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
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