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Conflicting Reports of PS3 Programming Difficulty

xenongamer writes "It appears there isn't any type of concensus regarding the programming difficulty of Sony and IBM's upcoming Cell processor. From the article: 'Although few doubt the relative power of the Cell microprocessor, many have expressed concern over the chip's asymmetric design, which makes programming for it a potential disaster ... One such man was 3D artist Josh Robinson, who was fired from his position at Sony just weeks after making a public, negative comment about PlayStation 3 development on his Internet blog.'"

122 comments

  1. The Debate by Physician · · Score: 5, Funny

    The debate currently centers on whether it's very difficult or extremely difficult to program for the PS3.

    --
    Does God treat us as servants or friends? Check my homepage.
    1. Re:The Debate by Saige · · Score: 4, Insightful

      I don't see the conflict in the article.

      One group is saying the PS3 is hard to program for.

      The other group is happy that it's so much better than the PS2.

      It can be both. Quite difficult is still better than insanely difficult.

      --
      "You know your god is man-made when he hates all the same people you do."
    2. Re:The Debate by Anonymous Coward · · Score: 5, Interesting
      Posting as AC to avoid any NDA issues, but:


      The PS3 may be simultaniously difficult to program for if you are expecting a traditional, PC style, system, but not super difficult to program for if you're not. So, PC ports might be a bitch, but ground-up stuff may be easier than you'd expect.

    3. Re:The Debate by Oldsmobile · · Score: 1, Insightful

      I think the problem not understood by the blogging developer is, that it is MUCH BETTER to have unrealized potential at launch than to use up all your potential in the beginning. If the lifespan of the PS3 is 5+ years, then gamers will want nicer and better titles every year on the same hardware they have had for all that time. That can be achieved by squeezing more out of the hardware.

      So I don't see a disaster here, infact, this probably suits Sonys aims quite well.

      --
      Some say he is made with ascii, others that he is eyeballed daily by millions. All we know is, he is known as the Sig
    4. Re:The Debate by Anonymous Coward · · Score: 0

      Indeed, the PS3 is easier to program for than the PS2.

      Unfortunately, next-gen games require more programming in general.

    5. Re:The Debate by daVinci1980 · · Score: 1


      No offense, but if you think posting as an AC somehow would help you avoid NDA issues, you're quite foolish. The NDA you agreed to says you won't reveal anything (Non-disclosure), not that you wouldn't reveal who you were when you did reveal something.

      Not that your post was revealing any information to begin with.

      --
      I currently have no clever signature witicism to add here.
    6. Re:The Debate by Anonymous Coward · · Score: 0

      It still helps him (her?) avoid any issues. If they don't find out, they can't come down on you for it.

  2. John Carmack sez... by Anonymous Coward · · Score: 0

    Difficult. http://games.slashdot.org/article.pl?sid=06/01/31/ 1510249

    I'll side with him before I side with some random nutjob. Most game logic doesn't need or want too many different threads; requiring multiprocessor use to get the most out of the system is just overcomplicating things.

    1. Re:John Carmack sez... by metamatic · · Score: 1, Troll
      Most game logic doesn't need or want too many different threads; requiring multiprocessor use to get the most out of the system is just overcomplicating things.

      A modern 3D video game ought to have:

      • A 3D rendering thread
      • A display thread (separate so that if the frame rate drops, you don't get tearing)
      • A game physics and game logic thread, separate so that the physics doesn't change if the frame rate changes
      • A music thread, so the music doesn't jitter
      • A sound effects generation thread

      That's 5 threads at a bare minimum.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  3. Saw this coming by CastrTroy · · Score: 5, Funny

    Games have gotten much more complicated over the years. Not long ago, anybody could make a game that was on par with the best. Then, It became too hard to make your own game, the best you could do was make mods to existing games. Now, games are so complicated that only people who want to spend tons of time can even learn how to make the mods. Now with the PS3, games will be so complicated, that not even the developers will be able to make them.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    1. Re:Saw this coming by Anonymous Coward · · Score: 0

      If that sends more gamers (and thus developers) running back to good ol' reliable PC gaming, I'm all for it.

    2. Re:Saw this coming by senocular · · Score: 1

      ...I think it lends itself more to Nintendo where Revolution's development has not changed much since GNC, nor has power (much). Instead innovation is being made in other arenas that allow for a change, but not necessarily changes that increase complexity (or ability to develop for).

    3. Re:Saw this coming by vsprintf · · Score: 1

      If that sends more gamers (and thus developers) running back to good ol' reliable PC gaming, I'm all for it.

      What is "old" or "reliable" about PC gaming? The only thing you can _rely_ on is that you will need the latest very expensive and (literally) screaming video card from one of two makers, a processor that needs water cooling (okay, minor exaggeration), a large drive, and a machine running a very recent version of Windows to get decent frame rate at the advertised resolution.

      Unless you install a floppy drive, there won't be anything "old" about the system. I prefer to pay for a (less expensive) nice quiet game console that is guaranteed to handle every title for the next five year.

