Should Linux Use Proprietary Drivers? 704
Richard Gray writes "Should Linux accept proprietary video/graphics drivers from likes of Nvidia and ATI ? The GPL written by FSF says that the license prohibits proprietary drivers. From the article: 'To write open-source graphics drivers without help from Nvidia or ATI is tough. Efforts to reverse-engineer open-source equivalents often are months behind and produce only 'rudimentary' drivers, said Michael Larabel, founder of a high-end Linux hardware site Phoronix ... Torvalds has argued that some proprietary modules should be permissible because they're not derived from the Linux kernel, but were originally designed to work with other operating systems.' The FSF however, sharply disagrees. 'If the kernel were pure GPL in its license terms...you couldn't link proprietary video drivers into it, whether dynamically or statically.' Where do you fall on this issue?"
Open Graphics Project (Score:5, Informative)
Support open gpu hardware. (Score:2, Informative)
Or buy VIA (Score:5, Informative)
It's also a nice stable silent mini board with a CPU that runs on 4W of power.
If you don't need gaming-level 3D performance or heavy number crunching power, a VIA EPIA-based system is a great option.
(And no, I have no financial ties to VIA.)
Re:Come on (Score:3, Informative)
There's source code for a kernel hook for the binary driver. The actual core of the driver is neither Open Source or Free Software.
Re:If you're going to be picky, hardware's not ope (Score:3, Informative)
Only problem being that a lot of the functionality these games require is actually in the driver, which is very very likely to be closed-source forever. Its as if you want to recreate a full personal computer with a state-of-the-art OS on it, but only get the schematics of the hardware, with NO software whatsoever. This will take a while, especially since the closed-source stuff is filled with tons of functionality and is being extended at an enormous pace.
Re:Come on (Score:3, Informative)
A GPU is an ASIC for obvious reasons. (Cost and performance being the major contendors I suppose.) While you may be able to do some minor adjustments as well as turning on or off different shader pipelines it has nowhere near the flexibility of a FPGA.
General Purpose GPUs has nothing to do with it. Those use the fact that a modern GPU has a shitload of processing power as each fragment (pixel) shader typically has 4 floating point ALUs which can be operated as vector processor. That is done by uploading shaders to the GPU which are then executed there.
Or do you mean that shaders are like a limited programmable array?
This is with my experience as someone who has worked with FPGAs and GPU shaders. (But nothing relating to GPU drivers.)