Skip to main content

1990 to 1999 Graphics Controllers on Other Platform

  • Chapter
  • First Online:
The History of the GPU - Steps to Invention
  • 733 Accesses

Abstract

In the early 1990s, large proprietary processor-based workstation companies like Evans & Sutherland, HP, Intergraph, SGI, Sun, and others were transitioning to commercial off-the-shelf semiconductors like Intel’s × 86 CPUs and graphics AIBs with 3Dlabs, TI, and Hitachi processors. Compaq, Dell, and specialty companies like Boxx demonstrated the cost advantages. Intel had introduced its Pentium Pro processor aimed at OEMs in the visualization and CAD workstation market, and the handwriting was on the wall. A COTS supplier like Intel could offer economies of scale that were double to 10 times what an individual supplier like Sun HP or SGI could realize.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 44.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Peddie, J. Famous Graphics Chips: HP’s Artist Graphics, IEEE Computer Society, https://www.computer.org/publications/tech-news/chasing-pixels/famous-graphics-chips-hps-artist-graphics

  2. Martin, P. An Integrated Graphics Accelerator for a Low-Cost Multimedia Workstation, apr95a5.pdf (hp.com)

    Google Scholar 

  3. Thayer, L. J., A Highly-Integrated Workstation Graphics System, Hot Chips Symposium, (August 9, 1993), https://old.hotchips.org/wp-content/uploads/hc_archives/hc05/2_Mon/HC05.S4/HC05.4.1-Thayer-HP-Workstation.pdf

  4. Masson, T. Brief History of the New York Institute of Technology Computer Graphics Lab, https://www.cs.cmu.edu/~ph/nyit/masson/nyit.html

  5. Mitsubishi Funds Value-Added System Design Start-up HPC Wire, (July 12, 1996), https://www.hpcwire.com/1996/07/12/mitsubishi-funds-value-added-system-design-start-up/

  6. Cataldo, A. Mitsubishi quietly closes U.S. SoC venture, (February 22, 2000), https://www.eetimes.com/mitsubishi-quietly-closes-u-s-soc-venture/

  7. Form 10‐K. (2000, December 31) Retrieved from https://tinyurl.com/mr3vks52

  8. Maher, K. Evans & Sutherland spin out RealImage division, PCGR Volume XIV, Number 39, pp, (September 24, 2001)

    Google Scholar 

  9. Kleiman, J. Elevate Entertainment acquiring Evans & Sutherland and Spitz, (February 11, 2020), https://www.inparkmagazine.com/elevate-es-spitz/

  10. Peddie, J. The history of Visual Magic in Computers, Springer, London, (2013)

    Google Scholar 

  11. Peddie, J. 3Dlabs announces the details of GLiNT OpenGL Chip, The PC Graphics Report, Vol. 2, No. 17, pp. 345, (April 26, 1994)

    Google Scholar 

  12. Peddie, J. 3Dlabs’ Permedia, The PC Graphics Report, Vol. 3, No. 44, p. 1084, (October 24, 1995)

    Google Scholar 

  13. https://en.wikipedia.org/wiki/RDRAM

  14. Peddie, J. Famous Graphics Chips: 3Dlabs’ Glint to Permedia, IEEE Computer Society, https://www.computer.org/publications/tech-news/chasing-pixels/3dlabs-glint-to-permedia

  15. Dot-com bubble, https://en.wikipedia.org/wiki/Dot-com_bubble

  16. Peddie, J. 3Dlabs was acquired by Creative Labs, TechWatch, Vol. 2, No. 24, p. 24, (November 25, 2002)

    Google Scholar 

  17. Peddie, J. (August 3, 1998) Intergraph’s Wildcat, The Peddie Report, Volume XI, Number 30, p. 937

    Google Scholar 

  18. Weisberg, D. The Engineering Design Revolution: The People, Companies and Computer Systems That Changed Forever the Practice of Engineering, (2008), http://www.cadhistory.net/14%20Intergraph.pdf

  19. Maher, M. 3Dlabs signs definitive agreement to acquire Intense3d, The Peddie report, Volume XIII, Number 15, p. 533, (April 10, 2000)

    Google Scholar 

  20. Peddie, J. The History of Visual Magic in Computers: How Beautiful Images are Made in CAD, 3D, VR and AR, Springer, (2013), ISBN 978-1-4471-4932-3, https://www.springer.com/gp/book/9781447149316

  21. Goldberg, M. Business is fun. Carmel: Syzygy Co. Ataribook.com. (2012). ISBN 0985597402.

    Google Scholar 

  22. Ken Kutaragi, 1950, https://www.referenceforbusiness.com/biography/F-L/Kutaragi-Ken-1950.html#ixzz70FnKaPJl

  23. Hester, B. How PlayStation democratized 3D video games: A quick history lesson on how PlayStation came to be, (December 5, 2019), https://www.polygon.com/features/2019/12/5/20997745/how-playstation-democratized-3d-video-games

  24. Sheff, D. Game Over: How Nintendo Conquered the World, First Gamepress Edition, (January 1999), https://archive.org/stream/0966961706/0966961706_djvu.txt

  25. Cork, J. PlayStation, The First 25 Years: An oral history of Sony’s big gaming play, and how it changed the world, (December 3, 2019), https://www.gameinformer.com/feature/2019/12/03/the-first-25-years

