering. After that, he

0:15:10.160 --> 0:15:13.200
<v Speaker 1>went to work for Advanced micro Devices or a m D.

0:15:13.680 --> 0:15:16.440
<v Speaker 1>Interesting because we'll hear more about a m D in

0:15:16.480 --> 0:15:19.200
<v Speaker 1>the next episode, and he also then worked for l

0:15:19.360 --> 0:15:22.440
<v Speaker 1>s I Logic before he would leave to co found

0:15:22.480 --> 0:15:26.160
<v Speaker 1>in Video Chris Malachowski, who today is part of in

0:15:26.240 --> 0:15:30.720
<v Speaker 1>Vidio's executive staff and serves as a senior technology executive.

0:15:31.000 --> 0:15:35.119
<v Speaker 1>He attended the University of Florida and received his bachelor's

0:15:35.120 --> 0:15:38.080
<v Speaker 1>degree there and then went to Santa Clara University for

0:15:38.120 --> 0:15:41.120
<v Speaker 1>his masters. He went on to work as a manufacturing

0:15:41.160 --> 0:15:44.080
<v Speaker 1>design engineer at Hewlett Packard in nineteen eighty and in

0:15:44.160 --> 0:15:48.640
<v Speaker 1>nineteen seven he started working for Sun Microsystems and became

0:15:48.680 --> 0:15:51.360
<v Speaker 1>a senior staff engineer, and while he was there, he

0:15:51.520 --> 0:15:55.480
<v Speaker 1>co invented the g X graphics architecture and led design

0:15:55.520 --> 0:16:01.040
<v Speaker 1>work on graphics interfaces. Curtis Priam attended rin Alert Polytechnic

0:16:01.520 --> 0:16:04.240
<v Speaker 1>Institute and he earned a degree in electrical engineering in

0:16:04.280 --> 0:16:07.880
<v Speaker 1>nineteen eighty two. He worked on the IBM Professional Graphics

0:16:07.880 --> 0:16:11.720
<v Speaker 1>Adapter and like Malachowski, Prium would end up working at

0:16:11.760 --> 0:16:14.480
<v Speaker 1>Sun Microsystems and was also one of the inventors of

0:16:14.480 --> 0:16:18.040
<v Speaker 1>the g X graphics architecture and now the three founders

0:16:18.080 --> 0:16:20.120
<v Speaker 1>for in Nvidia. He is the one who is no

0:16:20.160 --> 0:16:23.080
<v Speaker 1>longer working with the company. He retired from in Vidia

0:16:23.160 --> 0:16:27.280
<v Speaker 1>in two thousand three. So back in pri Um and

0:16:27.320 --> 0:16:33.680
<v Speaker 1>Malachowski are steaming. They're incredibly frustrated because they had been

0:16:33.760 --> 0:16:37.480
<v Speaker 1>encountering roadblocks at Sun micro Systems. They both felt the

0:16:37.520 --> 0:16:40.240
<v Speaker 1>company was pushing R and D in the wrong direction

0:16:40.400 --> 0:16:44.160
<v Speaker 1>for graphics, and Wong, who was working at l S

0:16:44.160 --> 0:16:48.000
<v Speaker 1>I he wasn't really disenchanted by his work, but he

0:16:48.120 --> 0:16:50.520
<v Speaker 1>was thinking about what the future of processing was going

0:16:50.560 --> 0:16:52.960
<v Speaker 1>to be all about. And the three sat down to

0:16:53.000 --> 0:16:57.640
<v Speaker 1>talk things over at dinner at a Denny's restaurant, which

0:16:57.680 --> 0:17:01.240
<v Speaker 1>I think is great. The idea that a hugely successful

0:17:01.280 --> 0:17:05.720
<v Speaker 1>company was born over a conversation at a Denny's is

0:17:05.760 --> 0:17:09.320
<v Speaker 1>fantastic to me. I've had a lot of conversations at Denny's.

0:17:10.080 --> 0:17:14.240
<v Speaker 1>None of them have led to a monumentally successful company,

0:17:14.280 --> 0:17:16.640
<v Speaker 1>so I'm not doing it right. But anyway, the three

0:17:16.640 --> 0:17:20.160
<v Speaker 1>of them, I started talking about the future of computing,

0:17:20.160 --> 0:17:24.760
<v Speaker 1>and they agreed that graphics based accelerated computing was the future.

