Zaborn_1997

Chapter 691 635 Meetings with NVDIA and AMD.


January 4 1996 Monday.


Zaboru was now staying in a luxury hotel in the USA, where one of the most important meetings was taking place — a discussion about custom CPU and GPU development for the next ZAGE console.


ZAGE now owns 30% of AMD and 30% of NVIDIA. Initially, when Zaboru invested, he acquired 25% of their shares. More recently, he increased his stake in NVIDIA and AMD by an additional 5%. As a result, he is now one of the major shareholders in both companies. Zaboru was now calling Jensen Huang and Jerry Sanders, the current CEOs of NVIDIA and AMD, respectively.


Zaboru, Jensen, and Jerry sat down at the hotel table, drinks in hand and documents spread out before them. The atmosphere was casual, but the conversation ahead would be anything but. Jensen and Jerry had developed a strong working relationship over the past year—thanks in large part to ZAGE's growing influence, AMD and NVIDIA were now practically partners. The companies had begun aligning some of their R&D efforts and frequently shared technical insights, smoothing the development process for joint ventures like the upcoming ZAGE console.


The two CEOs often communicated, whether for collaboration or just to bounce around ideas. What made things even easier was that Jerry and Jensen weren't just business allies—they had been friends.


Zaboru smiled. "Sorry to bother you, Jensen, Jerry — but like I said on the phone, this is quite urgent."


Jensen and Jerry both nodded. Then Jensen spoke. "I'm guessing this is about the ZAGE project you mentioned, right, Zaboru?"


Zaboru nodded. "Exactly. As you both know, we at ZAGE are already deep in development for our next-gen console. I mentioned a few months back that we'd need a custom GPU, and I wanted to follow up on that."


Jensen nodded in return. "At NVIDIA, we've already been thinking ahead on this. Since ZAGE is one of our shareholders, we're fully committed. We've already started development on a dedicated GPU tailored to your console's needs — no need to worry. The only thing we need to clarify is compatibility. Will this GPU need to work with the custom AMD CPU that Jerry's team is building for the console?"


Jerry sighed. "Zaboru, I understand the urgency, but what you're asking — rushing the development of a full 64-bit CPU within six months — just isn't feasible. Right now, we at AMD are already deep into an ongoing project involving our newest and most optimized 32-bit architecture. It's taken a lot of resources, time, and manpower just to get that where it is today. Shifting gears now to build a true 64-bit CPU from scratch would take significantly more time than you're asking for.


However," Jerry continued, "as you mentioned over the phone a few days ago, there is a potential workaround. We could engineer a pseudo-64-bit CPU — essentially, it would run 32-bit instructions but mimic certain features of a 64-bit processor. While the overall performance would still be fundamentally 32-bit, we could design it to stretch its capabilities enough to meet some of the expectations you're aiming for. It wouldn't be a true 64-bit chip, but for your purposes — especially in gaming — it could deliver the performance you're looking for within the time frame and marketing it as "64" CPU."


Zaboru then remembered that in his previous life, even the Nintendo 64 didn't use a true 64-bit CPU. Instead, it was built on a pseudo-64-bit architecture, and most developers still worked within a 32-bit framework. That realization gave him confidence to propose the same idea to Jerry — to go with a pseudo-64-bit CPU that could still meet their performance goals without delaying the console's release and the consoles can still marketed as 64 consoles.


Fortunately, Jerry agreed with the proposal.


"I see, I understand," Zaboru said. "Let's proceed with the pseudo-64-bit CPU, then. Just make sure it stays aligned with Jensen on GPU compatibility so we don't run into any integration issues down the line."


Jensen said, "We might also need ZAGE's R&D specialists involved in the development of these new consoles so we can properly test our components, Zaboru."


Zaboru nodded. "I understand. We at ZAGE will absolutely give our full support on this. If there are any financial or technical issues along the way, don't hesitate to contact me directly. I'll make sure we resolve them as quickly as possible."


Jensen and Jerry nodded. If anyone else had made such suggestions, they might have scoffed at them. But Zaboru clearly knew what he was doing. He had a deep understanding of how CPUs and GPUs functioned, which made it much easier for them to work with him and trust his vision for the console's development.


The three of them continued discussing technical specifications, hardware integrations, and architecture compatibility in detail. After an in-depth exchange of ideas and requirements, it was officially decided that both AMD and NVIDIA would collaborate on developing a custom CPU and GPU for ZAGE's next-generation console. With both companies already having preliminary development underway, the proposed deadline was set for mid-1996. Given the current pace and resource allocation, the timeline was not only realistic but well within reach.


