Sony believes it could "teach" average developers to write efficient applications for PSX3, much the way average developers were taught to deal with polygon rendering and PSX2 in the 90's.
do I detect a note of sarcasm here?
Sony believes it could "teach" average developers to write efficient applications for PSX3, much the way average developers were taught to deal with polygon rendering and PSX2 in the 90's.
Technologically outstanding games are always difficult (and expensive) to create, regardless of the platform. It could also be argued that easier platform make them even more difficult to make (harder to stand out) but since we'd mostly be going on circumstantial evidence for both sides of argument it's ultimately pointless to go into it.Deadmeat said:And you have to resort to custom coding if you want your games to be graphically outstanding, which is expensive.
Same way as you did. 1Teraflops / (Max. number of operands possible per frame (512MB/4)* 60).Show me how you arrived at your calculation.
We're going through final Q&A right now. Anyway, I'm not yet sure if I want to work on many more racing games after this.Looking forward to Faf Racer2 on PSX3 to prove your word; BTW, what was the title of Faf Racer1 again??? I have not followed the status of your racer for a while.
Shitload of calculations sounds about right to me, especially compared to current gen which is still dominated by simpler forms of lighting along with using as much prelit stuff as possible.Like everything is in voxels or bezier curve in PSX3 generation and need shitload of calculations to render and lit???
ARM is everywhere because it is everything CELL isn't.
1. Simple.
2. Inexpensive.
3. Easy to develop software for.
4. Low power consumption.
5. A dozen 2nd sources competing on price.
6. Excellent tools.
Still, this does not resolve the fundamental issue of PSX3 development complexity.
This is what they do at NASA and NSA to enhance satellite pics.
Cramming more processors into single die is not the solution to performance problem. DirectX works because it makes parallel shaders largely invisible. Maybe MS will be getting its big break with Xbox2 afterall.
It could also be argued that easier platform make them even more difficult to make (harder to stand out) but since we'd mostly be going on circumstantial evidence for both sides of argument it's ultimately pointless to go into it.
Developers could then compete on the merits of game play and artwork on even ground, which is actually a desirable thing,It could also be argued that easier platform make them even more difficult to make (harder to stand out)
Exactly, but smaller developers with little budget might not even get the chance to show their artistic skills because of their coding problems.Graphically outstanding games are not necesserily always technologically outstanding though (and vice versa).
Thinks look that way on PSX2; games pretty much look alike from one another because smaller developers are now forced to scrap their own engine development and license "standard' engines instead.granted, we've seen things nearly as bad happen with PC FPS games at "one" point, but thankfully that trend didn't last long.
A meaningless figure since PSX3 cannot sustain 1 TFLOPS, even 200 GFLOPS would be difficult.1Teraflops / (Max. number of operands possible per frame (512MB/4)* 60).
It is not the right time to move away from polygons as you could still use more polygons to improve on character/model details.Shitload of calculations sounds about right to me, especially compared to current gen which is still dominated by simpler forms of lighting along with using as much prelit stuff as possible.
Wow! You must be one heck of an empathic soul to be upset for them this muchI have my pitties for poor PSX3 developers.
I probably have around 30 PS2 games, and except for some sequels (like Onimusha 1 and 2) I can't think of two games that look even remotely alike. PS2 is like a pool of different graphics engines. Even EA's games like NBA:Street 1 and NBA:Street 2 look absolutely nothing alike.Thinks look that way on PSX2; games pretty much look alike from one another
A meaningless figure since PSX3 cannot sustain 1 TFLOPS, even 200 GFLOPS would be difficult.
A typical C/C++ generated code consists of 40% MOV instructions. I am not sure what percentage of that MOV instructions are Load/Store type memory instructions, but lets say the half for the sake of arguement, so the average ratio of all operations to memory access instruction is 5:1, which sounds about right.
Assume that CELL cache a 95% hit rate(I am being very generous here), incurring one offchip memory access per every twenty memory access instructions in the codestream.
5:1 X 20:1 = 100:1 maximum.
In a bandwidth restricted architecture like CELL, bandwidth determines the sustainable FLOPS. Going by the real world bandwidth estimation of Yellowstone at 12 GB/s(3 billion operands), you get a maximum attainable FLOP figure of 600 GFLOPS.(If the cache hit rate is 90%, then 300 GFLOPS max)
I probably have around 30 PS2 games, and except for some sequels (like Onimusha 1 and 2) I can't think of two games that look even remotely alike. PS2 is like a pool of different graphics engines. Even EA's games like NBA:Street 1 and NBA:Street 2 look absolutely nothing alike.
DeadmeatGA said:A meaningless figure since PSX3 cannot sustain 1 TFLOPS, even 200 GFLOPS would be difficult.
the average ratio of all operations to memory access instruction is 5:1, which sounds about right.
Going by the real world bandwidth estimation of Yellowstone at 12 GB/s(3 billion operands)
Developers could then compete on the merits of game play and artwork on even ground, which is actually a desirable thing,
Exactly, but smaller developers with little budget might not even get the chance to show their artistic skills because of their coding problems.
A typical C/C++ generated code consists of 40% MOV instructions. I am not sure what percentage of that MOV instructions are Load/Store type memory instructions, but lets say the half for the sake of arguement, so the average ratio of all operations to memory access instruction is 5:1, which sounds about right.
For one, that's what's happening most of the time already. And two, there are also negative sides to it - because you will always have your Squares releasing patched up PSOne engines but loaded with 50mil$+ content creation budget which easily overshadows any tech smaller devs might come up with without even trying. (ducks shots from Archie's BFG).Developers could then compete on the merits of game play and artwork on even ground, which is actually a desirable thing,
I thought PS2 was the polar opposite of that - most games look pretty jarringly different from one another. At times even from same developer.Thinks look that way on PSX2; games pretty much look alike from one another because smaller developers are now forced to scrap their own engine development and license "standard' engines instead.
Hey don't look at me, I used YOUR numbers.A meaningless figure since PSX3 cannot sustain 1 TFLOPS, even 200 GFLOPS would be difficult.
I didn't suggest moving away from polys. But as you pointed out yourself we'll be dealing with some compressed form or another (lately I've been partial to displacement mapping although I may change my mind tommorow) as well as heavy shader overhead.It is not the right time to move away from polygons as you could still use more polygons to improve on character/model details.
Panajev2001a said:Fafalada, FFX was not exactly using PSOne tech...
Panajev2001a said:The compiler will have fun with 4,096 registers
Man, the chip will be massive
Fortunately, once you get each APU working in silicon and you optimize its size well debugging the rest of the logic should not be ultra hard as we have a huge repetition of the same building block for the most part...
Once you build the first PE with e-DRAM and you get it running in silicon, you are not far off from a bigger chip adding other PEs on the same die...
It will push the 65 nm process hard, but it should not kill the logic/circuit debuggers in fighting ultra tiny bugs all over the place...