Log in Don’t have an account? Only the high-quality texture capability from its S3TC support gave it good mind share with the gaming community. S3 refined the chip, fixing hardware bugs and streamlining the chip for both cost reduction and performance. The initial benchmarks looked solid, the performance of the chipset was much improved over the old Savage3D and most of the bugs the original solution were fixed in the Savage4. S3 would regroup in later years and create the Chrome series.

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Savage was a product-line of PC graphics chipsets designed 20000 S3. Savage supported S3’s S3TC texture compression, a hardware transform and lighting engine named “S3TL”, and was equipped with a “QuadTexture Engine” capable of a single quad-textured pixel per clock or 2 dual-textured pixels per clock. The MX had many similarities to Savage4 but had reduced clocks and added an integrated TV out function with optional Macrovision.

Linux Kernel Driver DataBase: CONFIG_I2C_SAVAGE4: S3 Savage 4

This page was last edited on 29 Mayat The Savage4 series’ single cycle trilinear filtering and S3TC texture compression created a 3D card with exceptional image quality. Savage4 supported the then-new AGP 4X although at the older 3. Not only that, but S3TC allowed these much higher quality textures to be rendered with negligible performance impact.

They added single-pass multi-texturing, meaning the board could sample 2 textures per pixel in one pass not one clock cycle through the rendering engine instead of halving its texture fillrate in dual-textured games like Savage 3D.


Index On Paper 0. Development of Savage as a discrete card was discontinued.

S3 Savage – Wikipedia

The mobile version was going to be called AlphaChrome but was otherwise completely identical. The Savage XP was the first chip announced by the regrouped S3 in Only one major board-vendor, Hercules, made any real effort to ship a Savage3D product. Drivers were again an issue with S3’s product; holding back overall performance and causing compatibility issues with software and hardware.

Then came the Savage4 injust about an entire year after the release of the Savage 3D, and the market wondered if we were due for another unpleasant surprise from the once dominant S3.

Within Direct3D titles such as Shogo: S3 engineers claimed that the S3TL engine had feature parity with GeForceand that it could render 2. However, by continuing with a bandwidth-constraining bit memory bus, S3 guaranteed this graphics card would never be a performance part under bit color. It was never sold, only prototypes exist.


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From Wikipedia, the free encyclopedia. On paper, and even in the first few trials, the Savage 3D seemed like a true winner — a potential candidate for the “Voodoo2 killer” throne that the video market had so intently sought out.


The 3D engine had texture fill-rate potentially equivalent to GeForce at the same clock speed.

Once again, the product, on paper, appeared to be a very capable competitor. VIA Technologies x86 processors. S3 Graphics graphics processors.

Unfortunately for S3, deliveries of the Savage3D were hampered by poor manufacturing yields. The driver problems were still there. In this respect at least, S3’s economical use szvage transistors proved highly advantageous.

The Savage4 ended up being a pretty good OEM solution because it was inexpensive and it worked, but, for the hardcore gamer and performance enthusiast, the chip was not a viable solution at all.

S3 designed these chips for notebooks, but they were also sold as budget AGP graphics cards. No other manufacturer would even dream of spending so much time and effort on offering a single video chipset, and thus most manufacturers dropped their Savage 3D products, including Diamond Multimedia, a name that would later hold much significance for the company.

Whether the issues are a result of poor drivers or defective hardware is unknown.

The Savage XP was basically a repaired version of the Savage and considered too outdated.