Joe DeFuria said:
To be clear...
The question posed was not "final dev kits". The question asked was about a "PS3 Reference tool" which for all we know has changed in form over the past months. In other words, I am very confident that they have the latest available dev kit that Sony has distributed, but less confident that it includes final hardware.
I don't know if it's the final iteration of RSX...or RSX running at full power...but it certainly seems like some form of RSX itself....not a substitute PC card.
Stolen from PSboard...Killzone forum (once again):
"-GODS- Ant UK wrote:
Michiel,
Just a few more question's, now some of them might conflict with PS3 NDA's so i dont expect all of them to be answeared
1. The EE inside PS2 was used primary as a CPU, But wtih Cell it has the ability to render graphics aswel along side RSX. Does this provide any extra problems, with cache and data confliction between the two chips??
2. Is there anything you wish that the next generation PS3 had that it does'nt ( besides more power )
3. Are you guys going to be pushing the whole Cell and RSX rendering relationship, or are you going to wait till PS3 is further in its life cycle??
4. What do think of Developers that take the easy way out and use third party Dev software instead of creating there own??Do you guys plan on enableing other dev's to use your software??
Thanks alot
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Okay, here goes (just before I shoot off to work today):
1. Actually, the EE on the PS2 had vector units we *had* to use for graphics, with Cell you can write to the RSX from any part of Cell, but you don't have to. It's more of an option, so that's cool, it makes it easier. Also, cache and DMA management on the PS2 was very difficult and they've taken another look at that with Cell and made it easier (i.e. Cell does a lot for you that you had to do manually before).
Btw, that's a really low-level question for a forum-post, good one
2. There's always wishes, where would we be if we were satisfied.. But no, nothing that springs to mind immediately that's lacking. Of course, MORE and FASTER always sounds good to me.
3. We'll sure be maxing out the RSX and be pushing a number of SPU's in succession, but it all depends a bit. Sorry, have to be a bit vague there.
4. Oh, that makes perfect sense for a lot of people, but it's not a thing for Killzone (we like to have something tailored exactly to our needs). We have no plans of licensing our engine out, but one of the cool things about us being acquired by Sony and the World Wide Studios thing is that we can now work much more closely with other 1st party Sony studios (and there are some *really* good Sony studios!).
And no worries, I don't think we even got anywhere close to PS3 NDA's.
cheers!
Michiel "