PhyreEngine - New Hotness Sponsored by Sony? (moved)

Besides, they are two different tools.

One is to ease multiplatform development for smaller devs (and Codemasters) and one is to ring the life out of CELL+RSX for PS3 specfic games.

You wouldn't want a lot of PS3 specfic stuff in PhyreEngine as it would defeat the object.
 
You wouldn't want a lot of PS3 specfic stuff in PhyreEngine as it would defeat the object.
Have you seen the slides for GDC'09 or the movie of their real-time demo? I'd say, they have the SPUs smoking and that's very PS3 specific.
 
Have you seen the slides for GDC'09 or the movie of their real-time demo? I'd say, they have the SPUs smoking and that's very PS3 specific.

Great slides, the uses shown for SPU post-processing were really something special (SPU Godrays, SPU deferred lighting [with RSX only rendering to G-Buffers], SPU SSAO, etc...) :).
 
Have you seen the slides for GDC'09 or the movie of their real-time demo? I'd say, they have the SPUs smoking and that's very PS3 specific.

My quess EDGE tools have given a lot to the PhyreEngine, but PhyreEngine does an abstraction as much as possible to hide it from developers. Then we can ask is that part of the code more Edge-side or Phyre-side anymore.
 
My quess EDGE tools have given a lot to the PhyreEngine, but PhyreEngine does an abstraction as much as possible to hide it from developers. Then we can ask is that part of the code more Edge-side or Phyre-side anymore.
I've followed Phyre since its PSSG days and I've never seen any links to Edge. I'd expect them to give credit for utilizing Edge.

Edge has been put together by three first-party technology teams within Sony, the WWS Europe Advanced Technology Group, WWS America ICE team (a technology group based at Naughty Dog that specialises in graphics systems and tools for the PlayStation 3), and WWS America Tools and Technology group.

Phyre seems to be the brainchild of SCE/SCEE R&D.
 
Yeah I agree with ChryZ, PSSG was its own branch of development and we need to recall that Phyre was a rebranding of that effort. It's been in the works well since before PS3's launch, and back in the PSSG days they were fairly overt about it being separate from EDGE.

If EDGE and Phyre have reached some similar 'conclusions' in the way they execute, I'd rather we tack it up to parallel development taken to similar ends. At its core though, Phyre is still supposed to be a way for developers to code for multicore environments in a platform agnostic manner, made as turn-key as possible, and yes though of course still leveraging the SPE's to the best of their ability within this context. After all it is an effort to get devs on PS3.
 
Great slides, the uses shown for SPU post-processing were really something special (SPU Godrays, SPU deferred lighting [with RSX only rendering to G-Buffers], SPU SSAO, etc...) :).

If it wasn't your post I would miss the slides because honestly I didn't expect anything more than postprocessing (which was more interesting when PSSG first revealed it as it was indeed the first engine/library at the time, but not as much anymore).

Truly great slides indeed.

I noticed though they mention KZ2 as an example for games using SPU postprocessing, which is unfortunate since Phyre had SPU SSAO for some time now. :(

And absence of dev comments in this thread hurts a little. There are some bold claims there.
 
Shatter PSN game, developed by Sidhe. (video)
Q: The graphics are gorgeous and the physics look great from the trailers; what can you tell us about the game engine used here? Was it developed in house? Connected with Gripshift in anyway?

A: The game uses a recent version of PhyreEngine combined with our own technology and tools. PhyreEngine is developed by Sony and made free for developers to use, so it's a great solution for download products where budgets are lower and every dollar counts. We also used an earlier version of PhyreEngine for GripShift on both the PSN and XBLA versions as we ported the engine over to 360.
 
Uncharted would be using the PS3 specific EDGE toolset not PhryeEngine I would've thought, don't know why it has been brought up in this thread.
 
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