Hardware T&L had been used by
arcade game system boards since 1993, and by
home video game consoles since the
Sega Genesis's Virtua Processor (SVP),
Sega Saturn's SCU-DSP and
Sony PlayStation's GTE in 1994 and the
Nintendo 64's RSP in 1996, though it wasn't traditional hardware T&L, but still software T&L running on a coprocessor instead of the main CPU, and could be used for rudimentary programmable pixel and vertex shaders as well. More traditional hardware T&L would appear on consoles with the
GameCube and
Xbox in 2001 (the PS2 still using a vector coprocessor for T&L).
Personal computers implemented T&L in software until 1999, as it was believed faster
CPUs would be able to keep pace with demands for ever more realistic rendering. However,
3D computer games of the time were producing increasingly complex scenes and detailed lighting effects much faster than the increase of CPU processing power.
Nvidia's
GeForce 256 was released in late 1999 and introduced hardware support for T&L to the consumer PC
graphics card market. It had faster vertex processing not only due to the T&L hardware, but also because of a cache that avoided having to process the same vertex twice in certain situations. While
DirectX 7.0 (particularly
Direct3D 7) was the first release of that API to support hardware T&L,
OpenGL had supported it much longer and was typically the purview of older professionally oriented 3D accelerators which were designed for
computer-aided design (CAD) instead of games. Aladdin's ArtX integrated graphics chipset also featured T&L hardware, being released in November 1999 as part of the Aladdin VII motherboards for socket 7 platform.
S3 Graphics launched the
Savage 2000 accelerator in late 1999, shortly after GeForce 256, but S3 never developed working Direct3D 7.0 drivers that would have enabled hardware T&L support. ==Usefulness==