0:17:25.400 --> 0:17:30.440
<v Speaker 1>And gosh, they were incredibly prescient about that. We'll we'll

0:17:30.440 --> 0:17:32.720
<v Speaker 1>talk more about that, I mean, but I kind of

0:17:32.760 --> 0:17:35.880
<v Speaker 1>alluded to it earlier, about how graphics processing units are

0:17:35.920 --> 0:17:38.680
<v Speaker 1>now used in lots of different applications that have nothing

0:17:38.720 --> 0:17:43.160
<v Speaker 1>to do with making pretty pictures on a display. Uh.

0:17:43.320 --> 0:17:47.200
<v Speaker 1>They kind of saw that coming down the pipe. Maybe

0:17:47.280 --> 0:17:49.760
<v Speaker 1>not quite in those terms, but they did think that

0:17:49.920 --> 0:17:55.280
<v Speaker 1>was the future of computing. However, to pursue this belief.

0:17:55.520 --> 0:17:58.719
<v Speaker 1>It would mean forming a new company and and leaving

0:17:58.760 --> 0:18:02.280
<v Speaker 1>their current jobs, and then designing the technology from the

0:18:02.320 --> 0:18:06.680
<v Speaker 1>ground up, designing graphics chips from the from the beginning,

0:18:07.000 --> 0:18:10.120
<v Speaker 1>and so it would mean entering into a crowded marketplace

0:18:10.200 --> 0:18:13.040
<v Speaker 1>because the early nineties already had a lot of different

0:18:13.080 --> 0:18:17.240
<v Speaker 1>companies that were creating graphics cards, and there were probably

0:18:17.280 --> 0:18:20.760
<v Speaker 1>around two dozen competitors already on the market. So it's

0:18:20.800 --> 0:18:24.320
<v Speaker 1>becoming a huge headache already because software developers had to

0:18:24.320 --> 0:18:27.160
<v Speaker 1>figure out which formats they were going to support, which

0:18:27.200 --> 0:18:30.919
<v Speaker 1>a p I s should they use to develop their

0:18:30.960 --> 0:18:35.119
<v Speaker 1>software that because the APIs would be compatible with specific

0:18:35.200 --> 0:18:40.240
<v Speaker 1>types of graphics cards. Graphics cards would support programs that

0:18:40.280 --> 0:18:43.920
<v Speaker 1>were developed using certain APIs, and you could get things

0:18:43.920 --> 0:18:48.280
<v Speaker 1>like drivers to help support uh all other API s.

0:18:48.359 --> 0:18:52.800
<v Speaker 1>But if a company is making a graphics card with

0:18:52.960 --> 0:18:57.719
<v Speaker 1>the intent to support a specific API, that kind of

0:18:57.720 --> 0:19:00.240
<v Speaker 1>software is going to perform better on that hardware air

0:19:00.440 --> 0:19:04.080
<v Speaker 1>than other software. So this was becoming a confusing marketplace

0:19:04.160 --> 0:19:06.760
<v Speaker 1>for developers as well as for customers. Let's say that

0:19:06.800 --> 0:19:08.720
<v Speaker 1>you're out there on the market. You you want to

0:19:09.040 --> 0:19:13.520
<v Speaker 1>buy a machine that is really graphically intensive so that

0:19:13.600 --> 0:19:16.480
<v Speaker 1>you can do stuff like maybe maybe you're doing architecture

0:19:16.480 --> 0:19:21.560
<v Speaker 1>design or or computer assistant design CAD programming. You want

0:19:21.600 --> 0:19:23.720
<v Speaker 1>to make sure that the systems you buy are going

0:19:23.800 --> 0:19:26.880
<v Speaker 1>to be compatible with the software that you depend upon.

0:19:27.320 --> 0:19:29.720
<v Speaker 1>And that was starting to get kind of a little

0:19:29.720 --> 0:19:31.880
<v Speaker 1>complicated in the early nineties, and it would only get

0:19:31.920 --> 0:19:35.080
<v Speaker 1>worse before it would get better. But this environment did

0:19:35.160 --> 0:19:39.480
<v Speaker 1>lead to opportunities like the founding of companies like alien Ware.

