Use Vector Unit Zero ... It's... a miracle of technology!

scooby_dooby said:
"Seem to remember the last splinter cell on the ps2 wasn't too shabby..."
I seem to remember the GFX stunk compared to the XBOX version. Got a 7 at gamespot, vs a 9 for the XBOX version.

Okay, thats the second time I've seen you swing that strawman now. How can you remember that the graphics stink when you obviously havent played the PS2 version as you need to backup your claims by presenting a gamespot review? For what it's worth, IGN gave the Xbox version 10 and PS2 9 for graphics. For a secondary development platform that isnt a bad score.

It's also interesting to note that Gamespot gave the PS2 version the second worst review on the internet... agenda perhaps?
 
It has already been stated by devs that the PS3 is easier to work with than the PS2. Devs also don't have to make Cell do magic in that it has a good friend in RSX being a real GPU. Sony also seems quite determined to provide developers with better tools and support to leverage the hardware. The PS3 also this time will be at an overall disadvantage with respect to raw power to no other console we know about in the next round so it is highly unlikely the situation will arise that games need to be toned down in the overall in order to be ported to the platform. The major hurdles that developers must overcome for the PS3 are the same for the X360 in the majority of cases so if devs are mystified by the PS3 they will also be by the X360.

I feel we should expect to see good things from both the PS3 and the X360 in that they both have much more going for them in various areas than their predecessors respectively.
 
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vliw said:
VU0 is as powerful as VU1 but underused yet :) it seems incredible but it's true.
Ciao Fra!


VU0 is not actually "as powerful" as VU1, it has smaller caches and it doesn't have a direct connection to the GS, it's just a little isolated thing to help the core or the VU1 out, which is why it has never been used much, and byt the time PS3 comes out, not many people will keep bothering.
 
Mmmkay said:
Okay, thats the second time I've seen you swing that strawman now. How can you remember that the graphics stink when you obviously havent played the PS2 version as you need to backup your claims by presenting a gamespot review? For what it's worth, IGN gave the Xbox version 10 and PS2 9 for graphics. For a secondary development platform that isnt a bad score.

It's also interesting to note that Gamespot gave the PS2 version the second worst review on the internet... agenda perhaps?
Wait when did Gamespot becone Xbox ******s?
 
everybody used VU0.VU0 can work as a coprocessor(macro mode) ,but it can work fully parallel too (micro mode) but ,it's harder.Most devs used it in macromode.
 
_phil_ said:
everybody used VU0.VU0 can work as a coprocessor(macro mode) ,but it can work fully parallel too (micro mode) but ,it's harder.Most devs used it in macromode.

In Macromode it's useless, micromode is the key and the maximum utilization rate as been on Jak 3 8% :)
 
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"For example, everyone's talking about High Dynamic Range for next generation platforms, and we've got it running on PS2"

I'd wonder about the implementation, of course..
If you wanted to get nit-picky about it, PS1 and PS2 both always supported HDR. It's just that it doesn't support any extreme dynamic range like a floating point framebuffer would. Color is represented as 8-bit components which are 1.7 fixed point each. Filling in the lower 7 bits gives us saturation, and filling in all bits gives you 2:1 dynamic range. Which in turn means that you can have lighting that sums up to "twice as bright as white.".

Getting HDR side effects like bloom on the Xbox is actually easier because it takes in vertex and vector constants in floating point and the final lighting results get clamped anyway. With PS2, you'd have to do the clamping yourself before anything goes through to the GS, or you'll get per-component wrap-around, which as you can imagine, looks ugly.

HDR doesn't need floating point representation. Most HDR pictures (photos) are made of 2 separate photos of the same scene taken at different exposures. Using this method you can combine 2 8bit per channel images and assemble them into an HDR image.
The HDR stitching process from photographs requires more than just 2 pictures if you want any kind of accuracy. And the process is really a curve-fitting (usually least squares) to an exponential so that the actual HDR floating point values can be determined. Very different from just "combining" two images.
 
bRoNx said:
I can't say that was the easiest article to read! They need to fire their editor...'teh spelling errors'!:LOL:

Oh yeah...Are these guys working on GOW2?