Now back in his office in the USA, Zaboru quickly jotted down detailed notes about the meeting he had just attended. He wanted everything fresh in writing before bringing it up during the upcoming internal discussions with the ZAGE team.


Zaboru grinned. "This console will be like the Dreamcast. I want it to have similar or slightly less system RAM, VRAM, and sound RAM than the Dreamcast — but with one major difference. Unlike the Dreamcast, my ZEPS 3 will use DVDs instead of GD-ROMs, and it won't have a 128-bit CPU. Instead, it will run on a pseudo-64-bit CPU. That should allow it to operate more smoothly overall, even if the performance quality is slightly lower.


But that's fine," he said to himself, still smiling. "ZEPS 3 doesn't need to outgun the Dreamcast. What I want is a console that redefines what the PlayStation 1 and Nintendo 64 were in my previous life — something iconic and efficient."


The 32-bit and 64-bit era of gaming brought with it a wave of groundbreaking titles — many of them now considered timeless classics. It marked the first true generation of 3D home consoles, opening the door for developers to finally bring their creative visions to life in full three-dimensional space. It was an era filled with innovation, experimentation, and bold new ideas. Zaboru wanted to recreate that same spark in this world — a new golden age where developers could once again dream big and push the boundaries of what games could be.


Zaboru leaned back in his chair, letting the ideas swirl freely in his mind. The hardware specs he envisioned weren't cheap, and he knew that very well. He was planning something ambitious—cutting-edge for its time—and with ambition came cost. In fact, this console might end up being more expensive to produce than both ZEPS 1 and ZEPS 2 combined. But that didn't bother him. He wasn't driven by the bottom line. Not yet. What mattered most to him at this stage was building a machine that could stand tall against his memories of the industry's golden age. Production cost was a concern for later, once the vision was fully realized and the foundation was in place.


"First of all, I can't afford to sell it at a major loss like the PlayStation 3 did in my previous life. Second, we can price it just slightly above the production cost—enough to consider distribution margins—so ZAGE can make up the difference through software sales instead of relying on hardware profits.


Still, I'll need to sit down with the ZAGE team to discuss this in more detail before finalizing any decisions."


He paused, thinking ahead.


"For now, aside from wrapping up the ZEPS 1 closure project, I need to start planning the ZEPS 3 launch titles. I want to have at least ten games ready for release when the console launches. Let's aim for early to mid-1997. But if that's not realistic, we can delay it to the end of 1997. Better to launch with a strong lineup than rush things and fall short."


A strong console launch needs a robust lineup of games, and Zaboru wanted ZEPS 3 to debut with as many launch titles as possible. With that goal in mind, he decided that throughout 1996, his internal teams would shift their focus almost entirely toward the development of future consoles and games. As a result, ZAGE would likely scale back its game releases for existing platforms like the ZEPS 2 and ZGB.


As for ZAGE USA, Zaboru planned to give them more autonomy. His strategy for the American branch was to steer them toward becoming a PC-focused game development hub, with occasional releases for home consoles when it made sense. He believed this specialization would maximize efficiency and allow each region to play to its strengths. However, he wouldn't leave the USA team out of the ZEPS 3 development. They would have their share of responsibilities as well, since ZEPS 3 was the main project for ZAGE throughout 1996 and 1997.


Zaboru nodded and immediately arranged a meeting with his team in Japan to begin full-scale planning for the next console. Zaboru himself would personally oversee the project, determined to guide it every step of the way.


Even now, Zaboru was pushing himself as hard as he could, fully aware that it meant sacrificing rest. Thankfully, his Enlightenment ability allowed his body to fully recharge with just two hours of sleep, dramatically enhancing his energy levels and overall physical performance. Most days, Zaboru limited his rest to just four hours — two hours of deep sleep, followed by two hours of quiet relaxation. The rest of his time was devoted to work, innovation, or moments shared with his family and girlfriend.


For a moment, he considered sacrificing time with his loved ones to devote even more energy to ZEPS 3. The idea of total focus, of pouring everything into the project, was tempting.


Still, he shook his head and muttered to himself, "No, I can't live like that. ZEPS 3 is important, but I promised my mom and Ayumi that I'd spend time with them."


He chuckled quietly. Zaboru didn't mind staying busy — he thrived on it — but not at the expense of those he cared about most.