0:19:40.080 --> 0:19:43.960
<v Speaker 1>You know, alien Ware being the boutique gaming rig company

0:19:44.520 --> 0:19:47.000
<v Speaker 1>that that all started because the founder of alien Ware

0:19:47.920 --> 0:19:52.680
<v Speaker 1>would end up building gaming rigs for friends because he

0:19:52.800 --> 0:19:57.400
<v Speaker 1>was not confused by all the different types of cards

0:19:57.440 --> 0:19:59.240
<v Speaker 1>and motherboards and things like that out there, and so

0:19:59.280 --> 0:20:03.240
<v Speaker 1>he would build gaming rigs for them. That was possible

0:20:03.280 --> 0:20:06.360
<v Speaker 1>because of this massive confusion in the marketplace. Now, one

0:20:06.440 --> 0:20:12.159
<v Speaker 1>year before in Video launched, so back in there was

0:20:12.200 --> 0:20:16.199
<v Speaker 1>another company called Silicon Graphics Incorporated, later known as s

0:20:16.240 --> 0:20:20.240
<v Speaker 1>g I. They will release a multi platform application programming

0:20:20.240 --> 0:20:23.080
<v Speaker 1>interface for two D and three D graphics called open

0:20:23.160 --> 0:20:27.560
<v Speaker 1>g L one. Oh. Now, it was not initially intended

0:20:27.920 --> 0:20:31.240
<v Speaker 1>to be an a p I for developers to develop

0:20:31.400 --> 0:20:34.600
<v Speaker 1>three D games or games that would use three D graphics,

0:20:34.760 --> 0:20:37.800
<v Speaker 1>but it was quickly adapted for that purpose. And meanwhile

0:20:38.080 --> 0:20:42.560
<v Speaker 1>Microsoft was preparing a rival API release called Direct three D.

0:20:43.119 --> 0:20:47.960
<v Speaker 1>And Microsoft didn't concern itself too much to make sure

0:20:48.000 --> 0:20:51.320
<v Speaker 1>that open g L would run smoothly on Windows machines,

0:20:51.920 --> 0:20:53.960
<v Speaker 1>which is the kind of thing that would get Microsoft

0:20:53.960 --> 0:20:56.760
<v Speaker 1>in trouble down the line. They would get accused of

0:20:56.800 --> 0:21:00.520
<v Speaker 1>engaging in anti competitive practices, in other words, making sure

0:21:00.560 --> 0:21:05.160
<v Speaker 1>that their operating systems would support their own software and

0:21:05.240 --> 0:21:10.199
<v Speaker 1>maybe not do so much to support other people's software.

0:21:11.640 --> 0:21:14.080
<v Speaker 1>But it also helps illustrate how confusing this world would

0:21:14.080 --> 0:21:18.119
<v Speaker 1>have become already before the video had even hit the market.

0:21:18.520 --> 0:21:21.440
<v Speaker 1>But while in Video was forming, other graphics card companies

0:21:21.480 --> 0:21:25.320
<v Speaker 1>were already folding or getting absorbed into larger companies. Uh So,

0:21:25.520 --> 0:21:27.879
<v Speaker 1>in Vidia is coming into a market where companies with

0:21:28.080 --> 0:21:34.440
<v Speaker 1>names like Gemini Technology, Headland Technology, Tamarack, Acumos, those were

0:21:34.440 --> 0:21:38.000
<v Speaker 1>starting to go away. Some companies were still around, but

0:21:38.040 --> 0:21:41.560
<v Speaker 1>they shut down divisions that had been working in graphics processing.

0:21:41.880 --> 0:21:45.320
<v Speaker 1>Motorola did that with their division, Acer did that. So

0:21:45.440 --> 0:21:48.000
<v Speaker 1>in Video was getting into a very uncertain market and

0:21:48.040 --> 0:21:50.800
<v Speaker 1>the three co founders didn't have any idea how to

0:21:50.840 --> 0:21:53.199
<v Speaker 1>create a business plan, and they didn't even have a

0:21:53.240 --> 0:21:57.840
<v Speaker 1>product yet, but they did hold rounds of venture capital financing.

