1
00:00:00,000 --> 00:00:06,000
NVIDIA is currently worth over one trillion dollars so it might surprise

2
00:00:04,620 --> 00:00:11,580
you to know that their first ever product was a total flop this is the nv1

3
00:00:09,179 --> 00:00:16,859
a chip released all the way back in 1995 as part of a PCI card called The Edge 3D

4
00:00:14,519 --> 00:00:20,340
from Hardware manufacturer Diamond as you've probably already guessed the nv1

5
00:00:18,300 --> 00:00:24,420
was an early graphics processor that also included audio processing and

6
00:00:22,320 --> 00:00:27,960
joystick support back in the mid 90s it wasn't super common to have all these

7
00:00:26,100 --> 00:00:31,980
functions on one card but NVIDIA believed the convenience of an

8
00:00:29,699 --> 00:00:36,660
all-in-one solution would make the nv1 a compelling buy but perhaps what made the

9
00:00:34,200 --> 00:00:41,760
Envy one even more special was the early relationship between NVIDIA and Sega at

10
00:00:39,960 --> 00:00:46,739
the time Sega wanted to make the games on its spiffy new Saturn console

11
00:00:43,680 --> 00:00:48,300
available on PC and NVIDIA jumped at the

12
00:00:46,739 --> 00:00:54,120
chance to make that a reality although the ne1 didn't support common gaming

13
00:00:50,640 --> 00:00:56,760
apis of the day like opengl and 3dfx's

14
00:00:54,120 --> 00:01:01,260
glide it did share some common elements with the graphics chip inside the Sega

15
00:00:58,860 --> 00:01:06,240
Saturn most important only the fact that they both rendered quadrilaterals as the

16
00:01:04,019 --> 00:01:09,960
basic shape for Primitives but what the heck does that mean well when a graphic

17
00:01:07,920 --> 00:01:14,640
ship draws a frame of a video game the shapes you see are built up from simple

18
00:01:12,000 --> 00:01:18,299
polygons in a mesh after this mesh is built textures lighting and other

19
00:01:16,200 --> 00:01:22,860
effects are applied to create a realistic looking scene but in most

20
00:01:20,159 --> 00:01:26,460
games triangles serve as the basic polygon building blocks not

21
00:01:24,299 --> 00:01:30,659
quadrilaterals this might seem like a small distinction but it actually ended

22
00:01:28,320 --> 00:01:34,979
up being a huge factor in the Envy ones eventual fate and will tell you why

23
00:01:33,119 --> 00:01:38,759
right after we thank SolidWorks SolidWorks has an inexpensive Cloud

24
00:01:36,780 --> 00:01:43,320
version for hobbyist and makers alike and 3D experience SolidWorks for makers

25
00:01:41,280 --> 00:01:47,340
is a package that includes all the design tools you'll need for just 9.99 a

26
00:01:45,780 --> 00:01:52,079
month you can create anything you can imagine with tools for Designing

27
00:01:49,140 --> 00:01:56,220
fabricating rendering and more plus free online support and you'll have access to

28
00:01:54,119 --> 00:02:00,780
an active online community to share with other like-minded makers 3D experience

29
00:01:58,500 --> 00:02:04,439
SolidWorks for makers is is not for commercial use and limited to two

30
00:02:02,340 --> 00:02:08,099
thousand dollars USD in profit per year but why not get your feet wet get

31
00:02:06,000 --> 00:02:11,760
started at the link below back in the mid 90s when I had frosted tips the

32
00:02:09,959 --> 00:02:16,920
video game industry had not yet settled on one type of polygon as a full-fledged

33
00:02:14,340 --> 00:02:20,520
industry Norm quadrilaterals or quads were used in the Saturn and the nv1

34
00:02:19,020 --> 00:02:25,200
because they had some real advantages over triangles they made it a little

35
00:02:22,500 --> 00:02:28,319
easier to model curved surfaces since a shape with four points can be expressed

