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Voodoo2

The Voodoo 2 is a 3D graphics accelerator chipset developed by Interactive, released on February 2, 1998, and designed exclusively for enhancing in personal computers without integrated 2D capabilities. Built on the SST-2 architecture using a 350 nm manufacturing process, it features a trio of specialized chips—a single FBI2 (frame buffer interface) and dual TMU2 ( units)—clocked at 90 MHz, with 8 MB or 12 MB of DRAM configured as 4 MB for frame buffer and alongside 4 MB or 8 MB for texture memory. This setup enabled peak fill rates of 90 million pixels per second, support for 6.0 and 1.1, and advanced effects like bilinear , mipmapping, alpha blending, and fog, making it a for immersive visuals in titles such as Quake II and Unreal. As the successor to the groundbreaking Voodoo Graphics of 1996, the Voodoo 2 addressed limitations in multi-texturing and performance by doubling the texture units from one to two, allowing simultaneous application of multiple textures per pixel for more realistic surfaces like light maps and detail textures. It introduced Scan-Line Interleave (SLI) , enabling two cards to connect via a for near-linear performance scaling—up to 1024x768 resolution and doubled texturing throughput—pioneering multi-GPU setups later adopted by competitors like . Priced at $249 for the 8 MB model and $299 for the 12 MB variant at launch, it connected via interface and required pairing with a separate for display output, a design choice that emphasized pure acceleration over all-in-one solutions. The Voodoo 2 achieved widespread commercial success, outselling rivals like 's and ATI's Rage Pro through superior performance in a transitioning from software rendering to , and it powered arcade-to-PC ports while boosting frame rates in early first-person shooters to playable levels at 800x600. However, its specialized nature became a drawback as integrated 2D/3D cards proliferated, marking it as 3dfx's final dedicated -only product before the company's shift to hybrid designs like the Voodoo Banshee and eventual acquisition by in 2000. Its legacy endures in retro computing communities, where modified SLI configurations and software emulations revive its capabilities for vintage games, underscoring its role in democratizing high-fidelity graphics during the late PC boom.

Development and History

Origins and Design Goals

3dfx Interactive was founded in 1994 in San Jose, California, by former Silicon Graphics employees Ross Smith, Scott Sellers, and Gary Tarolli, with initial focus on high-performance graphics hardware for arcade systems before pivoting to PC add-in cards. The company's breakthrough came with the 1996 release of the Voodoo Graphics card, a dedicated 3D accelerator that revolutionized PC gaming through its optimized Glide API, particularly for id Software's Quake, enabling smooth, high-quality 3D rendering that outpaced competitors. By 1997, Voodoo Graphics had captured approximately 85% of the 3D graphics accelerator market, establishing 3dfx as the dominant force in consumer 3D acceleration. Building on this success, 3dfx initiated development of the Voodoo2's successor chipset under the codename SST-2 starting in 1996, aiming to overcome the original Voodoo Graphics' limitation of single-texture mapping per clock cycle by introducing dual-texturing capabilities for more complex visual effects in games. Key design goals included boosting overall performance through higher clock speeds and the introduction of Scan-Line Interleave (SLI) technology, which allowed two cards to synchronize for effectively doubled rendering throughput, while deliberately omitting integrated 2D functionality to minimize costs and target mid-range gamers who already possessed separate 2D cards. This approach prioritized pure 3D acceleration, leveraging the established Glide API ecosystem to ensure seamless integration with existing software. The SST-2 project specifically targeted enhancements in fill rates to handle denser scenes and supported resolutions up to 1024x768 in SLI configurations, addressing the growing demands of evolving 3D titles without compromising the card's affordability. A primary challenge during development was preserving backward compatibility with the Glide API and the vast library of optimized games, while fending off emerging competition from rivals like NVIDIA, whose RIVA 128 integrated both 2D and 3D capabilities into a single, more convenient chip starting in 1997. This competitive pressure underscored 3dfx's strategic emphasis on performance specialization over all-in-one solutions.

