Panajev2001a
Veteran
There is no Edge code in Phyre.
Too bad...
There is no Edge code in Phyre.
How come? Putting all eggs into one basket is never a good idea, if you can afford to have 2-3 baskets. Oh and I'm sure that they compare notesToo bad...
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.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.
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.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.
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.
It's a bit up thread, at the bottom of post #29. The gametrailers link.I haven't seen the video, have you got a link? I'd really appreciate it. :smile:
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...) .
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.
is the uncharted 2 beta the first PS3 game ever that have SSAO in a PS3 game?
Who told you Uncharted 2 uses SSAO?
Evan Wells: Screen Space Ambient Occlusion, deferred rendering, cloud computing, paralax mapping, high dynamic range tonemapping, per object motion blur, cascade shadows, sub surface scattering simulation...