PS3 technology updates @ GTMF2009

one

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There was an SCE session "Technology Updates for PLAYSTATION 3" about recent PS3 SDK updates at GTMF 2009 (an event in Japan for game middleware vendors to show their products).

Japanese article at iNSIDE
http://www.inside-games.jp/news/337/33799.html
Slides
http://www.inside-games.jp/media/screenshot.php?gameid=86837

PLAYSTATION Edge = Edge Geometry + Edge Animation
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=2
Edge Geometry
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=3
Edge Animation
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=4

Deferred Shading with SPU
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=5
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=6
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=7

SPU Fur Effect
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=8
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=9

Non-graphics SPU usage:
AI (pathfinding), Physics Effects, UI (Omega Tracking), procedural generation (trees)
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=10

SPU AI (pathfinding)
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=11
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=12

Physics Effects: SCE-developed physics engine for SPU (Windows version is also available)
2008: vehicle/character controller, cloth, 10-15% speedup for SPU
2009: low-level API, Bullet Engine integration, soft body, optimization for cloth, scene creation tool
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=13
Unreal Engine + Physics Effects: UE3 with SCE PE embedded = fast physics sim
Replacing physics sim in UE3-level/actor/terrain, without changing client code
2008 update: object destruction, cloth
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=14

User Interface:
UI by camera, Omega Tracking
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=15
Head tracking calibration
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=16
Omega Tracking
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=17
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=18
Answer with a nod in a quiz game
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=19

Procedural Generation:
(With currently popular methods to render trees, memory consumption / movement / LOD hierarchy model are not optimal due to so many branches/leaves)
SPU enables procedural technology for trees such as geometry creation, culling and physical behavior
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=20
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=21
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=22

SNC compiler:
Optimized for PPU - shorter compile-time, faster execution speed, smaller executable size
3 years development since 2007 with SN Systems technology under platform-holder support
Continues to support GCC, but most PPU optimization will be applied to SNC
SN Linker:
Supports current GCC objects too, more than twice faster than GNU Link, dead-code stripping with SNC
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=23
Compiler build speed
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=24
Game render speed
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=25
Game executable size
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=26
SNC users: Yakuza 3, Fallout 3, Killzone 2
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=27
Conclusion: SPU can add unique features to PS3, SNC is now a practical tool
http://www.inside-games.jp/media/screenshot2.php?gameid=86837&image=28
 
remember I saw the phrye engine slide using the SPU to do depth of field and ambient occlusion, but I dont think there is one PS3 game that uses ambient occlusion yet.
 
Well, DOF and other technologies has been implemented in existing games. Perhaps AO will come later.

I am still going through the slides slowly. So far...

* Multiple SPUs used in Playstation Edge geometry (vertex computaiton) and animation subsystems.


* SPU Usage:

+ Deferred rendering

+ Fur rendering

+ AI (Advanced route/path searching)

+ Physics Effects (Integrated with UE 3 for high speed physics processing)

+ User interface

+ Procedural techniques (Tree/foliage generation)


* Physics Effects

+ Available on Windows

+ 2008: Character control, Cloth, 10-15% improvement via SPU

+ 2009: Low level API, integration with Bullet, Soft body, Cloth (optimization), ???


* UE3 + Physics Effects

+ Replaced modules handling level, actor, landscape, and physics simulation

+ Transparent to user code

+ 2008 Update: Object destruction, Cloth


* "Omega Tracking"

+ Face/head tracking technology -- "Omega tracking", motion sensing

+ e.g., Recognize nodding for user interaction


* Procedural techniques

+ Low memory usage, dynamic, multiple LOD

+ Generate geometry of trees, cull obstructed parts, obey law of physics


* (New) SN Compiler (Better compile time, execution time, link time, smaller code, supports GCC)

+ Used in Yakuza 3, Fallout 3, KZ2



EDIT: :LOL: I see one has translated all the slides. I thought there are many presentations but there is only one. :)
 
NVIDIA Provides Physics Technology for PLAYSTATION 3
http://news.prnewswire.com/DisplayR...STORY=/www/story/03-17-2009/0004989814&EDATE=
PRNewsWire Reports -
NVIDIA Corporation today announced that it has signed a tools and middleware license agreement for PLAYSTATION(R)3 (PS3(TM)) with Sony Computer Entertainment Inc (SCEI). As a result, the binary version of the NVIDIA(R) PhysX(R) technology software development kit (SDK) is now available to registered PS3 developers for free download and use on the SCEI Developer Network.

The NVIDIA PhysX software development kit SDK consists of a full-featured API and robust physics engine, designed to give developers, animators, level designers, and artists unprecedented creative control over character and object physical interactions by allowing them to author and preview physics effects in real time. The continued adoption of NVIDIA PhysX technology by the world's leading content developers is resulting in games that not only look as realistic as possible, but also provides gaming experiences where the world's literally come to life: environments become highly interactive with effects such as persistent debris, including shattered glass and weapons ammunition, trees that bend in the wind, and water that flows with body and force.
 
I though the software PhysX was avaible for PS3 since long time ago?

I mean UT3/Gears use it atleast on PC version, software or NV CUDA HW accelerated. Maybe they mean the free version.
 
not the GPU versions.

Phil, I'll believe it when they enable it on G7x based PC GPU's too.

Until then I think they just caught the right moment to take the latest PhysX release (perhaps with better CELL optimizations that they will demo at GDC later on this month), maybe change the licensing terms to take into account the fact that nVIDIA owns the software thanks to having purchased AGEIA (if they had not done it already) and ink a new deal with SCE to make nVIDIA official middleware provider, etc... and whipped out a PR for it.
 
not the GPU versions.

To run on the Cell? That would be pretty much like any other physics engine for PS3. And I doubt RSX would be more efficient than the Cell with it's G70/71'ish architecture for doing physics. Might cripple perfomance heavily for moderate effects.
 
Surely the advantage would be primarily in that you could use the PhysX library on both PC and PS3 without changing too much code. That the Cell processor would probably perform most physics calculations on the PS3 rather than say one of the more recent NVidia GPUs is probably less important, and not quite the focus for this release?
 
Surely the advantage would be primarily in that you could use the PhysX library on both PC and PS3 without changing too much code. That the Cell processor would probably perform most physics calculations on the PS3 rather than say one of the more recent NVidia GPUs is probably less important, and not quite the focus for this release?

I doubt that, as Nebula said physics on RSX is not really desirable not only because Cell is readily available but because RSX is not exactly a beast.
Maybe the new release still addresses portability as you suggest but not between PC GPU and PS3 GPU but GPU and CPU (including or maybe even limited to Cell)

I'd think it would be nice (if it's not already the case already) since not every PC has NVidia GPU anyway.
 
I though the software PhysX was avaible for PS3 since long time ago?

I mean UT3/Gears use it atleast on PC version, software or NV CUDA HW accelerated. Maybe they mean the free version.
It's saying PhysX is now a standard feature for developing on PS3, and all registered PS3 developers have access to PhysX without having to license it separately.
 
It was sony that did all the ps3 port of physx for the CELL.Not ageia.So what's this new nvidia stuff if not GPU libs (even if it's never used by anybody.... ) ?
 
Last edited by a moderator:
It was sony that did all the ps3 port of physx for the CELL.Not ageia.
Didn't know that. Everything that I recall from Aegia at the time pointed to them making the port.
So what's this new nvidia stuff if not GPU libs (even if it's never used by anybody.... ) ?
Just a license to use it I guess. As you say, ratification that it's part of the SDK.
 
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