Some PS3 games have come out that already use SSAO, such as Transformers 2, and The Punisher: No Mercy, and apparently GRID also (although I find the effect hard to spot in the screenshots despite the developer's presentation slides mentioning the inclusion of spu-driven SSAO). GRID, if you didn't know, runs on the Ego Engine, which is Codemasters' modified version of the PhyreEngine.is the uncharted 2 beta the first PS3 game ever that have SSAO in a PS3 game?
Thus you would have to be connected to be able to enjoy it.Cloud computing is something very different from cloud rendering...
Phyre Engine appears to be somewhat a bit of a BEAST
I hope more devs can make use of this tech
We evaluated it a while back..
Decided against it because of the scenegraph-based rendering model..
Works great for games with mostly static worlds (e.g. driving games) but just isn't very flexible or performant with more dynamic setups like the ones we're gunning for since you end up having to do ridiculous amounts of tree traversals every frame..
Ended up rolling our own PS3 setup in the end and it's coming along really well..
They also do tone mapping + color correction + MLAA edge detection on the SPU, and do the final MLAA color blending step on the RSX.
They also showed off some neat particle system stuff, where the character would "explode" to particles.
liolio said:Tiny question how much bandwidth is provided between SPU execution units and LS?