The internal code name for this project by was "FFB3". The commercial name FFB3 sold under was "XVR-1000". The code name of the main rendering chip was "FBC3" (for Frame Buffer Controller 3).
Mike Lavalle was the architect for XVR-1000; I was a consulting architect.
While XVR-1000 had all the industrial strength features that most of the professional workstation market needed (high quality antialiased lines, 8-bit overlay planes, 64-bit transformation stacking, a large texture cache of 256MB (esp for volume textures), by the time it came out, lower cost 3D gaming cards had similar triangle rendering performance and faster texture fill rates (even though few workstation applications could use texturing yet). So at this point many professional customers were trying to use the gaming cards for their professional applications, and the market for the XVR-1000 was considerably reduced. (The fact that Sun had retreated from a lot of the workstation space into servers at this point in time was a factor too.)