0:21:57.920 --> 0:22:00.919
<v Speaker 1>To get the startup capital. They needed to design a

0:22:01.000 --> 0:22:04.000
<v Speaker 1>graphics card and partner with a manufacturer to make it.

0:22:04.359 --> 0:22:06.639
<v Speaker 1>Because they did not have the manufacturing facility, they were

0:22:06.680 --> 0:22:08.440
<v Speaker 1>not actually gonna build the cards. They were going to

0:22:08.560 --> 0:22:11.320
<v Speaker 1>design them and send those designs to a manufacturer that

0:22:11.359 --> 0:22:13.320
<v Speaker 1>would be in charge of actually putting the stuff together.

0:22:13.840 --> 0:22:17.200
<v Speaker 1>Wong has said in interviews that he tried to make

0:22:17.320 --> 0:22:20.760
<v Speaker 1>a business plan to present to potential investors. He really tried,

0:22:21.680 --> 0:22:25.040
<v Speaker 1>but he just wasn't able to do it. And essentially

0:22:25.040 --> 0:22:27.320
<v Speaker 1>he told investors, I tried to make one, but I

0:22:27.400 --> 0:22:29.080
<v Speaker 1>ran out of time before I could finish it. And

0:22:29.119 --> 0:22:32.320
<v Speaker 1>the response was essentially, that's okay. We wouldn't have believed

0:22:32.359 --> 0:22:35.840
<v Speaker 1>your business plan anyway. But the three engineers knew their

0:22:35.880 --> 0:22:39.360
<v Speaker 1>technology backward and forward, and they were able to get

0:22:39.520 --> 0:22:42.320
<v Speaker 1>enough confidence and investors to secure funding to the tune

0:22:42.359 --> 0:22:45.800
<v Speaker 1>of around twenty million dollars. And I would like to

0:22:45.800 --> 0:22:48.199
<v Speaker 1>take this opportunity to say that I also do not

0:22:48.320 --> 0:22:53.520
<v Speaker 1>have a business plan. Money please, I guess it doesn't

0:22:53.960 --> 0:22:58.639
<v Speaker 1>work for me. Well, anyway, this whole process took about

0:22:58.640 --> 0:23:02.119
<v Speaker 1>a year, So from ninety three to ninety four, the

0:23:02.160 --> 0:23:04.439
<v Speaker 1>company is just kind of getting started. They're starting to

0:23:04.480 --> 0:23:09.240
<v Speaker 1>design their work, they're raising finances. They form a strategic

0:23:09.280 --> 0:23:13.560
<v Speaker 1>partnership with a company called s G S Thompson micro Electrics.

0:23:14.640 --> 0:23:17.639
<v Speaker 1>This company would actually be the one to manufacture the

0:23:17.680 --> 0:23:22.560
<v Speaker 1>first graphical user interface accelerator chip that in Vidio designed.

0:23:22.920 --> 0:23:27.240
<v Speaker 1>They also partnered with another company called Diamond Multimedia Systems

0:23:27.600 --> 0:23:33.119
<v Speaker 1>to take these chips and install them in multimedia accelerator boards.

0:23:33.160 --> 0:23:35.840
<v Speaker 1>So if you think of a graphics card like an

0:23:35.880 --> 0:23:38.840
<v Speaker 1>actual expansion card that you would put in a computer,

0:23:39.480 --> 0:23:43.879
<v Speaker 1>Diamond Multimedia Systems built the card and the chip that

0:23:44.000 --> 0:23:48.840
<v Speaker 1>powers the card was made by Nvidia. So producing graphics

0:23:48.840 --> 0:23:51.640
<v Speaker 1>cards required a lot more work than just one company,

0:23:51.720 --> 0:23:54.840
<v Speaker 1>is my my point here. The first product out of

0:23:55.040 --> 0:23:59.159
<v Speaker 1>Nvidia would come to market in n and it was

0:23:59.240 --> 0:24:03.919
<v Speaker 1>the in V one nd PC. Consumers would know it

0:24:04.000 --> 0:24:07.600
<v Speaker 1>as the Diamond Edge three D graphics card, and the

0:24:07.760 --> 0:24:10.600
<v Speaker 1>chip was chosen by Sega to go into the Sega

0:24:10.640 --> 0:24:15.119
<v Speaker 1>Saturn game console. The Diamond Edge three D was a

0:24:15.160 --> 0:24:18.960
<v Speaker 1>conventional pc I card. Pc I stands for Peripheral Component

0:24:19.040 --> 0:24:25.000
<v Speaker 1>interconnect They would later end up being replaced by other formats,

0:24:25.040 --> 0:24:29.399
<v Speaker 1>but this was the standard that we used to plug

0:24:29.440 --> 0:24:31.959
<v Speaker 1>in expansion cards. It was a type of computer bus.

