<html><body bgcolor="#FFFFFF"><div><span class="Apple-style-span" style="-webkit-tap-highlight-color: rgba(26, 26, 26, 0.296875); -webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469); ">On Feb 23, 2012, at 5:04 AM, Martin Moores <<a href="mailto:moores.martin@gmail.com">moores.martin@gmail.com</a>> wrote:</span><br></div><div><br></div><div></div><blockquote type="cite"><div>Hi all,<br><br>Just wondering what the current SFF frontend of choice is at the moment?<font class="Apple-style-span" color="#000000"><font class="Apple-style-span" color="#0023A3"><br></font></font></div></blockquote><br><div>Of course, opinions will vary but if I were putting together a new frontend today, I would put a G620T with the OEM HSF on a mini-ITX board and use OpenGL playback with the integrated Intel graphics</div><div><br></div><div>The only trick is that I had to remove all trace of the nvidia driver and I had to patch and recompile the Mesa rpm's from instructions I found on this list. Hopefully the distros will pick up the upstream patch very soon and make the latter unnecessary. The advantage to using OpenGL on Intel graphics is I don't need a discrete NVidia GPU that adds 10 or 15 watts at idle. With a pico-PSU it should idle under 20 watts and use an extra 5 to 10 watts during HD playback. Plus you don't have to deal with NVidia proprietary drivers.</div><div><br></div><div>There's enough CPU to use a sophisticated software deinterlacer like GreedyHighMotion,2X or yo can even step up to something like an i3-2100T or even a -2105 to get more hardware acceleration. That is the one weird thing about Intel - you have to buy more CPU to get more hardware graphics acceleration.</div><div><br></div><div>And things will only get better as VAAPI is implemented.</div></body></html>