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Re:Additive Blending on the Nintendo 64 by rasz on Saturday May 16, 2026 @08:23AM (#48159558)
You know what else didnt support additive blending? S3 ViRGE decelerator, Matrox Mystique mistake, nor NEC PowerVR PCX 1/2, afaik not even Permedia 1/2.

Another pain point was multiplicative blending missing in even more early 3d accelerators.

Then came 3dfx Voodoo doing all the blending modes for free.

Re:Additive Blending on the Nintendo 64 by Narishma on Saturday May 16, 2026 @09:08AM (#48159948)
> Then came 3dfx Voodoo doing all the blending modes for free.

I'm pretty sure the voodoo came out before all the others you mentioned.

Re:Additive Blending on the Nintendo 64 by rasz on Saturday May 16, 2026 @11:35PM (#48165846)
Wasnt December 1995 Comdex premiere still a closed door dont look behind the curtain $80K SGI box showcasing what the chip will do? with actual boards shipping a year later starting October 1996. Flood began after 1997 ram price collapse dropping initial Voodoo1 $299 price down to $199.

Virge announced same 1995 Comdex, shipping announced at May 1996 E3 $199 2MB cards https://web.archive.org/web/19961220000918/http://www.diamon...

Mistake shipped May-August 1996.

Both failures were being benchmarked in the press in August 1996 https://groups.google.com/g/comp.sys.ibm.pc.hardware.video/c...