    4. Re:Saw this coming by apoc06 · · Score: 1

      unfortunately the x360 is screaming addon purchases.

      looks like some titles will require the harddrive [gamesaves/patches are larger than the memorycards will allow]. that means core x360 owners will need to upgrade.
      http://www.joystiq.com/2006/02/07/upcoming-sega-ti tle-to-require-360-hdd/

      with a addon hddvd drive, there will be developers that will want to cash in on hddvd games. forget whatever MS says about no hddvd games, developers will do as they please if drive sales allow.

      looks like microsoft is bringing pc gaming to the console market for real this time.

    5. Re:Saw this coming by vsprintf · · Score: 1

      So buy a PS3.

  4. Bah by Ramble · · Score: 1

    Who wouldn't want 7 SPEs?
    Crazy developers..

    --
    "Oh boy"
    1. Re:Bah by bmoore · · Score: 1

      Somebody who wants 8 SPUs? The CBE comes with 8 SPUs, but for some reason, Sony is disabling 1 of them on the version they are putting in the PS3.

    2. Re:Bah by antime · · Score: 1
      Sony are specifying that the PS3 has only seven SPUs as a way to increase yield (and thus reduce costs) of the Cell processor. When processors are manufactured, a more or less constant percentage of the silicon wafer will be corrupted by impurities, specks of dust etc. With a chip as big as Cell there is thus a high risk that some part of it won't work correctly, and by using seven SPUs Sony can take all the chips where one SPU doesn't validate correctly and still use them.

      Once the Cell goes through a process shrink it will become physically smaller and as a result more will have eight fully-working SPUs, but commercial games will of course still not be able to use all of them.

    3. Re:Bah by bmoore · · Score: 1

      Here's the problem I have with Sony's public explaination as to why they are only using 7 SPUs. They can't control *which* SPU might have a fault during fab. Therefore, either: 1) They are just hoping that most faults will lie in SPU7 (or whichever they are turning off), or 2) They'll just turn off whichever SPU happens to have a serious fault.

      The problem with #2 is this: The EIB. The Element Interconnect Bus is a ring structure, (2 16byte rings in each direction). You get maximum throughput when you talk to your neighbor. If you end up trying to talk to an SPU or the PPU or IOIFs that is half-way across the chip, it takes a lot longer to get there. Therefore, to get maximum performance out of a the CBE, you're going to want to be able to specify what programs are running on what SPU. If you can't know apriori which SPU is where, and what SPUs are even available, this gets significantly more difficult.

      Sony understands that Data is King now, not MHz (though the Cell has been clocked to 4GHz), hence why they have the 200+GB/s EIB. It would be kinda silly to hamper its usage by making it nondeterministic which SPU would be gone.

      Any game developers out there that can say if Sony has specified exactly which SPU is disabled, or if it is random?

    4. Re:Bah by gabebear · · Score: 1

      There could be a third option.

      The disabled SPU could be configured to just pass the data through. It's likely that any problems in an SPU will be in the 256KB SRAM which is probably going to take up most of the space physically in each SPU. Passing the data through would add latancy, but probably not much.

      Anyhoo, it's a good point, I'd like to know how Sony is handling this.

  5. Conflicting? by Austerity+Empowers · · Score: 5, Insightful

    The guy was an ARTIST fired for for saying less than flattering things not only about an early development box, but the product he was working on. His opinion about how hard it is to program counts for nothing, he's not doing it, everything was heresay. His primarily complaint was that his game was not taking advantage of the PS3 because they were putting schedule before quality. Anecdotally he referred to other companies that may be doing the same. Nor do I give any attention at all to someones COMPETITOR who claims it is "a nightmare".

    I wouldn't give him much air time, I'd rather hear from developers actually working with it. Those who have detailed architectural drawings, APIs etc. Even (especially) if they have to go to great lengths to achieve anonymity. Those guys would know what potential may or may not exist. This article does not give us information on that, the closest we come is a chief architect at a game haus who says he likes it. He's probably closer to development than the others, but still not reliable (since he's on record) and unless title inflation has gone mad, not someone directly doing the work.

    A non-story.

    1. Re:Conflicting? by Anonymous Coward · · Score: 0, Informative

      "I wouldn't give him much air time, I'd rather hear from developers actually working with it. "

      How about John Carmack? Because if you read the fucking article you'd see he was quoted too. But of course I'm sure you think he doesn't know what the hell he's talking about either. *yawn*

    2. Re:Conflicting? by gmb61 · · Score: 1
      I'd rather hear from developers actually working with it.
      The problem is, all the developers are under NDA, and after seeing their co-worker get fired for saying something that didn't even violate his NDA, they aren't about to open their mouths. Just because you haven't heard from the developers doesn't mean it isn't true.
    3. Re:Conflicting? by Austerity+Empowers · · Score: 2, Insightful

      Carmack said the playstation 3 wasn't mature enough to work with, that says nothing at all to support the headline of the article, or the slashdot summary. It doesn't say it's hard, it doesn't say it's easy, or that there is any sort of predicament. In reality his name was almost certainly invoked to give support to the headline, and the quote chosen because it is vague enough that it may sound like support.

