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<base href="https://bugs.freedesktop.org/" />
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<th>Priority</th>
<td>medium
</td>
</tr>
<tr>
<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Distributed Graphics Processing"
href="https://bugs.freedesktop.org/show_bug.cgi?id=73019">73019</a>
</td>
</tr>
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<th>Assignee</th>
<td>wayland-bugs@lists.freedesktop.org
</td>
</tr>
<tr>
<th>Summary</th>
<td>Distributed Graphics Processing
</td>
</tr>
<tr>
<th>Severity</th>
<td>normal
</td>
</tr>
<tr>
<th>Classification</th>
<td>Unclassified
</td>
</tr>
<tr>
<th>OS</th>
<td>All
</td>
</tr>
<tr>
<th>Reporter</th>
<td>mrmcq2u@gmail.com
</td>
</tr>
<tr>
<th>Hardware</th>
<td>Other
</td>
</tr>
<tr>
<th>Status</th>
<td>NEW
</td>
</tr>
<tr>
<th>Version</th>
<td>unspecified
</td>
</tr>
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<th>Component</th>
<td>wayland
</td>
</tr>
<tr>
<th>Product</th>
<td>Wayland
</td>
</tr></table>
<p>
<div>
<pre>Use compositor to count the number of times a client commits to a buffer in a
given timespan to calculate the framerate of a game to push the graphics up
beyond what the hardware can normally handle by itself. Do this on lets say two
devices to the point where the framerate would be unplayable. Then synchronize
the frames over the network and paint onto a single canvas(monitor/tv). This
would be a hardware agnostic approach to distributing the processing for the
game in question.</pre>
</div>
</p>
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