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 ? > > > _______________________________________________ > Open-graphics mailing list > [email protected] > http://lists.duskglow.com/mailman/listinfo/open-graphics > List service provided by Duskglow Consulting, LLC (www.duskglow.com) -- Michele Carla` <[EMAIL PROTECTED]> _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