0:24:32.359 --> 0:24:35.880
<v Speaker 1>A computer bus is essentially a channel or a pathway

0:24:35.920 --> 0:24:39.520
<v Speaker 1>that exists between different components and a computer. So PC

0:24:39.680 --> 0:24:42.240
<v Speaker 1>I card slots would allow PC owners to swap out

0:24:42.280 --> 0:24:46.080
<v Speaker 1>expansion cards that would allow you to augment your PCs capabilities.

0:24:46.080 --> 0:24:48.240
<v Speaker 1>It might be a sound card, or a graphics card

0:24:48.320 --> 0:24:52.040
<v Speaker 1>or something along those lines. So how did Nvidio's first

0:24:52.080 --> 0:24:55.480
<v Speaker 1>product do well? According to A A Wong, not so great.

0:24:56.040 --> 0:24:58.240
<v Speaker 1>He said that when they got their finished card back

0:24:58.240 --> 0:25:02.080
<v Speaker 1>from the manufacturers, they on that of what they had

0:25:02.160 --> 0:25:05.679
<v Speaker 1>designed wasn't working in the actual build out. And the

0:25:05.720 --> 0:25:08.360
<v Speaker 1>card was supposed to process both two D and three

0:25:08.440 --> 0:25:11.320
<v Speaker 1>D graphics, plus act as a sound card, plus a

0:25:11.400 --> 0:25:14.840
<v Speaker 1>game pad port for Sega Saturn controllers, plus a PC

0:25:15.040 --> 0:25:18.119
<v Speaker 1>joystick port, and more so it was packing a ton

0:25:18.320 --> 0:25:22.240
<v Speaker 1>of features onto a single card. And it might have

0:25:22.280 --> 0:25:25.560
<v Speaker 1>been a bit too ambitious. Uh. It nearly meant the

0:25:25.560 --> 0:25:29.720
<v Speaker 1>invidios story could end before it could really begin. But

0:25:29.800 --> 0:25:33.560
<v Speaker 1>as we'll find out, and video was able to weather

0:25:33.640 --> 0:25:36.080
<v Speaker 1>that storm. We'll come back in just a moment, but

0:25:36.160 --> 0:25:46.240
<v Speaker 1>let's take a quick break to thank our sponsors. Wong

0:25:46.400 --> 0:25:50.040
<v Speaker 1>has talked about a demo his company held that would

0:25:50.080 --> 0:25:53.480
<v Speaker 1>show off this en V one ship, and they showed

0:25:53.480 --> 0:25:56.560
<v Speaker 1>it off at a trade show called Compute Text. He said,

0:25:56.600 --> 0:25:59.119
<v Speaker 1>even though many of the features were not working in

0:25:59.160 --> 0:26:02.639
<v Speaker 1>this demo, it still made a really good impression. But

0:26:03.160 --> 0:26:06.680
<v Speaker 1>then in Video came back the following year to Compute

0:26:06.680 --> 0:26:10.600
<v Speaker 1>Text and they showed off the exact same demo, and

0:26:10.640 --> 0:26:13.680
<v Speaker 1>then he saw that the reactions were not as positive.

0:26:13.960 --> 0:26:16.080
<v Speaker 1>And that's where he learned that if you show up

0:26:16.119 --> 0:26:19.560
<v Speaker 1>to the same conference twice, you know, in two different years,

0:26:19.600 --> 0:26:22.480
<v Speaker 1>and you just show the same demo, that's a big mistake.

0:26:22.600 --> 0:26:25.080
<v Speaker 1>It sends a bad message. And he said we almost

0:26:25.160 --> 0:26:29.080
<v Speaker 1>went out of business. In a piece published in I E.

