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Fix minor typo in riva128
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_posts/2025-02-25-riva128-part-1.md

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@@ -92,7 +92,7 @@ Meanwhile, NVIDIA effectively had to design a graphics architecture that could a
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It was with these financial, competitive and time constraints in mind that design on the NV3 began in 1996. This chip would eventually be commercialised as the RIVA 128, standing for "Real-time Interactive Video and Animation accelerator" followed by a nod to its 128-bit internal bus width, which was very large for the time. NVIDIA retained SGS-Thomson (soon to be STMicroelectronics) as their manufacturing partner, in exchange for SGS-Thomson cancelling their competing STG-3001 GPU. In a similar vein to the NV1, NVIDIA was to sell the chip as "NV3" and SGS-Thomson was to white-label it as STG-3000, once again separated by audio functionality; however, NVIDIA convinced SGS-Thomson to cancel their own part and stick to manufacturing the NV3 instead, which later proved to be a terrible decision when NVIDIA dropped them in favor of TSMC for manufacturing of the RIVA 128 ZX due to both yield issues and pressure from venture capital funders. ST went on to manufacture the PowerVR Kyro series of GPU chips before dropping out of the market entirely by 2002.
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After the NV2 disaster, the company made several calls on the NV3's design that turned out to be very good decisions. First, they acquiesced to Sega's advice (which they might have already done to save the Mutara V08/NV2, but it was too late) and moved to an inverse texture mapping triangle-based model, although some remnants of the original quad patching design remain. The unused DRM functionality was also remove, which may have been assisted by David Kirk[^dkirk] taking over from Curtis Priem as chief designer, as Priem insisted on including the DRM functionality with the NV1, citing piracy issues with the game he had written as a demo of the Malachowsky-designed GX GPU back when he worked at Sun.
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After the NV2 disaster, the company made several calls on the NV3's design that turned out to be very good decisions. First, they acquiesced to Sega's advice (which they might have already done to save the Mutara V08/NV2, but it was too late) and moved to an inverse texture mapping triangle-based model, although some remnants of the original quad patching design remain. The unused DRM functionality was also removed, which may have been assisted by David Kirk[^dkirk] taking over from Curtis Priem as chief designer, as Priem insisted on including the DRM functionality with the NV1, citing piracy issues with the game he had written as a demo of the Malachowsky-designed GX GPU back when he worked at Sun.
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[^dkirk]: David Kirk is perhaps notable as a "Special Thanks" credit on *Gex* and the producer of the truly unparalleled *3D Baseball* on Sega Saturn during his time at Crystal Dynamics.
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