  26. Nicholas, H. (halkun), Gears Episode 2 - PlayStation Architecture, (October 17, 2013), https://www.youtube.com/watch?v=MPXpH2hxuNc

  27. Harte, T. Why do 3D models on the PlayStation 1 wobble so much? (November 2017), https://retrocomputing.stackexchange.com/questions/5019/why-do-3d-models-on-the-playstation-1-wobble-so-much

  28. Leone, M. The legacy of PlayStation creator Ken Kutaragi, in 24 stories: Look back at the early days of PlayStation and its ambitious, innovative, and complicated father, (November 26, 2018), https://www.polygon.com/2018/11/26/18080492/playstation-history-ken-kutaragi-sony

  29. Jung, R. Atari museum.com Jaguar FAQ, (October 1, 2000), http://www.atarimuseum.com/faqs/jaguar_faq.html (Wayback: https://tinyurl.com/226rhw6c)

  30. Sanglard, F. The Polygons of Another World: Atari Jaguar, (March 13, 2020), https://fabiensanglard.net/another_world_polygons_Jaguar/

  31. Brennan, M; Dunn, T; and Mathieson, J. Technical, Reference, Manual, Tom & Jerry, (February 28, 2001), Revision 8, by, https://fabiensanglard.net/another_world_polygons_Jaguar/jag_v8.pdf

  32. Atari Corp. Jaguar Software Reference Manual - Version 2.4 (PDF). (1995) Atari Corp.

    Google Scholar 

  33. Fisher, A. Atari and JTS to merge, The PC Graphics Report, Volume IX, Number 8, p. 222, (February 20, 1996)

    Google Scholar 

  34. Peddie, J. Famous Graphics Chips: Nintendo 64, IEEE Computer Society, (February 18, 2000) https://www.jonpeddie.com/blog/famous-graphics-chips-nintendo-64

  35. Copetti, R. Nintendo 64 Architecture: A Practical Analysis, (October 7, 2019) https://www.copetti.org/writings/consoles/nintendo-64/

  36. Peddie, J. Famous graphics chips: Nintendo 64, Breakthrough design, genuinely disruptive, (February 18, 2020, https://www.jonpeddie.com/blog/famous-graphics-chips-nintendo-64

  37. Hof R. D., Sager, I, and Himelstein, L. The Sad Saga of Silicon Graphics, BusinessWeek, (August 4, 1997), https://tinyurl.com/4smv5h83

  38. Lewis, M., The New Thing: A Silicon Valley Story, W. W. Norton & Company (October 17, 1999)

    Google Scholar 

  39. Rogers, E. A Dolphin’s Tale: The Story of GameCube, Gwern.net, (January 7, 2014), https://www.gwern.net/docs/technology/2014-rogers-adolphinstalethestoryofgamecube.html

  40. Merritt R. The startup that saved ATI, EE Times, (April 21, 2003), https://tinyurl.com/3x64nexs

  41. Maher, K. Nintendo to use IBM’s PowerPC chips in new Dolphin game console, The Peddie Report, Volume XII, number 22, (May 31, 1999)

    Google Scholar 

  42. McMillian, B. S3’s S3TC texture compression to be used in Nintendo’s upcoming Dolphin game console, The Peddie Report Volume XII, number 40, (October 4, 1999)

    Google Scholar 

  43. Peddie, J. NEC introduces 3D graphics processor family, The PC Graphics Report IX, no. 9., (February 1996)

    Google Scholar 

  44. Dreamcast, Sega Database Project, https://sega.fandom.com/wiki/Dreamcast.

  45. The History of Sega Console Hardware Hideki Sato Interview, Shmuplations, (1998), http://shmuplations.com/segahistory/

  46. Monterrin, R. Génération SEGA - volume 1 1934–1991: De StandardGames à la Mega Drive Omake Books, (2021)

    Google Scholar 

  47. Lewis, M.S. Technology Change or Resistance to Changing Institutional Logics: The Rise and Fall of Digital Equipment Corporation, The Journal of Applied Behavioral Science, (January 7, 2019), https://doi.org/10.1177/0021886318822305

  48. Gryson, Hideki Sato on the Sega Saturn, https://www.sega-16.com/forum/showthread.php?33506-Hideki-Sato-on-the-Sega-Saturn-(incredible-new-interview)

  49. Sega R., History of the Sega Dreamcast/Development, Sega Retro, (accessed April 11, 2020), https://segaretro.org/History_of_the_Sega_Dreamcast/Development#.22Saturn_2.22

  50. Adams, K.J. Sega Saturn – How Sega won over Japan and lost the world, (April 8, 2019), https://karajaneadams.medium.com/sega-saturn-72b0b3398c1b

  51. Interview with Tatsuo Yamamoto, June 8, 2021

    Google Scholar 

  52. Perry, D.D. The Rise And Fall of The Dreamcast, (September 9, 2009), https://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?page=2

  53. Obituary: Sega’s Dreamcast spokesman Charles Bellfield, MCV Staff, (November 19, 2013), https://www.mcvuk.com/business-news/publishing/obituary-segas-dreamcast-spokesman-charles-bellfield/

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jon Peddie .

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Peddie, J. (2022). 1990 to 1999 Graphics Controllers on Other Platform. In: The History of the GPU - Steps to Invention. Springer, Cham. https://doi.org/10.1007/978-3-031-10968-3_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-10968-3_5

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-10967-6

  • Online ISBN: 978-3-031-10968-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics