Since the list has been rather idle lately, I thought it might be wise
to make use of this time to do some forward thinking about how we'd
like this project to evolve in the future.  Some of what I think we
should discuss will influence nearer-term decisions, as well as set us
up to handle contingencies as technologies evolve.

OGA is a design that many consider to be already a bit long in the
tooth.  The graphics market has moved on to hardware vertex processing
and programmable fragment shaders.  What's more, Microsoft has become
obsessed with high-end graphics engines to the point that you will not
be able to run Windows Vista without a very powerful graphics card. 
Fortunately for us, Vista is a long ways off, we don't care much about
Windows, and the Linux community seems to be taking a much more
practical approach to desktop graphics.

The fact is, while OGA may be an older architecture, when it's finally
produced, it will be done on the latest process technology, so it'll
be very fast.  And we've designed it looking ahead to the kinds of 3D
graphics that is important for Linux desktops.  At this point, the OGA
feature set is high-end for embedded systems, low-end for games, and
about right for desktop use.  As sales volumes pick up and OGC prices
come down, OGC will become a commodity product, useful for large
deployments of Linux desktop systems.  Because software support will
never end, and the product line will have a long life, integrators
will not be afraid to invest in OGC for what they sell.

That all being said, some of all of the Linux community will shift
over time to wanting to have programmable shaders and hardware vertex
processing.  With products like OGC1 funding us, we're going to want a
piece of the game market.  In the shorter term, I can't help but
wonder if we couldn't produce a simpler design (probably which runs at
a much higher clock rate) that is fully programmable.  I personally
will have to try not to get distracted by it, but there's no reason
why the community couldn't attempt to best the OGA1 design by spec'ing
out a programmable architecture.

Until the next major OGD-related event, what do you say to spending
some time discussing some different ideas?
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