Glaze3D

The family, which would have come in the Glaze3D 1200, Glaze3D 2400 and Glaze3D 4800 models, was supposed to offer full support for DirectX 7, OpenGL 1.2, AGP 4×, 4× anisotropic filtering, full-screen anti-aliasing and a host of other technologies not commonly seen at the time.

As bug-hunting, validation and manufacturing problems delayed the launch, new features became necessary and a DX7 variant with built-in hardware Transform & Lighting was announced, but never appeared.

The new version sported such features as an additional 3 MB of eDRAM, proprietary Matrix Antialiasing and a vastly improved fillrate, as well as offering a programmable vertex shader and widened internal memory bus.

Bitboys turned to mobile graphics and developed an accelerator licensed and probably used by at least one flat panel display manufacture, although it was intended and designed primarily for higher-end handhelds.

Most importantly, the card was originally claimed to achieve over 200 frames per second in id Software's Quake III Arena at maximum visual quality.

A publicity screenshot designed to highlight the realism that Glaze3D cards were supposed to achieve