Announcement and Release

The Voodoo2 graphics accelerator was announced by Interactive on November 3, 1997, with demonstrations highlighting its enhanced capabilities at the trade show in . The announcement emphasized the card's dual-texturing design goals to deliver superior performance for . Following the announcement, the Voodoo2 entered full production on a and shipped to manufacturers starting in early 1998, with retail availability beginning February 2. Initial shipments faced slight delays due to overwhelming demand, echoing the shortages experienced with the prior Voodoo Graphics cards, which limited immediate availability despite high anticipation. The 12 MB model launched at a suggested retail price of $299, positioning it as a premium 3D-only accelerator. At launch, marketed the Voodoo2 directly against competitors like NVIDIA's and ATI's Rage Pro, focusing on its specialized acceleration without integrated functionality to keep costs down and performance high. This design required users to pair it with a separate card, such as the , via a pass-through cable for complete video output. Early adoption was boosted by software bundling, with cards often packaged alongside titles like Quake II and Half-Life that leveraged 3dfx's Glide API for optimized 3D rendering. These partnerships helped drive consumer interest in the pass-through setup, establishing the Voodoo2 as a staple for high-end PC gaming rigs in 1998.

Architecture

Chipset and Components

The Voodoo2 utilizes a multi-chip architecture comprising three application-specific integrated circuits (ASICs): a single FBI2 chip, internally designated "Chuck," responsible for frame buffer control, rasterization, and basic 2D bit-block transfer (BitBLT) operations, paired with two TMU2 chips, designated "Bruce," each dedicated to texture mapping and filtering. This three-chip configuration enables parallel processing for enhanced 3D rendering, with the standard core clock speed of 90 MHz across the chips; premium variants, such as certain overclocked reference designs, could achieve up to 100 MHz or higher for improved performance. Memory on the Voodoo2 consists of 8 MB or 12 MB of 90 MHz , organized in a 192-bit wide bus divided into two independent 96-bit channels—one for the frame buffer (supporting color, Z-depth, and alpha buffers) and one for texture memory. This setup provides a theoretical peak of 2.16 /s per card, facilitating efficient data access for multi-textured scenes; the 8 MB variant allocates 4 MB to the frame buffer and 4 MB to textures, while the 12 MB configuration expands texture memory to 8 MB to support more complex mipmapped textures without swapping. The card connects via a 32-bit interface, offering a theoretical maximum of 133 MB/s for host communication, though real-world transfers are lower due to the era's bus limitations. Lacking integrated 2D acceleration or a VGA core, the Voodoo2 requires an external graphics card, with video output routed through a pass-through connector to the host's ; typical board dimensions are about 7.5 inches in length to fit half-height or low-profile slots. An SLI connector allows daisy-chaining two cards for scan-line interleave multi-GPU operation, effectively doubling fill rates. Power draw ranges from 15 to 20 W under load, enabling through integrated heatsinks on the ASIC chips without requiring fans, which contributed to its quiet operation in contemporary systems.

Rendering Pipeline

The Voodoo2 employed a fixed-function rendering optimized for acceleration, processing triangles through a series of dedicated stages without programmable shaders or hardware transform and (T&L), which required the host CPU to handle transformations and calculations. The began with setup, where hardware performed triangle setup including backface culling and sub-pixel precision correction to a 0.4x0.4 , using 32-bit floating-point or fixed-point attributes for coordinates, colors, and texture coordinates. This stage fed into rasterization, which generated per-pixel attributes via for colors and incremental updates across scan lines, supporting triangle strips and fans for efficient primitive rendering. Subsequent stages handled pixel-level operations, starting with texture mapping via dual single-cycle texture mapping units (TMUs) per chip, enabling multi-texturing in a single pass with perspective correction, or , and MIP mapping to reduce . Depth testing occurred through a 16-bit Z-buffer or W-buffer with eight comparison functions and biasing support, followed by alpha blending using eight source/destination functions for transparency effects. effects were applied per-pixel using a 64-entry indexed by normalized 1/W values, blending fog color with the fragment based on depth. The pipeline's fixed-function design ensured deterministic processing tailored to era-specific 3D workloads, with all stages pipelined separately to maintain throughput. Bandwidth management was critical to the pipeline's efficiency, achieving a textured fill rate of 90 million pixels per second per chip through a 64-bit interface and command buffering, while solid fill rates reached 180 million pixels per second. In with two cards, the pipeline scaled by alternating rendering of even and odd lines between chips, effectively doubling output without introducing bottlenecks from shared geometry setup. However, the pipeline was limited to 16-bit in 5:6:5 RGB format with internal 24-bit dithering, precluding native support for higher-precision rendering.