      There is no conflict, there is no data to support programming difficulties, there is no established predicament. I'd have been interested to read an article where there was actual data. We're supposed to be smart people here, it's acceptable for us to be tricked into going to a "news article" with so many banner ads (because we couldn't see it coming), but it's not acceptable to be tricked into believing what's there, particularly since the lack of data is so evident.

    4. Re:Conflicting? by Anonymous Coward · · Score: 0

      >> The problem is, all the developers are under NDA, and after seeing their co-worker get fired for saying something that didn't even violate his NDA, they aren't about to open their mouths. Just because you haven't heard from the developers doesn't mean it isn't true.

      Yes, us PS3 developers are all sitting here slaving away on this 'hard to program' system fearful to 'speak the truth'

      Thank god there are smart people like you out there to see things for how they really are!

      Bless you!

    5. Re:Conflicting? by Anonymous Coward · · Score: 1, Funny

      "Carmack said the playstation 3 wasn't mature enough to work with"

      You know, whenever me and the other senior engineers at work get to chatting up next gen hardware and development whe are always saying, gee, wish we knew what Carmack has to say on the matter. After all, he's like a god!

      If there is someone you really want to listen to on the subject of next gen console development it's definitely some guy who'se been writing the same damn fps game for the past decade for x86 peecees.

      Did I mention Carmack is like, you know, a god?

    6. Re:Conflicting? by Austerity+Empowers · · Score: 1

      I'd be very interested to hear what Carmack had to say. Any reasonable person would listen to someone who has been there, and been successful, more than once. Unfortunately he's not speaking, and that's the point.

  6. I thought... by gaveawaymyname · · Score: 1

    I thought all the PlayStations were difficult to program for. I remember reading somewhere this was a reason why games didn't advance all that much over it's lifespan. I imagine it takes a lot more work to squeeze out all the power.

    1. Re:I thought... by Ekarderif · · Score: 3, Insightful

      Compared to Sega Saturn's dual processor hell, the Sony PlayStation was leaps and bounds easier to develop on. Of all the games released for the Saturn, only one (Panzer Dragoon Saga) managed to utilize them correctly (and it looks beautiful to boot). Everything else was designed either on one processor or a staggered mechanism that failed to extract the parallelism. This led to the belief that the PlayStation was far more powerful than the Saturn.

      Now, the PlayStation 3 has (God knows what reason) nine concurrent microprocessors. Even if only one is primary and seven of the secondary ones are active, it'll be leaps and bounds more difficult to develop software than just two. And the difficulty curve is not linear; more processors would yield far more difficulty.

      Of course, all this would be theoretically handled by a smart compiler. But compilers today are struggling with mere dual-core systems, let alone nine different processors. As for assembly coding, look at the failure that is the Saturn. I'm not questioning the power of the Cell. I'm questioning whether a developer exists in the world to extract at least half of its potential.

    2. Re:I thought... by KDR_11k · · Score: 1

      The effect was the opposite, games started out very badly but improved a LOT over its lifespan. Stuff like God of War would have been unthinkable when the PS2 was new.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:I thought... by Perseid · · Score: 1

      PS1: Compare Kileak to Chrono Cross
      PS2: Compare Evergrace to God of War

      The increase in graphical quality over the lifespan of both systems is so amazing it's hard to beleive they're the same hardware.

    4. Re:I thought... by Anonymous Coward · · Score: 0

      Have you even LOOKED in the general direction of ps2 games in the lifespan of it?!?!

      Compare starwars battlefront 2, with any of the first generation BS. That's not even a graphical example there. The graphical example would be GT4.

    5. Re:I thought... by gaveawaymyname · · Score: 1

      I should say that I've never owned any PlayStation, only played a few games and seen some videos/screenshots for ones that looked interesting. I remember all the stuff about Sega Saturn and what a nightmare it was for the three processors. But it does sound like the PlayStations could have been easier to code for. I remember reading how Sony didn't provide as much help or documentation as they could have to the developers. I have no doubt that there are some technically amazing games for PlayStation, but I still think it was from developers that went above and beyond to get everything they could out of the system.

    6. Re:I thought... by jythie · · Score: 2, Insightful

      Or at minimal, this is difficult if you've been trained to program in a single-processor enviroment. Crow, there are languages and compilers out there built from the ground up for that kind of enviroment. If schools stopped being so scared of teaching little jimmy anything that wasn't "this is in the top 10 skills on monster.com" maybe more people would learn them (I was actually in the LAST class at my university to teach such languages.. after which they were replaced by javascript and perl...)

    7. Re:I thought... by vsprintf · · Score: 1

      The programming I do has no relation to games, and I could be all wet on this, but I do remember reading some things on the subject of PS2 programming. IIRC, Sony offered help/advice to game companies, but I don't know if that cost anything or not. The help would make sense since Sony depends on other companies to make most of the games that keeps the Playstation on top.