To be continue


January 4 1996 Monday.


Zaboru was now staying in a luxury hotel in the USA, where one of the most important meetings was taking place — a discussion about custom CPU and GPU development for the next ZAGE console.


ZAGE now owns 30% of AMD and 30% of NVIDIA. Initially, when Zaboru invested, he acquired 25% of their shares. More recently, he increased his stake in NVIDIA and AMD by an additional 5%. As a result, he is now one of the major shareholders in both companies. Zaboru was now calling Jensen Huang and Jerry Sanders, the current CEOs of NVIDIA and AMD, respectively.


Zaboru, Jensen, and Jerry sat down at the hotel table, drinks in hand and documents spread out before them. The atmosphere was casual, but the conversation ahead would be anything but. Jensen and Jerry had developed a strong working relationship over the past year—thanks in large part to ZAGE's growing influence, AMD and NVIDIA were now practically partners. The companies had begun aligning some of their R&D efforts and frequently shared technical insights, smoothing the development process for joint ventures like the upcoming ZAGE console.


The two CEOs often communicated, whether for collaboration or just to bounce around ideas. What made things even easier was that Jerry and Jensen weren't just business allies—they had been friends.


Zaboru smiled. "Sorry to bother you, Jensen, Jerry — but like I said on the phone, this is quite urgent."


Jensen and Jerry both nodded. Then Jensen spoke. "I'm guessing this is about the ZAGE project you mentioned, right, Zaboru?"


Zaboru nodded. "Exactly. As you both know, we at ZAGE are already deep in development for our next-gen console. I mentioned a few months back that we'd need a custom GPU, and I wanted to follow up on that."


Jensen nodded in return. "At NVIDIA, we've already been thinking ahead on this. Since ZAGE is one of our shareholders, we're fully committed. We've already started development on a dedicated GPU tailored to your console's needs — no need to worry. The only thing we need to clarify is compatibility. Will this GPU need to work with the custom AMD CPU that Jerry's team is building for the console?"


Jerry sighed. "Zaboru, I understand the urgency, but what you're asking — rushing the development of a full 64-bit CPU within six months — just isn't feasible. Right now, we at AMD are already deep into an ongoing project involving our newest and most optimized 32-bit architecture. It's taken a lot of resources, time, and manpower just to get that where it is today. Shifting gears now to build a true 64-bit CPU from scratch would take significantly more time than you're asking for.


However," Jerry continued, "as you mentioned over the phone a few days ago, there is a potential workaround. We could engineer a pseudo-64-bit CPU — essentially, it would run 32-bit instructions but mimic certain features of a 64-bit processor. While the overall performance would still be fundamentally 32-bit, we could design it to stretch its capabilities enough to meet some of the expectations you're aiming for. It wouldn't be a true 64-bit chip, but for your purposes — especially in gaming — it could deliver the performance you're looking for within the time frame and marketing it as "64" CPU."


Zaboru then remembered that in his previous life, even the Nintendo 64 didn't use a true 64-bit CPU. Instead, it was built on a pseudo-64-bit architecture, and most developers still worked within a 32-bit framework. That realization gave him confidence to propose the same idea to Jerry — to go with a pseudo-64-bit CPU that could still meet their performance goals without delaying the console's release and the consoles can still marketed as 64 consoles.


Fortunately, Jerry agreed with the proposal.


"I see, I understand," Zaboru said. "Let's proceed with the pseudo-64-bit CPU, then. Just make sure it stays aligned with Jensen on GPU compatibility so we don't run into any integration issues down the line."


Jensen said, "We might also need ZAGE's R&D specialists involved in the development of these new consoles so we can properly test our components, Zaboru."


Zaboru nodded. "I understand. We at ZAGE will absolutely give our full support on this. If there are any financial or technical issues along the way, don't hesitate to contact me directly. I'll make sure we resolve them as quickly as possible."


Jensen and Jerry nodded. If anyone else had made such suggestions, they might have scoffed at them. But Zaboru clearly knew what he was doing. He had a deep understanding of how CPUs and GPUs functioned, which made it much easier for them to work with him and trust his vision for the console's development.


The three of them continued discussing technical specifications, hardware integrations, and architecture compatibility in detail. After an in-depth exchange of ideas and requirements, it was officially decided that both AMD and NVIDIA would collaborate on developing a custom CPU and GPU for ZAGE's next-generation console. With both companies already having preliminary development underway, the proposed deadline was set for mid-1996. Given the current pace and resource allocation, the timeline was not only realistic but well within reach.


