New PS3 information concerning CELL and RSX programming

I can't read Japanese and I sure as hell don't under these programming diagrams. Can someone please translate bits and parts of the page and decode the programming talk?

Example screenshots.

http://www.watch.impress.co.jp/game/docs/20060331/ps3_207.jpg
http://www.watch.impress.co.jp/game/docs/20060331/ps3_202.jpg
http://www.watch.impress.co.jp/game/docs/20060331/ps3_213.jpg
Sound Programming?
http://www.watch.impress.co.jp/game/docs/20060331/ps3_218.jpg
AI Programming?
http://www.watch.impress.co.jp/game/docs/20060331/ps3_222.jpg
Physics?
http://www.watch.impress.co.jp/game/docs/20060331/ps3_225.jpg
Graphics Programming?
http://www.watch.impress.co.jp/game/docs/20060331/ps3_226.jpg

What the hell does all of this mean?

And Titanio this next picture is for you in particular because you seem to now about this stuff. It's a particles demo comparing SPEs to P4 chips.

http://www.watch.impress.co.jp/game/docs/20060331/ps3_228.jpg

Video clip of Terrain demo. Here


Chameleon Fish demo explained

ps3_239.jpg



Here's the video of the developer that made this demo explaning certain aspects of it.
Download here

And here's a even more in-depth explain of the chameleon fish demo. Explains the chameleon name. 6 minutes long.
here


And here's a picture of the overall system utilization while running this fish demo.
http://www.watch.impress.co.jp/game/docs/20060331/ps3_241.jpg


Here's the link to the whole Watch Impress article.
http://www.watch.impress.co.jp/game/docs/20060331/ps3_2.htm
 
The first talk, where most of your chosen slides are from, seems to be simply an introduction to the Cell architecture and lists a bunch of different stuff that programmers should be thinking about using SPUs (or SPEs, whatever...) for.

It's really just saying "hey - SPUs are good for so many different things, you should be using them loads".

You'll note that they list everything for sound including mixing. Maybe that ought to give people a few clues as to where most of the audio workload will be between the RSX and the Cell <ahem>.

The IBM talk seems unrelated to PS3 - the big clue here being the utilisation of all 8 SPUs, which isn't possible on a devkit (unless any other developers know something I don't!)

The fish talk is basically a case study in moving an existing algorithm over to Cell - it could be the sort of thing that would be useful to someone needing a crowd simulation of some kind in a game, otherwise it's just a pretty demo.
 
Titanio said:
...
MrWibble - the fish demos were from a presentation on the PSCrowd library, which is or will be in the PS3 kit. I'm guessing there was a demand from developers for such a library...

I don't know about that - it seems to me that the SDK is not solely composed of things actually requested by developers :)
 
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