On Sun, 2006-04-16 at 18:22 -0400, Jeff Garzik wrote:

> 
> IMO ideally what is needed is practical experience, to answer that 
> question (which again requires time and money).  One needs to work 
> inside a feedback loop:
> 
>       1. design the hardware, based on guesses
>       2. design the shader JIT, based on initial hardware ISA
>       3. profile to see where the hardware spends most of its time,
>          based on likely-common usage workloads.
>       4. update JIT and hardware to reflect profile data
>       5. go to step 3, if you have the time and energy.
>       6. get some hardware out to the general public
>       7. find out all your workload assumptions were wrong,
>          and go back to step 3.  :)
> 
> So for OGD, I would recommend the open source way:  release early, 
> release often.  Design a very simple, just-to-get-going GPU that 
> supports programmable shaders.

Totalllly agreee !!!
IMHO: This is the only way it "could" work !

>   _Just enough_ to get people working on 
> the software.  Ignore everyone's opinions on the mailing list [for now]. 
>   Then enter the feedback loop...
> 
>       Jeff
> 

What about having a HI-Tech mailing-list dedicated only to OpenGraphics
and not audio or anything else ?

> 
> 
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-- 
Michele Carla` <[EMAIL PROTECTED]>
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