... NO,no .. GoW2 is "only" the next BIG game,where are expected some really neat "VUdoo magic" effects.

... a bit of OT.

http://www.eurogamer.net/article.php?article_id=59996

God of War

Eurogamer: How did you manage - straight off the bat - to get such incredible technology?

Tim Moss: It was actually based on the Kinetica engine, the engine was written from scratch at the Santa Monica studio for the PS2, and we finished Kinetica in about 2001, and then we took a look at our technology and we knew which kind of game we were going to make, and we decided what we were going to change about our engine and how we could make that work for a third person game, and had good animation support and good effects.

Eurogamer: Is this as good as you can get on a PS2?

Tim Moss: You can always be better, but we're very happy with it. It's pretty much as good as we ever wanted to do on a PS2, and it allowed us to make the game we always wanted, which is really the main objective of making any engine. The engine is only as good as the game you make with it.


http://www.psxextreme.com/scripts/reviews2/review.asp?RevID=92

KINETICA
 
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vliw said:
VU0 is as powerful as VU1 but underused yet :) it seems incredible but it's true.

Cough... Cough....

Give it 2x the Micro Memory and Data Memory, give it dual buffering support (like VU1), give it a XGkick instruction (connection to GIF thanks ;)), give it an extra FDIV (always useful ;)) and yes, it will be as powerful and useful as VU1 :).
 
The whole under-usage of the VU0.. is this something that can be applied to.. let us say some of the SPEs in the PS3? Or is it easier to specify tasks on every SPE (maybe something the OSs handles?)

My way of thinking here is... if one of the co-processors in the PS2 is under-used.. how "troublesome" will it be with the PS3 and its 1+7 + GPU setup.

just curious here, don´t mean to bash or anything...
 
ShootMyMonkey said:
The HDR stitching process from photographs requires more than just 2 pictures if you want any kind of accuracy. And the process is really a curve-fitting (usually least squares) to an exponential so that the actual HDR floating point values can be determined. Very different from just "combining" two images.
Yes, but in a realtime game situation where the HDR is only really for overbright I'm sure a simple composite system can be used. As I've said before on this forum I can use two images, one of the texture and one of the highlights with additive blending, to simulate HDR effects.
 
EndR said:
The whole under-usage of the VU0.. is this something that can be applied to.. let us say some of the SPEs in the PS3? Or is it easier to specify tasks on every SPE (maybe something the OSs handles?)

My way of thinking here is... if one of the co-processors in the PS2 is under-used.. how "troublesome" will it be with the PS3 and its 1+7 + GPU setup.

just curious here, don´t mean to bash or anything...

It's not going to be harder than programming for the VU0 on the PS2. EA is already using to 3 or 4 SPEs and are planning to use the rest before the game releases. (i.e. Their new Medal of Honor game)
 
mckmas8808 said:
It's not going to be harder than programming for the VU0 on the PS2. EA is already using to 3 or 4 SPEs and are planning to use the rest before the game releases. (i.e. Their new Medal of Honor game)

I dont' think you use only 3-4 SPEs.You feed them all all the time.Any spe that finished its job should get another immediatly ,whatever the job.I don' think it works like Xcpu ,with organised job types per thread.
 
EndR said:
The whole under-usage of the VU0.. is this something that can be applied to.. let us say some of the SPEs in the PS3? Or is it easier to specify tasks on every SPE (maybe something the OSs handles?)

My way of thinking here is... if one of the co-processors in the PS2 is under-used.. how "troublesome" will it be with the PS3 and its 1+7 + GPU setup.

Why would you wonder this? They're completely different machines, and VU0 was quite different from VU1. The SPUs are all the same, and are useable on a much much higher level than the VUs.

You may as well ask if the same applies to X360 or any parallel system.
 
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