36
00:02:26,879 --> 00:02:32,459
in three dimensions and because developers knew that the Saturn nb1 used

37
00:02:30,480 --> 00:02:36,540
quads they could account for this when programming textures more specifically

38
00:02:34,379 --> 00:02:40,560
they helped the Saturn avoid some of the weird texture warping issues that one of

39
00:02:39,180 --> 00:02:44,040
its main competitors the original PlayStation would eventually become

40
00:02:42,239 --> 00:02:49,019
infamous for but even with these advantages quads had the major downside

41
00:02:46,440 --> 00:02:53,040
of being more computationally expensive than the simpler triangles which always

42
00:02:50,819 --> 00:02:56,700
lay in one plane because of you know the laws of mathematics this inherent

43
00:02:54,780 --> 00:03:00,660
complexity also made it trickier to map typical game textures onto quads so if

44
00:02:59,099 --> 00:03:04,920
developers weren't all already coding their games using quadrilaterals they

45
00:03:02,700 --> 00:03:10,200
didn't have much incentive to do so just so the game would run on the nv1 aside

46
00:03:07,200 --> 00:03:12,300
from this major architectural issue the

47
00:03:10,200 --> 00:03:17,159
Envy ones many things in one design wasn't exactly much of a hit it's 2D

48
00:03:15,180 --> 00:03:21,780
performance an important metric back in 1995 wasn't particularly good and the

49
00:03:19,920 --> 00:03:25,019
audio capabilities didn't impress either it's like one of those all-in-one

50
00:03:23,159 --> 00:03:29,040
printers that's painfully taught us that a multi-functional design doesn't matter

51
00:03:26,879 --> 00:03:32,700
much of all those functions kind of suck despite the Envy one's struggles NVIDIA

52
00:03:31,140 --> 00:03:38,400
planned to release an improved version called the nv2 but by this time the

53
00:03:35,640 --> 00:03:43,260
DirectX API basically a software tool for game developers was starting to take

54
00:03:40,319 --> 00:03:49,019
hold in the market and guess what it was based around triangles rather than quads

55
00:03:46,080 --> 00:03:53,280
I guess that's kind of a triangle NVIDIA did eventually release DirectX drivers

56
00:03:50,879 --> 00:03:57,120
for the nv1 but they were slow and buggy basically the drivers were just a

57
00:03:54,900 --> 00:04:01,680
software emulation layer since the nv1 itself had no actual native Hardware

58
00:03:59,159 --> 00:04:06,060
support for DirectX this marked the end of any real chance for a graphics chip

59
00:04:03,659 --> 00:04:09,540
optimized for quads so the nv2 was canned before I never saw the light of

60
00:04:08,040 --> 00:04:13,500
day and NVIDIA was forced to significantly change its strategy in

61
00:04:11,400 --> 00:04:16,979
fact the nv2 was pegged for use in the Sega Dreamcast which could render

62
00:04:15,060 --> 00:04:21,359
triangles or quads but that didn't happen given the nv1's failure and the

63
00:04:19,199 --> 00:04:25,320
fact that Saturn didn't do so hot in the console space either partly due to the

64
00:04:23,520 --> 00:04:29,639
Saturn's quad only architecture limiting the platform's appeal for third-party

65
00:04:27,240 --> 00:04:34,320
developers with all that NVIDIA shifted to a triangle-based architecture for its

66
00:04:31,680 --> 00:04:39,600
next product the Riva 128 which was focused squarely or triangularly on

67
00:04:37,199 --> 00:04:43,380
DirectX support the Riva lineup was much more successful and established NVIDIA

68
00:04:41,460 --> 00:04:48,479
as a legit player in the PC Hardware industry setting the stage for the

69
00:04:45,419 --> 00:04:49,800
original GeForce chips release in 1999.

70
00:04:48,479 --> 00:04:54,600
so thanks for watching guys if you like this video hit like hit subscribe and hit us up in the comment section with

71
00:04:52,860 --> 00:04:57,680
your suggestions for topics that we should cover in the future
