due to storage and processing power limitations. Reaching for the best music and sound quality, and flexibility with MS-DOS audio standards, often required 2 sound cards be used, or a sound card with a MIDI daughtercard connector. Additionally, NV1's 2D speed and quality were not competitive with many of the high-end systems available at the time, especially the critical-for-games DOS graphics speed. Many customers were simply not interested in replacing their often-elaborate system setups with an expensive all-in-one board and so the heavy integration of NV1 hurt sales simply through inconvenience. Market interest in the product quickly ended when Microsoft announced the DirectX specifications, based upon triangle polygon rendering. This release by Microsoft of a major industry-backed API that was generally incompatible with NV1 ended Nvidia's hopes of market leadership immediately. While demos of quadratic rendered round spheres looked good, experience had proved working with quadratic texture maps was extremely difficult. Even calculating simple routines was problematic. Nvidia did manage to put together limited Direct3D support, but it was slow and buggy (software-based), and no match for the native triangle polygon hardware on the market. Subsequent NV1 quadratic-related development continued internally as the NV2. NV2 Cancelled before completion, NV2 was to be NVIDIA's second PC 3D accelerator graphics chip. A successor to the NV1, NV2 built upon its predecessor's unusual quadratic 3D-rendering architecture. It was initially considered for use in Sega's Dreamcast console, due to the relationship cultivated between NVidia and Sega over the porting of Sega arcade and Saturn console titles over to the PC platform, where the similarity in NV1's and Saturn's 3D-rendering architecture aided in the porting process. (The NV1 graphics cards had 2 Sega Saturn gamepad ports integrated so that Saturn titles could be easily ported over to the NV1 cards and have an equal gameplay experience.) However, experience with both Saturn and NV1's 3D-rendering architecture in the Saturn ultimately led the company to abandon quadratic 3D-rendering architecture altogether, in favor of a more traditional architecture that operated on triangle primitives. NVIDIA's strong desire to stick with their maturing quadratic forward texture mapping technology was a great cause of friction between Sega and NVIDIA. One part of the equation was undoubtedly that Sega's PC games division. A quadratic 3D game engine would be very difficult to port over to just about any other contemporary 3D graphics hardware, all of which used triangle primitives and inverse-texture mapping.