      I also remember reading an article where Sony was asking PS2 developers to use the system's resources to better advantage, whatever that might mean. Whatever, games coming from SCEA, like Ico and Shadow of the Colossus, seem to have awesome graphics, good frame rates, and great controls.

    8. Re:I thought... by Anonymous Coward · · Score: 0

      Every console maker is in constant dialog with their developers about how best to help them make best use of their particular console's hardware.

      There are private websites that only official developers have access to with sample code, tools, forums, tech papers and so on. And there is an entire technical support staff that is there to answer questions and give advice, to write/update tools and sample code.

    9. Re:I thought... by Anonymous Coward · · Score: 0

      There's no reason to invoke "smart compilers" - it just takes skilled programmers. Multi-threaded, multi-processed and multi-pipelined programming is a mindset. If semaphores, mutexes, condition variables, queues, deadlock and race conditions scare you, go back to VBA and Perl banging. If you don't understand what a memory barrier is, or when you'd use it, of course you're going to think something like the PS3 is "difficult".

      I see the future as significantly multi-threaded cores (e.g. at least 32 separate thread contexts), all sharing functional units (with a simple register reservation/renaming system and multi-issue instruction stream), skip all the branch prediction and speculative execution, and preferably go to an asynchronous architecture, but that's just me. Combine that with an instruction set that allows for a lot of registers, and with automatic save/restore of registers between subroutines (combine with internal register renaming, and stack usage goes way down), and I think you'd get a lot more processing for the same amount of silicon and power.

    10. Re:I thought... by skreeech · · Score: 1

      don't certain companies and teams get access to the hardware earlier and more help? For example with ps2, square, konami, and sony were almost a game generation ahead of everyone else graphically with ffx, mgs2, and gt3 early in the systems life.

      --
      [20:36] wwwdot/.dotorg
    11. Re:I thought... by malkavian · · Score: 1

      Weird that.
      I was using Occam on paralell processors back in the late 80s.. And it had absolutely no problem with leveraging 12 paralell processors then. Something must have improved in the last near 20 years.

  7. Re:Difficulty? Ha! by MBraynard · · Score: 0, Troll
    Maybe you should get an NES instead.

    And do you think that Nintendo doesn't have DRM (essentially, an anti-piracy scheme) on it's games for the R?

  8. Re:Difficulty? Ha! by Anonymous Coward · · Score: 0

    But Nintendo's not trying to establish their secure media as the new industry standard.

    Swing and a miss...

  9. Meh. by Perseid · · Score: 4, Insightful

    The same thing was said about the PS2. The developers of Oddworld switched from the PS2 to the XBOX early on, citing the fact that the PS2 was too hard to code for. There was widespread concern then that the PS2 was going to be too difficult to be viable.

    How about everyone wait for the system to actually come out before making judgments on it?

    1. Re:Meh. by senocular · · Score: 1
      How about everyone wait for the system to actually come out before making judgments on it?
      Meh. Its much more fun passing judgement before we know anything about it.
    2. Re:Meh. by Anonymous Coward · · Score: 2, Insightful

      How does that contradict anything though? Maybe the PS2 was hard to code for, and the PS3 is also hard to code for. Nobody is saying that just because it may be hard to code for, the PS3 can't succeed; that's only one obstacle.

    3. Re:Meh. by coolestdickofall · · Score: 1

      Well, Microsoft decided to make it a big marketing point.. So now we all think it's very important.

    4. Re:Meh. by vsprintf · · Score: 1

      Well, Microsoft decided to make it a big marketing point.. So now we all think it's very important.

      That's true enough. To Microsoft, cryptic macros and embedded VBA are features and advantages. The rest of the world writes a little Perl script to do the job. Ah, the power of marketing.

    5. Re:Meh. by metamatic · · Score: 2, Interesting
      The same thing was said about the PS2. The developers of Oddworld switched from the PS2 to the XBOX early on, citing the fact that the PS2 was too hard to code for.

      And the fact that Microsoft purchased them for a huge wad of cash a few weeks later was a complete coincidence...

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  10. PlayStation 2 hard to program by gevmage · · Score: 3, Interesting
    I don't know about game programmer's experiences with the PlayStation 2 console, but I spent some time programming the PS2 under the Linux kit. It was pretty gruesome; lots of writing words to registers with certain bits set to 1 to activate the vector units and so on. Lots of Vector Unit assembly.

    What I've heard is that they have a development environment for the Cell processor (now released) that has at least a working compiler. If that's true, then they've already gone beyond what was available for the PlayStation 2, at least at the level of programming the Linux kit.

    Craig Steffen

    --
    Craig Steffen
    http://www.craigsteffen.net
    1. Re:PlayStation 2 hard to program by abandonment · · Score: 1

      Agreed, Sony has always been notoriously deficient in their Devkits - this isn't any surprise. Whereas Nintendo provides alot of support libraries and tools, the Playstation has always been a pain to develop with. For the most part, Sony sends out the hardware and says 'have fun'...

    2. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 1, Insightful

      sounds like the open source community to me... at least this is how it is in my shoes....

