Could you elaborate?
Could you elaborate?
This is not something that will be remotely competitive with modern GPUs. Their $1,000,000 stretch goal would be to implement a modern shader engine, but given that they aren't offering any actual hardware, I'm not sure how they hope to get to that point.
The $400k goal targets Direct3D 8. That appears to date to about 2000: http://www.gamedev.net/page/resources/_/technical/directx-an...
(I'm impressed that article is still up from 2000!)
$1m is not totally unreasonable for the shader-based design at commercial rates. Last time I did a back-of-the-envelope calculation for a shader-capable fully open graphics card delivering working silicon, I came up with two years, $2.5m, and a hiring shortlist.
ps: instead of parallel compute units for vertex/pixel shader.
ps2: I'd like to see an open hardware RISC movement for GPU. I wish for a 'simple' parallel array of visual oriented floating point primitives, very small and regular, but very open so that people can write compilers and drivers with ease. As opposed to very potent but obscure gpu followed with crippled drivers. Just enough to get fast yet low power css/dom like systems (with little bonus like path rendering) to help lift the visual work away from RPI-class SoCs.
The Raspberry Pi GPU is actually very powerful, but not in ways that help you with CSS/DOM; I don't think there's much work been done to accelerate layout in 3D accelerators other than at the very basic level of glyph rendering and image uncompression.