SPU usage in games

Thanks DeanA for clearing things out!

Could you also be so kind to describe how PSSG and EDGE relate to each other, do they have common components, does PSSG include a tool set as well, is one an extension of the other, are they aimed at different type of games, can you use them together etc.?
 
Some clarification on EDGE would be nice. I thought it was a toolset with bits having been rolled out in one form or other for a while, such as some of the profiling stuff.

PSSG is a graphics engine/library (what's the difference?). It doesn't have development tools as I understand it. I thought it was a part of EDGE, being one of the engines made available under the EDGE moniker, but I might be way off on that.
 
As I understand it Edge is basically a bunch of cool tech that some of the first parties at Sony made for there own projects. Sony decided it would be good to give some of this stuff to third parties to assist or just use as sample code.

For example, I think i've raved before about how good the ATG animation system is when its used as designed and implemented (by our very own DeanA and co :D). So that might be (is?) a candidate for Edge in some form or another, same applies for mesh tech from ND etc. Sony have some very good people and tech being developed for there own games and are trying to pass on some of the that to third parties for free. Which is jolly good of them IMO

PSSG was a concerted effort to build a scene graph renderer/engine that could be plopped in for teams either due to cross platformness or time to quickly get upto speed.

Different goals and purposes. PSSG you build on it, Edge you grab bits and peices if they would help.
 
I don't think PSSG has anything to do with Edge.

I think the aim of PSSG is to aid cross platform development. (could be wrong mind you)

Carl B had a lengthy interview on his website about PSSG.

http://psinext.e-mpire.com/index.php?categoryid=3&m_articles_articleid=722

Well, it's not my website... but yes.

Anyway Dirt is the highest profile game right now commonly associated with PSSG, but several of the PSN downloadable titles make use of it as well. I should probably touch base with Jason just to get an updated snapshot.
 
DeanA said:
That's not even remotely true..
OK. That is what motherh (GG), on the playstation-forums have said. Maybe I remember it wrong.
Sorry for the misinformation. It seems that I misinterpreted GGs involvement.

motherh said:
Yes we have our fingers in the Edge pie, but I wont talk about it currently. I also don't want to discuss the PS3 hardware.
Link.
 
Interesting. I had always thought that PSSG is part of the EDGE initiative to assist developers. Is the PSSG scene graph compatible with the EDGE technologies ? Enquiring mind wants to know :)
 
Yes. PSSG is a graphical framework. Edge is a bunch of 'add-ons' that you can drop in as you will (though I'm sure Edge also includes some of the profiling tools, like the CPU usage graph we've seen). So it works like using UE3 for graphics and Havok for physics.

Scene-graph may also be an inaccurate term. Originally PSSG stood for scene-graph, but the engine changed I believe. Certainly one developer said that the name started as PlayStation Scene Graph, but now the PSSG doesn't stand for anything!
 
I don't think that many studios will use Edge directly, it's often quite tricky to integrate that kind of functionality into an existing engine. But I suspect most if not all shops will just copy some/all of it's functionality and re implement/integrate it themselves into their codebase. It should be fairly easy to pick out which games do this. The ones with a good framerate do, the ones with a bad framerate don't ;)
 
I don't think that many studios will use Edge directly, it's often quite tricky to integrate that kind of functionality into an existing engine. But I suspect most if not all shops will just copy some/all of it's functionality and re implement/integrate it themselves into their codebase. It should be fairly easy to pick out which games do this. The ones with a good framerate do, the ones with a bad framerate don't ;)

Insomniac said they will not use EDGE. Given the smoothness and quick response in 40 player Resistance and the single player campaign, I am willing to believe that they can provide good framerate also for R&C.
 
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Insomniac said they will not use EDGE. Given the smoothness and quick response in Resistance, I am willing to believe that they can provide good framerate also for R&C.

R&C is a stylized game with a relatively low poly count and simpler pixel shaders so sure, they can get away with it. That's not meant to sound negative, it's perfectly fine for that style of game and yes, I am a fan of Insomniacs work.

Resistance is a game I really liked, almost finished it actually, and its extremely rare that I get that far into a game nowadays. But visually, it's far behind other games out there.

I guess it just depends on what your expectations are. If you want to push the next gen visuals envelope on PS3 then you must use Edge type techniques to get a good framerate, otherwise there will be sacrifices somewhere. Just my opinion.
 
Does Dirt use it ? In another thread, people mentioned that Codemaster used PSSG instead of EDGE.

As for Resistance, the later levels look really good. What is missing ?

EDIT: I think nAo mentioned that Heavenly Sword does not perform individual poly/trangle culling too.
 
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Insomniac said they will not use EDGE. Given the smoothness and quick response in 40 player Resistance and the single player campaign, I am willing to believe that they can provide good framerate also for R&C.

They were using pre-EDGE tools releases, so the whole "do not use EDGE" is kinda funny. :)
 
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