0:26:29.080 --> 0:26:32.639
<v Speaker 1>E E. Spectrum that has the title in Video co

0:26:32.800 --> 0:26:37.159
<v Speaker 1>founders remember their startup Roller Coaster Ride, Huang said quote,

0:26:37.680 --> 0:26:40.879
<v Speaker 1>we had this idea that computer graphics was going to

0:26:40.920 --> 0:26:44.199
<v Speaker 1>be the driving force of technology and fuel would be

0:26:44.359 --> 0:26:47.800
<v Speaker 1>video games. A year and a half later, we nearly

0:26:47.840 --> 0:26:51.320
<v Speaker 1>went out of business. The technology was wrong, the market

0:26:51.359 --> 0:26:56.359
<v Speaker 1>strategy was wrong, architecture was wrong, and the execution wasn't

0:26:56.560 --> 0:26:59.560
<v Speaker 1>good end quote. So what do you mean the architecture

0:26:59.640 --> 0:27:02.720
<v Speaker 1>was wrong. Well, for one thing, the way the n

0:27:02.800 --> 0:27:06.720
<v Speaker 1>V one would render graphics was through a process called

0:27:06.840 --> 0:27:11.560
<v Speaker 1>quad texture mapping, But just as the cards were starting

0:27:11.600 --> 0:27:17.800
<v Speaker 1>to ship out of manufacturing facilities, Microsoft was finalizing Direct

0:27:18.040 --> 0:27:22.320
<v Speaker 1>X one point Oh, that's what incorporated Direct three D

0:27:23.040 --> 0:27:27.320
<v Speaker 1>and Direct three D did not use quad texture mapping.

0:27:27.640 --> 0:27:33.760
<v Speaker 1>It used triangular polygons to map textures. And Microsoft's dominance

0:27:34.000 --> 0:27:37.960
<v Speaker 1>in the operating systems space for PCs meant the game

0:27:37.960 --> 0:27:42.320
<v Speaker 1>developers were more likely to build games tailored to Microsoft's

0:27:42.320 --> 0:27:47.400
<v Speaker 1>approach because most of their customers were Microsoft customers. They

0:27:47.400 --> 0:27:50.200
<v Speaker 1>weren't gonna go the quad texture mapping strategy that in

0:27:50.320 --> 0:27:53.439
<v Speaker 1>Video had used, so in Video tried to compensate for this.

0:27:53.520 --> 0:27:57.920
<v Speaker 1>They released a driver that would uh if you installed

0:27:57.920 --> 0:28:01.159
<v Speaker 1>the driver if you had the Envy one chip in

0:28:01.200 --> 0:28:05.239
<v Speaker 1>your computer, it would try to wrap triangles as if

0:28:05.280 --> 0:28:09.480
<v Speaker 1>they were quadratic surfaces to give the Envy one a

0:28:09.680 --> 0:28:13.120
<v Speaker 1>semi compatible platform with Direct three D. But the NV

0:28:13.240 --> 0:28:17.000
<v Speaker 1>one failed to attract many developers apart from those early

0:28:17.160 --> 0:28:22.600
<v Speaker 1>Sega ports. Sega obviously had tapped them for the Saturn,

0:28:22.760 --> 0:28:26.600
<v Speaker 1>so ports from Sega Saturn to the PC. If you

0:28:26.680 --> 0:28:30.000
<v Speaker 1>had a in Video V one, they ran pretty good,

0:28:30.600 --> 0:28:35.160
<v Speaker 1>really good actually, And I think it's interesting that Wong

0:28:35.320 --> 0:28:40.160
<v Speaker 1>was very candid about this, about how this decision was

0:28:40.720 --> 0:28:44.680
<v Speaker 1>not a good one early on in the company's history.