      -this post brought to you by the image word "pumped"

    3. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 5, Informative

      I've written a huge amount of PS2 code for various games sitting on the shelves right now. I will do my best not to sound too harsh.

      Reading your comments I get the feeling what it must be like for a Formula 1 driver listening to someone complain about taking a racing car out for a spin and complaining that it 'hard to drive' and then listing a bunch of silly reasons like no air condition or stereo like he has in his car at home.

      The PS2 and PS3 and two of the most amazing and joy to work with graphic systems ever. Unfortunately the people most likely to talk about the two systems are inversely proportionals to their qualifications to do so.

      Through some crazy reasoning the fact that Microsoft decided to try to build a console around the legacy x86 hardware design seems to have given the green light to every clown who knows a little DirectX to pass himself off as an expert on console hardware and development. And to run his mouth off on the Net about how the 'crazy' PS2/3 is 'stupid' because it isn't anything like his pc he is used to.

      The PS2 and PS3 are machines designed for experienced console engineers to efficiently pipe compact media data from disc to screen for as cheaply as possible. The 8000 or so Sony titles sitting out on the shelves is the only thing that counts.

      I have nothing but pity for people stuck in front of their archaic x86 pcs when I have access to something amazingly cool and powerful as the PS2/3.

    4. Re:PlayStation 2 hard to program by CronoCloud · · Score: 1

      Maybe Sony's opinion is that:

      "IDE, we don't need no steenking IDE. Vi and GCC are all the IDE we need."

    5. Re:PlayStation 2 hard to program by CronoCloud · · Score: 1

      FYI (just in case you didn't visit the links) gevmage (Craig Steffen) has quite a bit of PS2 programming experience, he's the guy with the cluster of the things at the NCSA. He's got a good rep in the PS2 LInux community.

    6. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 1, Interesting

      I've gone back and looked at my company's engine code just to make sure I wasn't remembering poorly - it's been a year since we moved on to next gen stuff.

      Our last cross platform game's rendering code is roughly the same size in lines for PS2,GameCube, and Xbox.

      Xbox is the largest - tediously wordy DirectXish API
      PS2 is in the middle.
      And the GameCube is the smallest - lovely compact OpenGLish API

      What exactly someone could find "difficult" about the PS2 I can't imagine other than it isn't the same as the API they are used to.

    7. Re:PlayStation 2 hard to program by heinousjay · · Score: 1

      It's not about the IDE. It's more like "We gave you libc, what more do you want?"

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    8. Re:PlayStation 2 hard to program by briankoenig · · Score: 2, Interesting

      First of all, Anonymous Coward, get off your high horse, or supposed high horse since you listed no credentials.
      Secondly, PS2's market share is a type of snowball effect. They got to market first, and snatched a lot of market share. Developers then had to decide between fledgling Microsoft and Nintendo consoles, or go with the PS2 with a large installed base. Following the statistics, they went for the PS2. No matter what you claim, the majority of developers would find the PS2's media capabilities much more limited than the Xbox or Gamecube, period.
      I agree that ease of homebrew doesn't necessarily represent ease of professional DevKit development, but in this case it is almost unanimous that the Xbox and Gamecube/Dolphin devkit experience is far nicer on the developer than the PS2. In your comment you seem to only compare PS2/Xbox, excluding Gamecube and Microsoft's new XNA development environment.
      However, seeing how Sony just got devkits to some companies recently, and they are still reputed to be very unstable (I can't confirm becuase I haven't used one) I still congratulate you if you have in fact created code on one and find it easy and enjoyable.

    9. Re:PlayStation 2 hard to program by gevmage · · Score: 1

      I've written a huge amount of PS2 code for various games sitting on the shelves right now
      Which is why you straightforwardly posted as Anonymous Coward and didn't tell us your name or any one project you've worked on, while I listed both my employer and the web site for my project.

      If you have real information to offer, please speak up and actually tell us who you are. If your "expertise" consists of playing lots of PS2 games, then please stay out of it.

      --
      Craig Steffen
      http://www.craigsteffen.net
    10. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0

      This was just so full of fact and information I'm convinced - hell I'm going to buy 3 million PS3's when they finally hit the stores!!!

    11. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0

      I have to post anonymously since Sony has some tight policies about leaking information, we are not allowed to talk about any kind of subject related to the corporation, because if we do so, we're heavily punished. It's sad but I like my job and I don't want to lose it.