Features and Capabilities

Key Technical Features

The Voodoo2 chipset incorporated two independent texture mapping units (TMUs), enabling dual texturing that applied two textures simultaneously to each pixel in a single rendering pass. This feature facilitated complex visual effects, such as combining base textures with light maps or detail textures, which dramatically improved scene realism and lighting in 3D games. Titles like Unreal and Quake II leveraged this capability to achieve enhanced environmental details without requiring multiple rendering passes, revolutionizing gameplay visuals at the time. Hardware bilinear and trilinear were standard on the Voodoo2, providing smooth texture magnification and minification to minimize artifacts and improve overall image quality. Perspective-correct was implemented via per-pixel 1/W , ensuring accurate texture distortion on angled surfaces without warping. Additionally, the supported modes, including polygonal edge , which softened jagged edges for more polished 3D renders. For display capabilities, a single Voodoo2 card supported resolutions up to 800×600 at refresh rates exceeding 60 Hz in double-buffered 16-bit color mode, with a maximum output of 135 MHz enabling smooth playback. These features, combined with effects via a 64-entry for atmospheric depth, elevated the Voodoo2's role in delivering immersive experiences during the late .

Multi-GPU Support

The Voodoo2 introduced Scan-Line Interleave (SLI) technology, allowing two identical Voodoo2 cards to operate in tandem for enhanced performance. In this configuration, one card renders the even-numbered scan lines of the frame while the other handles the odd-numbered scan lines, synchronizing via a dedicated connector that links the boards' SLI ports. This effectively doubles the pixel fill rate to 180 million s per second without requiring full frame buffering on either card, as the output is interleaved directly to the . The setup designates one Pixelfx2 unit as the primary controller, distributing rendering tasks to leverage the combined Texelfx2 units for multi-pass effects in a single operation. To implement SLI, users required two matching Voodoo2 cards installed in adjacent PCI slots on a compatible motherboard, paired with a Pentium-class CPU, Windows 95 or NT 4.0 operating system, and a separate 2D graphics card for display output via a VGA pass-through cable. Software support was provided through 3dfx's Glide API for optimal performance, with limited compatibility in select Direct3D titles under Windows 95; Direct3D was not supported on NT 4.0. The configuration enabled resolutions up to 1024x768 with Z-buffering, a significant upgrade from single-card limits, though it demanded precise hardware alignment and compatible PCI bridge chips to avoid signal issues. SLI delivered near-linear performance scaling in rasterization-intensive games, often achieving 80-90% gains in frame rates at higher resolutions, such as reaching 104.5 FPS in SLI versus 59.5 FPS single-card at 800x600 on a III-equivalent system. However, benefits were constrained by CPU bottlenecks in geometry transformation and setup tasks, leading to in scene-heavy workloads, and the technology supported only two cards maximum due to its interleaved design. This approach excelled in fill-rate-bound scenarios but could introduce visual artifacts like interleaving glitches at very high frame rates without vertical sync. As the first consumer-grade implementation of multi-GPU rendering, Voodoo2 SLI paved the way for subsequent technologies from and , evolving from scan-line splitting to frame alternation and advanced bridging in modern multi-GPU setups.

Specifications

Hardware Specifications

The Voodoo2 graphics accelerator featured a centered around the FBI2 (Frame Buffer Interface) chip and up to two TMU2 ( Unit) chips, with standard configurations providing key hardware attributes optimized for in the late .
SpecificationDetails
Core Clock90 MHz (standard; some OEM variants at 100 MHz)
Fill Rate90 million pixels per second per card (1 pixel per clock cycle)
Memory8–12 total (4 MB frame buffer on FBI2 + 2–4 MB texture memory per TMU2); 90 MHz ; 192-bit bus (64-bit per chip); aggregate bandwidth of 2.16 GB/s
Interface32-bit 2.1 (33 MHz clock); theoretical bandwidth of 133 /s; later adapters available from OEMs
Output15-pin D-sub VGA pass-through (input from host 2D card, output to display)
Dimensions and CompatibilityHalf-height, full-length PCB (single-slot); compatible with slots in systems running , 98, or via -provided drivers
In multi-GPU SLI configurations, the Voodoo2 utilized a proprietary ribbon cable for inter-card communication, enabling synchronized rendering across two cards.

