HW accelerated embedded and mobile devices with OpenGL ES can to a  
certain extent do procedural textures and geometry which can cut  
bandwith requirements a lot.

-Mats

Siterer Peter Amstutz <[EMAIL PROTECTED]>:
> I'm less concerned about scaling down to old hardware platforms, since
> there's a reason why that hardware was replaced to begin with.  However,
> scaling down to embedded and mobile devices is important.  I think that
> bandwidth requirements are probably the biggest restriction on what a
> mobile device can do, embedded CPUs are getting faster and memory is
> getting bigger, but in terms of data most cellular connections are like
> sipping through a straw.
>
> The critical ability here is to negotiate with the server to determine
> bandwidth requirements, and be able to streamline the exchange so that
> the lightweight client can directly access the data it wants and not
> have to wade through kilobytes and megabytes of useless crap.  For
> example, the problem cell phones suck at viewing web pages is partly
> because they might have to download 50k of HTML before it can boil it
> down to a format suitable for the small screen.
>



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