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NVIDIA is currently worth over $1 trillion, so it might surprise you to know that their first

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ever product was a total flop. This is the NV1, a chip released all the way back in 1995 as part of

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a PCI card called the Edge 3D from hardware manufacturer Diamond. As you've probably already

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guessed, the NV1 was an early graphics processor that also included audio processing and joystick

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support. Back in the mid 90s, it wasn't super common to have all these functions on one card,

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but NVIDIA believed the convenience of an all-in-one solution would make the NV1 a compelling buy.

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But perhaps what made the NV1 even more special was the early relationship between NVIDIA and Sega.

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At the time, Sega wanted to make the games on its spiffy new Saturn console available on PC,

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and NVIDIA jumped at the chance to make that a reality. Although the NV1 didn't support common

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gaming APIs of the day like OpenGL and 3DFX's Glide, it did share some common elements with

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the graphics chip inside the Sega Saturn. Most importantly, the fact that they both rendered

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quadrilaterals as the basic shape for primitives. But what the heck does that mean?

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Well, when a graphics chip draws a frame of a video game, the shapes you see are built up from

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simple polygons in a mesh. After this mesh is built, textures, lighting, and other effects are

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applied to create a realistic looking scene. But in most games, triangles serve as the basic

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polygon building blocks, not quadrilaterals. This might seem like a small distinction,

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but it actually ended up being a huge factor in the NV1's eventual fate.

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Back in the mid-90s when I had frosted tips, the video game industry had not yet settled

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on one type of polygon as a full-fledged industry norm. Quadrilaterals, or quads,

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were used in the Saturn and the NV1 because they had some real advantages over triangles.

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They made it a little easier to model curved surfaces since a shape with four points can

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be expressed in three dimensions, and because developers knew that the Saturn NV1 used quads,

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they could account for this when programming textures. More specifically,

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they helped the Saturn avoid some of the weird texture warping issues that one of its main

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competitors, the original PlayStation, would eventually become infamous for.

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But even with these advantages, quads had the major downside of being more computationally

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expensive than the simpler triangles, which always lay in one plane because of, you know,

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the laws of mathematics. This inherent complexity also made it trickier to map

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typical game textures onto quads, so if developers weren't already coding their

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games using quadrilaterals, they didn't have much incentive to do so just so the game would

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run on the NV1. Aside from this major architectural issue, the NV1's many things in one design

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wasn't exactly much of a hit. Its 2D performance, an important metric back in 1995,

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wasn't particularly good, and the audio capabilities didn't impress either.

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It's like one of those all-in-one printers that's painfully taught us that a multifunctional

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design doesn't matter much if all those functions kind of suck. Despite the NV1's struggles,

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NVIDIA planned to release an improved version called the NV2. But by this time, the DirectX API,

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basically a software tool for game developers, was starting to take hold in the market.

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And guess what? It was based around triangles, rather than quads. I guess that's kind of a

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NVIDIA did eventually release DirectX drivers for the NV1, but they were slow and buggy.

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Basically, the drivers were just a software emulation layer, since the NV1 itself had no

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actual native hardware support for DirectX. This marked the end of any real chance for a

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graphics chip optimized for quads, so the NV2 was canned before it ever saw the light of day,

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and NVIDIA was forced to significantly change its strategy. In fact, the NV2 was pegged for

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use in the Sega Dreamcast, which could render triangles or quads, but that didn't happen

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given the NV1's failure, and the fact that Saturn didn't do so hot in the console space either,

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partly due to the Saturn's quad-only architecture limiting the platform's appeal for third-party

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developers. With all that, NVIDIA shifted to a triangle-based architecture for its next product,

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the Riva 128, which was focused squarely, or triangularily, on DirectX support. The Riva lineup

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was much more successful and established NVIDIA as a legit player in the PC hardware industry.

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Setting the stage for the original GeForce chips release in 1999.

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So thanks for watching guys, if you liked this video, hit like, hit subscribe, and hit us up in

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the comments section with your suggestions for topics that we should cover in the future.