Software and API Support

The Voodoo2 relied primarily on 3dfx's proprietary Glide API for its 3D acceleration, with versions 2.4 and 3.0 serving as the core software interface optimized for the card's rendering capabilities. Glide 3.0, released in mid-1998, introduced enhancements tailored to the Voodoo2's architecture, including improved texture management and support for scanline interleave rendering in multi-GPU setups. This API enabled direct hardware access for developers, delivering high-performance 3D graphics in compatible applications, while the card translated calls from Direct3D 5.0 to Glide for broader compatibility. OpenGL 1.1 support was provided through software wrappers, such as the 3dfx MiniGL driver, which translated OpenGL calls to Glide for hardware-accelerated rendering on the Voodoo2. Official drivers from 3dfx, including reference packages like version 3.02.02 for Windows 9x, integrated Glide libraries alongside Direct3D and limited OpenGL support, ensuring functionality in fullscreen modes only. These drivers required a separate 2D VGA card for display output, as the Voodoo2 handled exclusively 3D tasks via a pass-through connection, with the host card's drivers managing all 2D rendering and desktop operations. For legacy compatibility on modern systems, community-developed tools like Voodoo Glide wrappers emulate the Glide API by translating it to contemporary graphics interfaces, allowing older games to run on non-3dfx hardware. The Voodoo2 demonstrated strong compatibility with early 3D titles optimized for Glide or , including native support in through its Glide implementation and via Direct3D 5.0 acceleration. Wrappers and patches extended usability to later releases like , which gained 3dfx compatibility shortly after its 1998 launch, enabling smooth performance in or modes. However, the card launched without full native support for 6 or subsequent versions, prompting community patches to bridge gaps in newer games reliant on advanced features. Official driver development ceased following 3dfx's in 2002, leaving end-user support reliant on archived releases and third-party efforts thereafter.

Performance

Benchmark Results

In synthetic benchmarks, the Voodoo2 demonstrated a fill rate of 90 megapixels per second and throughput of 2.5 million per second, reflecting its dual-texturing capabilities in controlled tests. Contemporary game benchmarks highlighted the card's performance in popular titles of the era. In using the timedemo1 at 640x480 resolution, a single Voodoo2 achieved 66 on a 300 MHz system, with SLI configurations achieving 67 by distributing rendering load across two cards. Similarly, GLQuake tests showed roughly a 2x performance uplift over the original Voodoo1, benefiting from single-pass multitexturing that reduced overhead compared to the Voodoo1's multipass approach. For Unreal at 800x600 resolution, single-card setups delivered 30-50 , leveraging the Glide API's low CPU overhead, while SLI improved this to around 50 , particularly emphasizing the advantages of dual texturing in complex scenes. These results, drawn from 1998 reviews, underscored the Voodoo2's CPU dependency; optimal performance required at least a 300 MHz processor to avoid bottlenecks in geometry setup and driver efficiency.

Comparisons with Contemporaries

The Voodoo2, particularly in SLI configuration, demonstrated superior performance to the in Glide-optimized games, leveraging its dedicated architecture and effective fill rate of 180 Mpixels/s in SLI (single card 90 Mpixels/s) matching the 's 180 Mpixels/s. However, the excelled in applications due to native support for multi-texturing and integrated / acceleration, eliminating the need for a separate card required by the Voodoo2. In benchmarks such as , the often matched or slightly exceeded a single Voodoo2 at higher resolutions like 1152x864, though Voodoo2 SLI maintained an edge in pure rasterization tasks. Compared to the ATI Rage Fury (based on the Rage 128 chipset), the Voodoo2 offered stronger texturing capabilities through its dual units, resulting in higher frame rates in scenes heavy with textures, where the Rage Fury's single-texture limited efficiency. The Rage Fury, priced lower and including TV-out functionality, provided better value for users needing multimedia features, but its overall performance trailed Voodoo2 SLI in synthetic tests emphasizing fill rate and . For instance, the Voodoo2's 180 MTexel/s texture rate in SLI significantly outpaced earlier ATI designs, though the Rage 128 closed the gap in 32-bit color rendering. Relative to the original Voodoo Graphics, the Voodoo2 delivered approximately 1.8 times the fill rate at 90 Mpixels/s per card versus the original's 50 Mpixels/s, enabling smoother at higher resolutions such as 800x600, which strained the older card. The addition of SLI support effectively doubled performance in compatible titles, a feature absent in the original, allowing for enhanced scalability without hardware transform and lighting (T&L) support. Overall, the Voodoo2 excelled in dedicated rasterization and Glide-based rendering, outperforming contemporaries in raw speed for optimized games, but it lagged in integrated features like native multi-texturing and hardware T&L, which contemporaries like the and later the itself addressed.