    12. Re:PlayStation 2 hard to program by Fartacus · · Score: 3, Informative

      For the record, this reply is not out of ignorance. I am a game engine developer with experience with PS2 and XBox development, at a low and high level. The PS2 is in every measure completely outclassed by Xbox. I'll address some of the big limitations of the GS here, but I can go on about the EE and VUs if you like. The GS is a POS. The biggest limitation of the GS, of course, is the memory. There's just not enough to do anything interesting. But there are many other significant limitations, including a severe lack of useful ALU operations, low precision interpolators, and a lack of speed compared to the NV2A GPU on the Xbox. The NV2A kicks the living crap out of the GS. There is no built in support for dot products, which are required for per pixel lighting. I have gotten dot products to work through clever (read: extremely hacky and slow) blit operations. Because of the high overhead involved with getting a dot product operation working, the only practical way of doing per pixel lighting is with a deferred illumination model. But you run into the lack of GS memory which makes deferred illumination impractical. If you could get past these two barriers, there is no practical way of normalizing interpolated vectors on the GS. There is no support for stencil buffers, so stenciled shadowing is impractical. Sure, you can emulate stencil buffer functionality using wrapped additive alpha operations (use 1 for a stencil increment, 255 for a stencil decrement), but if you want to do do z-fail shadows (which are required to remove artefacts when the shadow volume intersects the near plane), you have to invert the Z buffer. This can be done on the GS, but it is extremely slow unless you are using a 24 bit z-buffer (you can use an alpha blit, essentially a 1-z of the relevant area of the z-buffer in 24 bit mode). And again, you run into the low GS memory limitation. And don't get me started on the crappy interpolators. Big triangles just look like ass. The solution? Tessellate. Joy. The EE and the VUs arent much better. And if you want to do anything useful with the VUs, the EE is going to be damn busy assembling DMA packets for the DMAC, so you can lose all hope of even getting close to the combination of graphics + audio + sim fidelity + gameplay that you get on the Xbox. The PS2 is no formula 1 racer. It's a souped up Yugo with a blower.

    13. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 1, Insightful

      Your fanboyism looks juvenile and just plain retarded in light of the technical nature of the post you responded to. I especially liked the part where you completely failed to redress any of his criticisms about programming for the PS2/3.

    14. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0

      Are you kidding? The measure of how hard a platform is to write games for is more than just it's API. For starters, PS2's pixel blender is a joke compared to even a Dreamcast's hardware.

      Try to get your PS2 to do a multiplicative blend against the frame buffer, or even do a texture lookup with more than 2 textures. Now try to do depth fogging without destroying the zbuffer (hell, even WITH destroying the zbuffer). What's that? You want to use compressed textures? I don't think so. 3d Textures? Nope. And oh darn, I've run out of vram again! The ONLY thing the PS2 graphics system has going for it is fill rate.

      PS2 does have the largest market, but it's graphically not a very capable machine compared to either Xbox or NGC. The fact that some PS2 games don't look like complete ass is a testament to the talent of the people coding for it, not the hardware. Those same people could make an Xbox dance.

    15. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0

      "The fact that some PS2 games don't look like complete ass is a testament to the talent of the people coding for it, not the hardware."

      Soooooo....

      Reality completely contradicts everything you have to say about the PS2's hardware capabilities so you have to throw in some lame attempt at hand waving by attributing it to "talented engineering".

      Go away. You're not just dumb, you're boring. That xbox fanboy line was old years ago.

    16. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0

      It makes you money. Of course you don't want to say anything bad about it. My dad use to bash Microsoft with me and was an old school unix guy. Now he's been a developer for 10+ years (and now a manager) and I can't get him to say a single bad thing about Microsoft. It's like pulling teeth. I know damn well he still thinks it sucks but he's fooled him self into thinking otherwise. He doesn't want to bite that hand that feeds him. I work at an ISP. Only our Windows boxes give us problems. Our Linux boxes are nearly flawless. I fucking hate Windows. It sucks. My dad gets ANGRY when I say stuff like that.

      Could that not be the case with you?

    17. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0

      "Reality completely contradicts everything you have to say about the PS2's hardware capabilities so you have to throw in some lame attempt at hand waving by attributing it to "talented engineering"."

      Nothing I said was contradictory. Good coders and artists can make crap hardware look decent. Crap coders and artists can make any hardware look sucky. Don't mistake good artistry for capable hardware.

      The simple facts are that the PS2's pixel pipeline was outdated when the machine shipped. Anyone who's actually worked on a PS2 and any other reasonably current console or PC graphic card knows this to be a fact.

      "Go away. You're not just dumb, you're boring. That xbox fanboy line was old years ago."

      Oh ok now I get it, you're a know-nothing PS2 sucking troll. I'd say stuff it in your IOP, but you probably wouldn't know what that means, having never seen a real PS2 devkit.

    18. Re:PlayStation 2 hard to program by gevmage · · Score: 1
      What exactly someone could find "difficult" about the PS2 I can't imagine other than it isn't the same as the API they are used to.

      What was difficult about it was I was trying to write a scientific matrix multiplier using VU1. I made a 28x28 multiplier with a core 4x4 multipier in VU1. What took all the time was coordinating moving the parameter matrices into the VU's data memory at the same time that the VU itself was crunching through the last parameters brought in.

      It was also amusing because there were holes in the documentation that I had to look up online. For instance, the notation in the assembly language to create a statement that would end micro-mode execution wasn't documented at all as far as I could find; I had to dig into one of the examples I found on-line to figure that out. It worked much better after that. :-)

      --
      Craig Steffen
      http://www.craigsteffen.net
    19. Re:PlayStation 2 hard to program by gevmage · · Score: 1

      He's got a good rep in the PS2 LInux community.
      Really? Cool! I didn't know that.

