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NVIDIA’s Fastrack

In April 1993, Huang Renxun, who came out of LSI Logic, an integrated circuit

manufacturer, and Chris Malachowsky and Curtis Priem, two young engineers from

Sun, co-founded NVIDIA. Their original intention was to develop a special chip to

speed up the rendering of 3D images in electronic games and bring more realistic

display effects.

After two years of polishing, NV1, the first multimedia accelerator for game

consoles, was launched. This accelerator integrates graphics processing, sound card

and game lever functions. Once released, it attracted the attention of SEGA, the

biggest game manufacturer at that time. However, in the same year, Microsoft

launched Windows 95, which is mainly characterized by graphical user interface

(GUI). The mainstream market of graphics chips has shifted from game consoles to
PCs. Meanwhile, Microsoft has also developed a graphics programming interface,

Direct3D standard, which uses the technology of multilateral image formation. Since

there is no polygon 3D standard like Direct3D and OpenGL (3D drawing

programming interface developed by SGI) in NV1 research and development,

NVIDIA uses quadratic equation texture mapping as its stereo graphics

implementation method, which is incompatible with the industry's general standards,

so its market sales are declining rapidly.

In 1996, NVIDIA stopped selling NV1 and stopped developing NV2, and began

to shift its focus to graphics processor RIVA128. Over the next two years, NVIDIA

launched RIVA128, RIVA128ZX, RIVATNT and other graphics processors. These

new products not only support Microsoft Direct3D and OpenGL standards, but also

exceed competitors ‘Voodoo and RAGE Pro of ATI in terms of energy efficiency.

With their low prices, they have gradually won the favor of the whole plant.

In 1999, NVIDIA 's annual revenue exceeded $150 million and was listed on

Nasdaq. In May of the same year, it sold more than 10 million graphics processors. In

August, NVIDIA launched the first GeForce-named display core, GeForce 256, and

first introduced the concept of GPU. At the end of the next year, with $70 million in

cash and 1 million shares in the company, NVIDIA officially became the industry's

leader by taking the 3Dfx into its pocket.

From 2004 to 2007, the business of NVIDIA games and professional graphics

processors grew steadily. During these four years, David Kirk, the chief scientist of

NVIDIA, was thinking about a longer-term problem: making GPU technology for 3D
rendering universal.

The reason is that Intel's CPU can be shared by all computer applications

through multithreading technology, but GPU can only interact with users through

interfaces such as OpenGL/DirectX. If a suitable programming model can be provided

in GPU and abundant parallel computing resources of GPU can be shared with

developers, then every PC can become a super large-scale high-performance

computer.

The cost of this madness is enormous. Because the relevant CUDA logic circuit

must be added in the design of hardware products, which makes the chip area

increase, heat dissipation increase, cost increase and failure rate increase. At the same

time, it is also necessary to ensure that the software drivers of each product support

CUDA, which is a huge workload for NVIDIA engineers.

From 2009 to 2012, NVIDIA also ushered in the most important period in the

history of development with the power of general GPU based on CUDA in the field of

high-performance computing. In 2012, with the support of general GPU, deep neural

network technology achieved a major breakthrough, including computer vision,

speech recognition, natural language processing, and artificial intelligence technology

in various fields have been rapidly developed. NVIDIA's data center business has also

begun to develop, providing powerful computing support for many companies. It is

certain that in the AI era, NVIDIA has provided strong support for the development

and application of AI technology for all walks of life.

Esports is one of the key drivers of the growth of game business in NVIDIA
emerging markets. Today, some professional game teams even have Championships

based on GeForce GPU standards; a large number of viewers watch E-sports through

online websites such as Amazon and Twitch, and also lay a huge market network for

NVIDIA GPU.

Secondly, the performance improvement of game consoles also creates

opportunities for NVIDIA. Sony PS4 and Microsoft Xbox One have increased the

performance standards of game consoles by 7-8 times. To achieve this level of

performance, users need at least GTX 960 GPU as the standard. In addition, some of

the latest 3A video games have very high-performance requirements. 80% of

NVIDIA's 100 million GPU users need to upgrade their GPUs to play the latest 3A

games, which increases the power and demand of serious gamers to update their PC

performance.

Thirdly, the opening of game content has also driven the demand of NVIDIA high-

performance GPU. In PC games, some developers will give gamers the right to

modify the game and create their own content, which requires high GPU performance,

but also gives NVIDIA the opportunity to sell high-performance GPUs.

Finally, VR will become a new computing platform in the game industry.

Nowadays, more than 90% of PCs are not suitable for VR. It is necessary to upgrade

their GPUs to get a satisfactory VR experience. In addition, the lack of VR game

content also provides conditions for NVIDIA to build a new game ecosystem.

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