Models

Standard Configurations

The Voodoo2 was offered in two primary retail configurations by 3dfx in collaboration with STB Systems, targeting consumer gamers with varying budgets and performance needs. The flagship 12 MB model, which became the most widely adopted among users, utilized 4 MB for the frame buffer and 8 MB for texture storage across its dual texture mapping units, enabling higher-resolution 3D rendering and more complex textures in games. Launched on February 2, 1998, at a manufacturer-suggested retail price (MSRP) of $299, it operated at a 90 MHz core clock speed, making it suitable for demanding titles at 800x600 resolution with 16-bit color depth. In contrast, the 8 variant served as a more affordable entry point, allocating 4 to the frame buffer and 4 to textures, which limited its effectiveness for higher-detail scenes or future game optimizations but sufficed for lower resolutions like 640x480. Priced at an MSRP of $249 upon release, this budget model saw lower adoption due to gamers' preferences for the additional in the 12 version to ensure longevity amid rapidly evolving software demands. Both models shared the same SST-2 chipset architecture consisting of an FBI2 and two TMU2 chips, emphasizing acceleration without integrated capabilities. The reference board design for these standard configurations was a compact, single-slot PCI card measuring approximately 7.5 inches in length, featuring passive cooling through an aluminum heatsink on the primary chips to maintain thermal stability without active fans. It included mounting points for an SLI ribbon cable bracket, allowing two cards to interleave scanlines for doubled performance in compatible Glide-based applications. Each retail package came bundled with 3dfx's proprietary Glide API drivers, optimized for Direct3D and OpenGL wrappers, along with demonstration software such as demos of Quake II and other titles to showcase capabilities. Essential accessories for integration included a VGA pass-through cable, which connected the Voodoo2's input port to the output of an existing 2D graphics card, routing 2D desktop and non-3D content through the primary card while enabling seamless switching to 3D acceleration. This setup was critical since the Voodoo2 lacked native 2D support, relying on the host card's DAC for analog VGA output to standard CRT monitors.

Variants and OEM Models

Diamond Multimedia produced the Monster 3D II, a 12 MB SLI-ready variant of the Voodoo2 featuring enhanced cooling via a passive heatsink design that facilitated reliable overclocking, with users commonly achieving stable core speeds up to 100 MHz beyond the stock 90 MHz specification. This model was particularly favored among enthusiasts for its robust build quality and compatibility with Scan-Line Interleave (SLI) configurations when paired with compatible cables. STB Systems offered the BlackMagic 3D, a 12 MB reference-design Voodoo2 card bundled with 3dfx's official Glide and tools for seamless installation and optimization. Post-launch, limited bridge adapters were available from third parties to enable compatibility with motherboards, though the core model remained PCI-based. Budget-oriented variants included the 8 MB Creative Labs 3D Blaster Voodoo2, which prioritized affordability while supporting essential 3D acceleration up to 640x480 resolutions, often modified by users for TV-out functionality via external adapters. Similarly, Canopus's Pure3D II in a 12 MB configuration targeted cost-conscious users, with some units featuring integrated TV-out mods for output. Other notable OEM variants included the Guillemot Maxi Gamer 3D II and Orchid Righteous 3D, both available in 8 MB and 12 MB configurations and popular for their SLI compatibility and bundled software. Special editions encompassed limited PCI versions certified for Mac compatibility released in 1999, supporting Glide API acceleration in Mac OS via official 3dfx drivers. These Mac editions were scarce, primarily distributed through select OEM channels to Power Macintosh users seeking 3D upgrades.

