S3TC will be used in PSP

ysoya

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S3TC Texture Compression Technology from S3 Graphics Co., Ltd. is licensed to Sony Computer Entertainment

Fremont, CA, August 30th 2004 - S3 Graphics, Co. Ltd., today announced an agreement with Sony Computer Entertainment Inc. and Sony Computer Entertainment America Inc., for its licensing of S3 Graphics’ S3TC texture compression technology. S3TC will be used in Sony Computer Entertainment’s PlayStation® Portable.

“We are pleased to adopt S3 Graphics S3TC technology in PlayStation® Portable,†says Masayuki Chatani, Corporate Executive and CTO, Sony Computer Entertainment Inc. “S3TC technology allows PlayStation® Portable software developers to take advantage of very high quality texture compression technology and benefit from a range of proven tools and libraries.â€

This license agreement reinforces S3 Graphics’ S3TC texture compression technology as the industry standard for both PC and game console graphics.

S3TC enables high level of compression while maintaining texture detail and quality. This balance of quality and compression becomes even more important for portable applications when efficient use of memory directly impacts the size and quality of software applications and games.

“We are very pleased to be providing technology for incorporation in Sony Computer Entertainment’s PlayStation® Portable.†says Dr Gerry Liu, CFO and VP of marketing, S3 Graphics. “PlayStation® Portable is a great product, building on the huge success of the PlayStation® product family. High quality texture compression is a key technology for portable platforms where memory size and battery life are critical. S3TC continues to be the industry standard for texture compression.â€

http://www.via.com.tw/en/Digital Library/PR040830SonyS3TC.jsp

Good news for the humble 2MB VRAM of PSP.

-ysoya
 
You forget that the front-buffer, the back-buffer and Z-buffer are all considerably smaller (~2.2x) than their PlayStation 2 counter-part due to the lower resolution.
 
I'm glad they've included S3TC this time (considering it wasn't in PS2). It would have been a big oversight not to.
 
Curious, Sony isn't normally very fond of licensing "outside"
standards, rather going with their own proprietary ones.
 
Squeak said:
Curious, Sony isn't normally very fond of licensing "outside"
standards, rather going with their own proprietary ones.

there really isn't anything thats better right now and lots of developers have prior history using it i guess
 
jvd said:
there really isn't anything thats better right now
I don't think Simon F would agree on that.
and lots of developers have prior history using it i guess
True, it is kind of the standard in TC, but it can't be much of a hassle to recompress the textureart, it’s not like developers are locked to S3TC.
 
Squeak said:
What cons?
From what I understand it's even compatible with S3TC or very easy to convert from it.
i will try and find the post. Perhaps simon will come in and tell us
 
DC VQ possibly compresses to half the size of S3TC with acceptable quality. If the choice is between older TCs, I'd think it would be the best fit for the memory space sensitivity, display requirements, and embedded nature of the PSP.
 
S3TC and vector quantization texture compression (Simon's method) are different although the underlying concept is similiar.

Crudely put:
S3TC takes the 16 colors in each 4x4 block and finds the "major axis" (linear approximation) of the color vectors, then chooses two representive colors on this axis and explicitly stores them at 16 bit precision. Then two other colors are implicitly produced at 0.33*colorA + 0.67*colorB and at 0.33*colorB + 0.67*colorA. Then a 2 bit index is stored at each texture element which points to which of these four colors the texel will assume.

VQ on the other hand divides the screen into 2x2 texel blocks then selects (for example) 256 representive blocks that constitute a "best fit" (minimization of sum of the squares of the differences IIRC) for all of the original blocks. Each 2x2 block in the texture then has an index which points to its representive block (which are stored IIRC in an on chip cache). This has the disadvantage of a dependent memory read but the advantage of better quality in general.
 
I didn't know S3 as a company still existed.

Are they still making hardware or just licensing this technology?

Have they continued to develop it or is it the same as it's been for years?
 
Panajev2001a said:
You forget that the front-buffer, the back-buffer and Z-buffer are all considerably smaller (~2.2x) than their PlayStation 2 counter-part due to the lower resolution.
Paging Texture is one of the worst bottleneck in PS2 rendering pipeline.
Despite of low resolution, 1MB+ VRAM (excluding buffers you mentioned) is still not good enough for handling textures.

-ysoya
 
akira888 said:
S3TC and vector quantization texture compression (Simon's method) are different although the underlying concept is similiar.

It's my understanding that PVR-TC =! VQ. MBX is using PVR-TC for the time being:

http://web.onetel.net.uk/~simonnihal/assorted3d/fenney03texcomp.pdf

Compression errors from the figures stated in the paper above of the 4bpp variant seem to be at a very high level, especially compared to S3TC quality. The 2bpp variant on the other hand shows itself still with less errors overall than Dreamcast-VQ.
 
Lazy8s said:
DC VQ possibly compresses to half the size of S3TC with acceptable quality. If the choice is between older TCs, I'd think it would be the best fit for the memory space sensitivity, display requirements, and embedded nature of the PSP.

1. VQ texture decompression is much slower. Reading one texel needs two memory access.

2. VQ texture quality is worse than S3TC. (in case of DC-VQ)

3. Real size of VQ texture is not smaller than S3TC, because of codebook overhead.

IMHO, S3TC is the best solution for game industry for now.

-ysoya
 
Paging Texture is one of the worst bottleneck in PS2 rendering pipeline.
Despite of low resolution, 1MB+ VRAM (excluding buffers you mentioned) is still not good enough for handling textures.
Oh man... Here we go again...

PS2 aside, are you even aware that Gamecube has even less VRAM than PS2, and uses texture buffers of about the same size as PS2 games do (which happens to be around 1MB)? Now how do you explain that developers seem to be able to almost consistently deliver nicely textured games on that console, if 'low' VRAM is such a big issue?
 
ysoya said:
Lazy8s said:
DC VQ possibly compresses to half the size of S3TC with acceptable quality. If the choice is between older TCs, I'd think it would be the best fit for the memory space sensitivity, display requirements, and embedded nature of the PSP.

DC-VQ was long since superceded by PVR-TC. The latter was presented at the joint Siggraph/Eurographics, Graphics Hardware Conference in 2003.

Having said that, you made a couple of incorrect assumptions:
1. VQ texture decompression is much slower. Reading one texel needs two memory access.
The double access is inconvenient but it can be avoided by using this amazing technology called a cache. It's not free, of course, but then even Nvidia were using two levels of caching to implement S3TC.
2. VQ texture quality is worse than S3TC. (in case of DC-VQ)
That rather depends on what you are comparing. If you are comparing 4bpp (8bpp when doing alpha) against 2bpp VQ then, typically yes. OTOH, if you equalise the systems so that the images are stored with the same numbers of bits, then VQ tends to look much better.

3. Real size of VQ texture is not smaller than S3TC, because of codebook overhead.
The DC codebook could be up to 2kB in size. The max sized DC-VQ texture for a 256x256 image would thus be 18kB. The equivalent S3TC opaque only texture would be 32kB. Please explain how the VQ texture is not smaller.

IMHO, S3TC is the best solution for game industry for now.
-ysoya
Technically I do feel that BTC variants (eg S3TC) are probably more convenient systems then VQ-based solutions but I think there are better solutions than S3TC.
 
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