Panajev2001a
Veteran
Benefits:
1.) Compatibility with High Level Shaders written for systems such as Renderman ( PRman ), Stanford RTSL ( Sony is financing this project along with nVIDIA and ATI ) etc... this would save Sony a lot of work in the creation of the PlayStation 3 SDK and would offer developers and artists a nice and very flexible High Level solution.
2.) I would expect Sony to provide developers with the REYES-like engine included in the system's SDK: they might even open the source code to some developers if they are intentioned to customize some small part of it, but there are several possibilities.
3.) Another option would be using Renderware and other middleware engines, but likely those would not extract the peak performance out of the machine, while Sony's internally developed REYES-like engine would come reasonably closer to the goal ( they could take Stanford RTSL effort and port it to PlayStation 3 optimizing the heck out of it for the specific features of the PlayStation 3 architecture even though their software was already almost thouhgt out for another stream architecture which is the "IMAGINE" stream processor IIRC ).
4.) What if the graphics are not leaps and bounds over the Xbox 2 and its more traditional rendering pipeline ( compared to a REYES-like paradigm ) ? It does not really matter: chances are that some of the strengths of REYES ( displacement mapping, Stochastic Sampling, etc... ) would still allow the PlayStation 3 look to have a certain appeal andwhat matters the most is that the REYES-like engine will be perhaps the best way to squeeze out all the graphical performance out of the machine, but let's not forget that we would not have all that Floating-point and Integer power on the PlayStation 3 CELL based CPU ( the Broadband Engine ) for graphics alone as I see A.I. and Physics benefitting from a parallel architecture such as CELL.
5.) Developers pushing the PlayStation 3 to the limit would then tend to use a REYES-like rendering engine ( Sony;s own,Sony's own with modifications or a developers' own REYES-like renderer ) which would not be too hard to use for them and their artists, certainly easier than writing ASM code on PlayStation 2 or on NV2A ( Vertex Shaders and Pixel Shaders before Cg and Microsoft's own HLSL was basically coding at the ASM level ).
6.) Point 5.) is interesting, if Sony captures a good amount of developers to support PlayStation 3 and the sales of the machine are good enough. I am not sure the ATI chips in the GCN 2/NES 5 or Xbox 2/Xenon would be optimally pushed bya quick port of those engines ( yes, I know that by the time those consoles are out, they will have flexible GPUs capable of converting without incredible hassles Renderman Shaders and run them at real-time speeds in game scenarios, but I still do not see any of ATI's rumored chips for those two consoles as being optimized around Micro-polygons ).
7.) Developers using Renderman would already level the differences in grpahics between the two platforms, but doing a quick port of the REYES-like engine you used in your PlayStation 3 title would downplay Xbox 2's strengths, something which Sony would not exactly hate to see.
8.) This would make sense paired with what people were thinking a while ago: Sony would make it so that the code is not too well adapt to be ported to other architectures. The problem is that people thought this was due to the fact PlayStation 3 would have been hard and complex to program for. I do not think that a HLSL like Stanford's RTSL would be "hard and complex to code for" in the minds of most developers.
Disadvantages: ? You guys can fill this one .
1.) Compatibility with High Level Shaders written for systems such as Renderman ( PRman ), Stanford RTSL ( Sony is financing this project along with nVIDIA and ATI ) etc... this would save Sony a lot of work in the creation of the PlayStation 3 SDK and would offer developers and artists a nice and very flexible High Level solution.
2.) I would expect Sony to provide developers with the REYES-like engine included in the system's SDK: they might even open the source code to some developers if they are intentioned to customize some small part of it, but there are several possibilities.
3.) Another option would be using Renderware and other middleware engines, but likely those would not extract the peak performance out of the machine, while Sony's internally developed REYES-like engine would come reasonably closer to the goal ( they could take Stanford RTSL effort and port it to PlayStation 3 optimizing the heck out of it for the specific features of the PlayStation 3 architecture even though their software was already almost thouhgt out for another stream architecture which is the "IMAGINE" stream processor IIRC ).
4.) What if the graphics are not leaps and bounds over the Xbox 2 and its more traditional rendering pipeline ( compared to a REYES-like paradigm ) ? It does not really matter: chances are that some of the strengths of REYES ( displacement mapping, Stochastic Sampling, etc... ) would still allow the PlayStation 3 look to have a certain appeal andwhat matters the most is that the REYES-like engine will be perhaps the best way to squeeze out all the graphical performance out of the machine, but let's not forget that we would not have all that Floating-point and Integer power on the PlayStation 3 CELL based CPU ( the Broadband Engine ) for graphics alone as I see A.I. and Physics benefitting from a parallel architecture such as CELL.
5.) Developers pushing the PlayStation 3 to the limit would then tend to use a REYES-like rendering engine ( Sony;s own,Sony's own with modifications or a developers' own REYES-like renderer ) which would not be too hard to use for them and their artists, certainly easier than writing ASM code on PlayStation 2 or on NV2A ( Vertex Shaders and Pixel Shaders before Cg and Microsoft's own HLSL was basically coding at the ASM level ).
6.) Point 5.) is interesting, if Sony captures a good amount of developers to support PlayStation 3 and the sales of the machine are good enough. I am not sure the ATI chips in the GCN 2/NES 5 or Xbox 2/Xenon would be optimally pushed bya quick port of those engines ( yes, I know that by the time those consoles are out, they will have flexible GPUs capable of converting without incredible hassles Renderman Shaders and run them at real-time speeds in game scenarios, but I still do not see any of ATI's rumored chips for those two consoles as being optimized around Micro-polygons ).
7.) Developers using Renderman would already level the differences in grpahics between the two platforms, but doing a quick port of the REYES-like engine you used in your PlayStation 3 title would downplay Xbox 2's strengths, something which Sony would not exactly hate to see.
8.) This would make sense paired with what people were thinking a while ago: Sony would make it so that the code is not too well adapt to be ported to other architectures. The problem is that people thought this was due to the fact PlayStation 3 would have been hard and complex to program for. I do not think that a HLSL like Stanford's RTSL would be "hard and complex to code for" in the minds of most developers.
Disadvantages: ? You guys can fill this one .