Now back in his office in the USA, Zaboru quickly jotted down detailed notes about the meeting he had just attended. He wanted everything fresh in writing before bringing it up during the upcoming internal discussions with the ZAGE team.


Zaboru grinned. "This console will be like the Dreamcast. I want it to have similar or slightly less system RAM, VRAM, and sound RAM than the Dreamcast — but with one major difference. Unlike the Dreamcast, my ZEPS 3 will use DVDs instead of GD-ROMs, and it won't have a 128-bit CPU. Instead, it will run on a pseudo-64-bit CPU. That should allow it to operate more smoothly overall, even if the performance quality is slightly lower.


But that's fine," he said to himself, still smiling. "ZEPS 3 doesn't need to outgun the Dreamcast. What I want is a console that redefines what the PlayStation 1 and Nintendo 64 were in my previous life — something iconic and efficient."


The 32-bit and 64-bit era of gaming brought with it a wave of groundbreaking titles — many of them now considered timeless classics. It marked the first true generation of 3D home consoles, opening the door for developers to finally bring their creative visions to life in full three-dimensional space. It was an era filled with innovation, experimentation, and bold new ideas. Zaboru wanted to recreate that same spark in this world — a new golden age where developers could once again dream big and push the boundaries of what games could be.


Zaboru leaned back in his chair, letting the ideas swirl freely in his mind. The hardware specs he envisioned weren't cheap, and he knew that very well. He was planning something ambitious—cutting-edge for its time—and with ambition came cost. In fact, this console might end up being more expensive to produce than both ZEPS 1 and ZEPS 2 combined. But that didn't bother him. He wasn't driven by the bottom line. Not yet. What mattered most to him at this stage was building a machine that could stand tall against his memories of the industry's golden age. Production cost was a concern for later, once the vision was fully realized and the foundation was in place.


"First of all, I can't afford to sell it at a major loss like the PlayStation 3 did in my previous life. Second, we can price it just slightly above the production cost—enough to consider distribution margins—so ZAGE can make up the difference through software sales instead of relying on hardware profits.


Still, I'll need to sit down with the ZAGE team to discuss this in more detail before finalizing any decisions."


He paused, thinking ahead.


"For now, aside from wrapping up the ZEPS 1 closure project, I need to start planning the ZEPS 3 launch titles. I want to have at least ten games ready for release when the console launches. Let's aim for early to mid-1997. But if that's not realistic, we can delay it to the end of 1997. Better to launch with a strong lineup than rush things and fall short."


A strong console launch needs a robust lineup of games, and Zaboru wanted ZEPS 3 to debut with as many launch titles as possible. With that goal in mind, he decided that throughout 1996, his internal teams would shift their focus almost entirely toward the development of future consoles and games. As a result, ZAGE would likely scale back its game releases for existing platforms like the ZEPS 2 and ZGB.


As for ZAGE USA, Zaboru planned to give them more autonomy. His strategy for the American branch was to steer them toward becoming a PC-focused game development hub, with occasional releases for home consoles when it made sense. He believed this specialization would maximize efficiency and allow each region to play to its strengths. However, he wouldn't leave the USA team out of the ZEPS 3 development. They would have their share of responsibilities as well, since ZEPS 3 was the main project for ZAGE throughout 1996 and 1997.


Zaboru nodded and immediately arranged a meeting with his team in Japan to begin full-scale planning for the next console. Zaboru himself would personally oversee the project, determined to guide it every step of the way.


Even now, Zaboru was pushing himself as hard as he could, fully aware that it meant sacrificing rest. Thankfully, his Enlightenment ability allowed his body to fully recharge with just two hours of sleep, dramatically enhancing his energy levels and overall physical performance. Most days, Zaboru limited his rest to just four hours — two hours of deep sleep, followed by two hours of quiet relaxation. The rest of his time was devoted to work, innovation, or moments shared with his family and girlfriend.


For a moment, he considered sacrificing time with his loved ones to devote even more energy to ZEPS 3. The idea of total focus, of pouring everything into the project, was tempting.


Still, he shook his head and muttered to himself, "No, I can't live like that. ZEPS 3 is important, but I promised my mom and Ayumi that I'd spend time with them."


He chuckled quietly. Zaboru didn't mind staying busy — he thrived on it — but not at the expense of those he cared about most.


To be continue


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