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  1. They're close to the edge of where the open...

    They're close to the edge of where the open source graphics stack is at the moment. That's the real world developers have to live in if they want to support the platform.

    Everyone whishes the...
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    Pff. A little drama never hurt anybody. Thick...

    Pff. A little drama never hurt anybody. Thick skin is pretty much a requirement in FOSS development. :)

    You can say what you want about Linus and his tantrums, but they usually get results and on...
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    I said nothing about resolution. I have no idea...

    I said nothing about resolution. I have no idea where you're getting that from.

    I said you need to do a huge amount of texture samples per pixel to have accurate parallax mapping. You're basically...
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    That's why you don't switch from one tessellation...

    That's why you don't switch from one tessellation level to the next immediately. The Heaven benchmark smoothly blends the levels together so you don't get popping.

    Where in the pipeline you add...
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    The only people calling it a holy grail are...

    The only people calling it a holy grail are marketing folks and people who don't know what they're talking about. This will eventually lead to people whining that it was in fact not the holy grail...
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    Maybe if, instead of whining on internet forums,...

    Maybe if, instead of whining on internet forums, you'd actually educate yourself slightly about graphics hardware, you wouldn't end up so disappointed. You're making up stories based on what can only...
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    I'm pretty sure that's where they're going, yeah....

    I'm pretty sure that's where they're going, yeah. The glue between the VM and the host system would be some Gallium API derivative and at the host side Gallium state/TGSI is converted back to...
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    No, but this has nothing to do with VMs. It has...

    No, but this has nothing to do with VMs. It has to do with the Windows driver model.

    Look, Windows Direct3D applications use the Direct3D API. Windows Direct3D drivers, and thus the probable...
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    Not the one VMWare (probably) already have, which...

    Not the one VMWare (probably) already have, which was my point.
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    Even if they do, it wouldn't be of much use for...

    Even if they do, it wouldn't be of much use for Linux/Wine. Windows D3D drivers don't implement the entire API like Windows OpenGL drivers do. There's a huge chunk of the D3D API that's written by...
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    Right, of course. Didn't think that all the way...

    Right, of course. Didn't think that all the way through. For windowed apps a copy makes sense. as they effectively share the front-buffer with the window manager (in DRI1 at least). Guess the...
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    See, here's where I'm fuzzy. Aren't buffer swaps...

    See, here's where I'm fuzzy. Aren't buffer swaps supposed to, you know, swap buffers? As in not copy from the back- to the front-buffer at all but instead just swap them? Or is this just some...
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    At least a warning about impending hearing damage...

    At least a warning about impending hearing damage would have been nice. If you're on headphones, turn them down before clicking on the video.
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    Ah, that obviously makes a lot of sense. Thank...

    Ah, that obviously makes a lot of sense. Thank you.
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    Just to be clear; this is a bog standard Mesa/DRI...

    Just to be clear; this is a bog standard Mesa/DRI driver, right? Not one for Gallium? If so, what's the rationale for not skipping straight to Gallium? That would seem like the thing to do to me,...
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    Hardly newsworthy though is it? It was always the...

    Hardly newsworthy though is it? It was always the case that these features would be dropped if they weren't ready in the server 1.6 timeframe. Keith said that from the get go. If they were ready,...
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    So now 64-bit users can also experience fatal...

    So now 64-bit users can also experience fatal Firefox crashes without the safety of nspluginwrapper saving them? Umm, woo?
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    Crysis does not support OpenGL.

    Crysis does not support OpenGL.
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    Unfortunately it's not that simple. Unlike with...

    Unfortunately it's not that simple. Unlike with OpenGL, the D3D API is not implemented inside the driver itself. Microsoft write a huge part of the API themselves. This top layer routes commands to a...
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