 Hardware T&L did not have broad application support in games at the time (mainly due to Direct3D games transforming their geometry on the CPU and not being allowed to use indexed geometries), so critics contended that it had little real-world value.Initially, it was only somewhat beneficial in a few OpenGL-based 3D first-person shooter titles of the time, most notably "Quake III Arena".3dfx and other competing graphics card companies contended that a fast CPU would make up for the lack of a T&L unit.