      The only direct experience I had with the PlayStation 2 Linux community was a bug report that I filed and was subsequently completely ignored. This bug was in a low-level memory allocation routine that I needed to work right for my matrix code and it was (as far as I could tell) corrupting the memory page tables on the machine.

      CronoCloud: thanks for the ping-- drop me a note and introduce yourself.

      --
      Craig Steffen
      http://www.craigsteffen.net
    20. Re:PlayStation 2 hard to program by Fartacus · · Score: 2, Funny

      Cutting and pasting DirectX code? You better step back little boy. I've got chunks of programmers like you in my stool. I'm sure your nipples get hard at the thought of setting register bits with fancy macros so all the little children with their PS2 toys will see your name in the credits. You are smoking crack if you think any of the titles you mentioned look better than Doom 3, Half Life 2, or Chronicles of Riddick.

    21. Re:PlayStation 2 hard to program by Anonymous Coward · · Score: 0
      I've written a huge amount of PS2 code for various games sitting on the shelves right now. I will do my best not to sound too harsh. Reading your comments I get the feeling what it must be like for a Formula 1 driver listening to someone complain about taking a racing car out for a spin and complaining that it 'hard to drive' and then listing a bunch of silly reasons like no air condition or stereo like he has in his car at home. The PS2 and PS3 and two of the most amazing and joy to work with graphic systems ever. Unfortunately the people most likely to talk about the two systems are inversely proportionals to their qualifications to do so. Through some crazy reasoning the fact that Microsoft decided to try to build a console around the legacy x86 hardware design seems to have given the green light to every clown who knows a little DirectX to pass himself off as an expert on console hardware and development. And to run his mouth off on the Net about how the 'crazy' PS2/3 is 'stupid' because it isn't anything like his pc he is used to. The PS2 and PS3 are machines designed for experienced console engineers to efficiently pipe compact media data from disc to screen for as cheaply as possible. The 8000 or so Sony titles sitting out on the shelves is the only thing that counts. I have nothing but pity for people stuck in front of their archaic x86 pcs when I have access to something amazingly cool and powerful as the PS2/3.
      The twin VPU's of the PS2 with the pipelined archetecture are efficient yes, but they are also a royal b!tch to code for and take some getting used to. I have also worked on games out their on teh store shelf, unfortunatly I have no way to prove I'm not just some guy on some website saying things and neither can you. You do however, sound like you work at sony, or else maybe you just have fanboy issues and aren't a dev at all. That legacy x86 crap? Easy to work with. Patheticly so. But if my company wanted to work with x86, we'd be making more PC games, we havent made a PC game in...Well its been awhile. We make PS2 games because the PS2 has the power we want. Craig didn't say one word about anything except that he found the PS2 difficult to program for. I do not understand the basis of your rant about x86 in response to it.
  11. dumbass article award by Anonymous Coward · · Score: 0

    OK, Dumbass article award for mistating the issue using misleading evidence: The person fired _wasn't a programmer_ and had no knowledge of programming beyond claims made by others.

    1. Re:dumbass article award by Anonymous Coward · · Score: 0

      He didn't claim to know the guy knew about programming. It said "One such man was 3D artist Josh Robinson" and then they updated the story with his exact words saying that it had come from people he had talked to.

      Nothing more dumbass than your usual news story.

  12. Re:Difficulty? Ha! by Anonymous Coward · · Score: 0

    They've always had an anti-piracy scheme. It's called "Don'tUseCurrentPCStorageMediaForAllYourGames(TM)" , sometimes called "common sense".

  13. Actually, no they don't by MMaestro · · Score: 1

    Nintendo games have some of the least anti-piracy protection systems out of all 3 current major systems. The only reason why you don't see them pirated so often is because more people would rather simply buy the game and system since they'll generally high quality. (In comparison to Sony's 'quantity over quality' or Xbox's hit-or-miss methods.)

    1. Re:Actually, no they don't by jchenx · · Score: 3, Insightful

      I always thought it was because Nintendo systems didn't use "standard" media, like CDs and DVDs. They used carts up until the GameCube-era, and even then, they had some mini-disc format. (I'm not sure how protected that media was)

      When games were in cartridge format, there were various accessories that were sold that let folks read them in and "back up" the games to a separate storage device. Conversely, you could also read from such devices as well, and it opened the door for piracy. I believe (although I'm too lazy to Google), that Nintendo did frown upon that and went after people/groups that did this. I could be mistaken though ... it's certainly been a while.

      --
      -- jchenx
    2. Re:Actually, no they don't by Ryz0r · · Score: 1

      Yeah, i'm pretty sure they used to sell blank cartridges in Japan. I've no idea what sort of hardware you'd need to read/write to them though.