Reception and Legacy

Market Impact and Sales

The Voodoo2 contributed significantly to 3dfx's dominance in the graphics market, with the company's Voodoo2 and cards collectively capturing a 73% share of the performance and gaming graphics segment by early . High demand for the Voodoo2 led to widespread shortages shortly after its February 1998 launch, mirroring the supply issues experienced with the original card and underscoring its appeal among PC gamers seeking superior acceleration. While exact unit sales for the Voodoo2 alone are not publicly detailed in contemporary reports, 3dfx's overall revenue from graphics products reached $360.5 million in , reflecting robust commercial performance driven by the Voodoo lineup. Initial reception of the Voodoo2 was overwhelmingly positive for its technological advancements, particularly the Scan-Line Interleave (SLI) capability and enhanced visual fidelity, which enabled smoother gameplay at higher resolutions like 800x600. Reviews highlighted its transformative impact on titles such as , praising the card's multitexturing and features for delivering unprecedented realism in PC gaming. However, critics noted drawbacks, including the inconvenience of the 2D pass-through setup, which required a separate 2D card and often resulted in degraded image quality for non-3D content, complicating user setups. 3dfx bolstered the Voodoo2's market penetration through strategic partnerships, notably with id Software, to optimize the Quake engine for the card's Glide API, which provided seamless hardware-accelerated rendering and became a de facto standard for 3D games in enthusiast circles. These collaborations, including early demos and bundled game support, fueled adoption by highlighting the Voodoo2's capabilities in high-profile titles and driving word-of-mouth excitement in gaming communities. By 2000, the Voodoo2 faced intensifying challenges from price-competitive integrated graphics solutions on motherboards, which offered basic functionality at lower costs and eroded demand for dedicated add-in cards like 3dfx's offerings. This competition, combined with shifting OEM preferences toward rivals like , contributed to 3dfx's mounting financial strains, culminating in quarterly losses and a decline in market position despite the Voodoo2's earlier successes.

Technological Influence and Successors

The Voodoo2's introduction of Scan-Line Interleave (SLI) technology marked the first implementation of multi-GPU rendering in consumer graphics hardware, allowing two cards to alternate rendering scan lines for improved performance in 3D applications. This innovation directly influenced NVIDIA's adoption and evolution of SLI in the early 2000s, where it transitioned from analog pass-through to frame reassembly for broader compatibility in gaming and professional workloads. Additionally, the Voodoo2's dual texture mappers enabled advanced multi-texturing effects, such as simultaneous application of multiple textures per pixel, which foreshadowed shader-based rendering pipelines in subsequent generations of GPUs from NVIDIA and others. The card's proprietary Glide API, optimized for DirectX alternatives in Glide-optimized titles, continues to support retro gaming through software wrappers that translate calls to modern OpenGL or DirectX, enabling compatibility on contemporary hardware without original 3dfx drivers. As 3dfx's flagship product, the Voodoo2 was succeeded by the Voodoo3 in 1999, which integrated transform and lighting (T&L) hardware to offload geometry processing from the CPU, enhancing efficiency in complex scenes while maintaining backward compatibility with Voodoo2 features. Concurrently, the Banshee chipset debuted in late 1998 as 3dfx's first integrated 2D/3D solution, combining VGA-compatible 2D acceleration with Voodoo2-level 3D capabilities on a single card to address the Voodoo2's reliance on separate 2D hardware. These advancements represented 3dfx's shift toward more versatile architectures, but the company's product line effectively ended with NVIDIA's acquisition of 3dfx's assets in December 2000, primarily for intellectual property including patents on multi-texturing and SLI, which NVIDIA integrated into its GeForce series. 3dfx's decline accelerated after the Voodoo2 era, culminating in bankruptcy proceedings filed in October 2002, largely attributed to the commercial underperformance of the Voodoo4 and Voodoo5, which struggled against NVIDIA's and ATI's in transitioning to mainstream 7/8 support and integration. Despite this, the Voodoo2 retained a dedicated following in retro computing communities through the , where enthusiasts employed fan-developed modifications and Glide wrappers to run later titles like on original hardware, achieving playable frame rates in software rendering modes for nostalgic authenticity. As of November 2025, many surviving Voodoo2 cards are experiencing intermittent failures due to the pyroelectric effect in multilayer ceramic capacitors (MLCCs), prompting retro communities to recommend preventive replacement of these components for hardware preservation. While the Voodoo2's use of leaded improved durability for repairs in systems, its environmental remains underexplored, with limited documentation on long-term disposal impacts compared to broader e-waste concerns from lead-based electronics of the era.

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