0:28:44.720 --> 0:28:48.520
<v Speaker 1>But Wong and Malachowski have both credited in Videos success

0:28:48.560 --> 0:28:51.480
<v Speaker 1>at least in part to an acceptance that sometimes things

0:28:51.560 --> 0:28:53.440
<v Speaker 1>just don't go the way you planned and you have

0:28:53.520 --> 0:28:58.040
<v Speaker 1>to pivot and make changes. They say their work was

0:28:58.080 --> 0:29:01.160
<v Speaker 1>adaptable and that's what allowed them to survive. They could

0:29:01.240 --> 0:29:06.200
<v Speaker 1>adapt their thinking and their strategies and their technologies to

0:29:07.480 --> 0:29:09.480
<v Speaker 1>make the best of a bad situation. They could learn

0:29:09.520 --> 0:29:12.520
<v Speaker 1>from their mistakes and work to avoid them in the future, well,

0:29:12.560 --> 0:29:16.640
<v Speaker 1>you know, making brand new mistakes. Despite the issues with

0:29:16.680 --> 0:29:19.960
<v Speaker 1>the NV one, and Video was able to land a

0:29:20.080 --> 0:29:23.480
<v Speaker 1>deal with Sega, and ports of Sega games to the

0:29:23.520 --> 0:29:26.400
<v Speaker 1>PC depended upon that in V one architecture, and n

0:29:26.480 --> 0:29:30.000
<v Speaker 1>V one had the honor of becoming the first commercial

0:29:30.360 --> 0:29:35.240
<v Speaker 1>graphics processor that could do three D rendering, video acceleration

0:29:35.560 --> 0:29:41.280
<v Speaker 1>and graphics user interface acceleration. However, the sales of the

0:29:41.360 --> 0:29:44.320
<v Speaker 1>NV one were a disappointment, but they did help keep

0:29:44.320 --> 0:29:47.360
<v Speaker 1>the company above water, so they began work on its

0:29:47.360 --> 0:29:52.880
<v Speaker 1>successor the design of the n V two. But then

0:29:53.000 --> 0:29:57.880
<v Speaker 1>the company got some bad news. Sega had decided they

0:29:57.880 --> 0:30:01.560
<v Speaker 1>were not going to go within video or uh the

0:30:01.760 --> 0:30:05.440
<v Speaker 1>graphics chip for their next video game console, which was

0:30:05.480 --> 0:30:08.040
<v Speaker 1>the Dreamcast. Instead, they were going to go with power

0:30:08.200 --> 0:30:11.800
<v Speaker 1>VR for that. So in Video had to figure out

0:30:12.040 --> 0:30:15.840
<v Speaker 1>what they were going to do next. And speaking of that,

0:30:16.520 --> 0:30:20.760
<v Speaker 1>in our next episode, we're going to look at how

0:30:20.840 --> 0:30:24.800
<v Speaker 1>in Video came from this shaky start and we're able

0:30:24.840 --> 0:30:30.320
<v Speaker 1>to cement themselves as industry leaders in the graphics card arena,

0:30:30.400 --> 0:30:34.800
<v Speaker 1>how they were able to invent the term graphics processing unit,

0:30:34.880 --> 0:30:37.880
<v Speaker 1>what that actually means, what is a graphics processing unit,

0:30:37.920 --> 0:30:42.960
<v Speaker 1>what made their first graphics processing unit a GPU, And

0:30:43.080 --> 0:30:46.120
<v Speaker 1>we'll also talk about some of the problems the company

0:30:46.240 --> 0:30:50.600
<v Speaker 1>has encountered since then. I hope you enjoy this episode

0:30:50.600 --> 0:30:52.440
<v Speaker 1>in the next one, and if you guys have any

0:30:52.440 --> 0:30:55.360
<v Speaker 1>suggestions for future episodes of tech Stuff. Maybe it's a technology,

0:30:55.440 --> 0:30:57.640
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0:30:58.320 --> 0:31:01.120
<v Speaker 1>Maybe there's someone I should interview. Let me know. Send

0:31:01.160 --> 0:31:04.160
<v Speaker 1>me an email the addresses tech Stuff at how stuff

0:31:04.160 --> 0:31:07.000
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0:31:07.080 --> 0:31:08.840
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0:31:08.880 --> 0:31:12.600
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0:31:12.640 --> 0:31:15.680
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0:31:15.720 --> 0:31:18.240
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0:31:18.840 --> 0:31:22.200
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0:31:31.680 --> 0:31:35.280
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<v Speaker 1>I'll talk to you again about Nvidia really soon for

0:31:43.880 --> 0:31:46.200
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0:31:46.280 --> 0:31:57.320
<v Speaker 1>how stuff works dot com