On Tue, 20 Aug 2019 at 15:46, Mark Hatle wrote: > Looking at what my customers are doing, I completely agree. I look at the > design criteria for my customer's devices and I'm seeing 256MB as -very- > common. > More happens, but it's rare still. (But I have some customers with GB of > ram, > but that is usually to support their application, but the base system!) > > (Note, I do have customers -with- graphics requirements [X11] that are in > the > 128/256 MB ram ranges. In most cases OpenGL is something they would like, > but I > don't believe it's a hard requirement for them.) > > I do still have many customers with 128 MB of ram requirements. So it's > important for us to set a reasonable baseline (256MB). So going under this > requires 'work', but I think that is acceptable. > For contrast, in the kind of system I am helping to develop everything is measured in gigabytes. RAM should be in the ballpark of 10Gb. Disk storage maybe 10x that. OpenGL is at the foundation of display output and isn't optional in any way. There's basically every connectivity option enabled, multiple cameras, touchscreens and whatnot. The whole thing will eventually look not that far from iOS in terms of UI and capabilities and containerized 3rd party apps (except it *also* needs to support multiple screens and multiple users). And yes, it's all pulled together through bitbake and a zoo of layers, images and target configurations. Yocto is able to target cases like this, which is amazing - hopefully this clears up a bit where I am coming from in this, even if it's a 'minority' position. Alex