      --
      Peace, Love, Unity, Respect
    3. Re:Actually, no they don't by 2008 · · Score: 1

      See here. I've got one, but I actually preferred running GBA ROMs in an emulator rather than my 1st-edition GBA. 17 inch screen and speakers with subwoofer is nicer than my no-backlight handheld, unless I have to be outside for some reason. But I still buy the games if they're good.

      --
      I quit!
    4. Re:Actually, no they don't by MMaestro · · Score: 1
      Yes and no.

      No, cartridges weren't "standard" media for the masses, but...

      Yes, cartridges were "standard" but only for industry use due to their high manufacturing costs.

      Thats why it was always so easy to pirate Nintendo software. If you 'know who to talk to' you can find generic plugs and hardware needed to burn and rip Nintendo games (for any system). And then of course, theres the hardware inferiorities of the time. CDs couldn't be used to their fullest (and arguably they're artificially filled with voice acting and FMVs), Laserdiscs were massive flops, DVDs are too new and other media such as 3.5" and 5.25" disks were obviously inferior (if cheaper).

      You can even see it in Nintendo's Gamecube and GBA (I haven't played a DS so I won't mention it here). GBA cartridges? Painfully old design. People were pirating it weeks after its release. Some websites already sell 4GB rom carts. Gamecube mini-discs? Sony has been selling them for years in Japan. They've been used in everything from music to digital camera storage. Mini-discs are old by tech standards. Nintendo isn't exactly on the forefront of anti-piracy method when you really think about it.

    5. Re:Actually, no they don't by jchenx · · Score: 2, Interesting

      Nintendo isn't exactly on the forefront of anti-piracy method when you really think about it.

      Well, I ended up doing some searching, and it turns out that they've actually tried to crackdown on piracy quite a bit.

      Nintendo's Late 2004 Piracy Crackdown
      Nintendo Wins Lik Sang Piracy Case
      Lik Sang On Nintendo Piracy Judgment

      It sounds like Nintendo hasn't really invested much in DRM in the past, but instead chooses to go after sellers, and companies like Lik Sang, which manufactured "backup devices". I agree with the former, but the latter seems like a stretch, and ideally screws over legitamate users of the devices.

      I wonder if they'll continue down the same road. Don't bother locking down the media, but go after the pirates themselves, and possibly whatever tools that they use to do the dirty work. (Sony and Microsoft have been doing the same thing, trying to go after modders that open up the box for piracy)

      --
      -- jchenx
    6. Re:Actually, no they don't by MMaestro · · Score: 1
      True, but it looks like Lik Sang got off 'as an example to others'. $600K+ isn't that much if you're an international trading company.

      But yeah it looks like Nintendo is going after the pirates instead of lumping everyone into one group and assuming they're all pirates. The lack of any major anti-pirating actions since the Lik Sang case seems to support this.

    7. Re:Actually, no they don't by jchenx · · Score: 2, Informative

      But yeah it looks like Nintendo is going after the pirates instead of lumping everyone into one group and assuming they're all pirates. The lack of any major anti-pirating actions since the Lik Sang case seems to support this.

      I still can't say that Nintendo is that much different than others when it comes to anti-pirating efforts. Lik Sang (and many /.-ers apparently) disagree that the only folks using their devices were piraters. It sounds much like the claims of P2P creators. Lik Sang's backup devices can be used for legal AND illegal means. But Nintendo chose to lump all of the device users as potential piraters and unleashed their lawyers to prevent Lik Sang from selling anymore of these devices.

      It's a very similar to Sony's and Microsoft's claims to modders. Remember, they also sued Lik Sang for producing many of these mod chips. Search the archives for more info. Sure, not EVERYONE who mods their consoles does it for piracy reasons. Quite a few do it to disable region checking (although that's potentially illegal as well). Yet, it's a lot easier to just lump the whole group together and assume that the majority of folks are using it to pirate games. (My hunch would be that it's not far from the truth)

      After doing some additional reading and refreshing of memory, I believe that trying to claim that Nintendo is essentially more "pirate friendly" than Sony or Microsoft is just crazy. Just because there weren't any major anti-pirating actions reported in the media last year, doesn't mean that they're more open by any means. If anything, their history shows that they'll always be protective of their content and games, by any means necessary.

      Here are some more articles:
      Nintendo Creates Piracy-Proof Console For China
      Nintendo Confirms It Will Sue UltraHLE Creators
      Nintendo Blocking Counterfeit Game Machines

      I'm not trying to knock Nintendo down by any means. I love their handhelds and was definately a Nintendo "fan-boi" as a kid. Also, I'll actually agree with many of their above actions. If they believe piracy is costing them a decent amount of profit, then I'd much rather see them go after the bad guys than go bankrupt (of course that's incredibly unlikely, given their general profitability). Unfortunately, they're going to hurt legitimate users along the way.

      So, going back to the original conversation ... no, Nintendo's media apparently doesn't have much copy protection. But I certainly wouldn't call it a sign that they're less restrictive than any other console developer. I wouldn't be surprised at all if the Revolution media sports more DRM. You also have to consider that Nintendo is going to be releasing a bunch of retro titles available for download, which will have to be protected in some way. And unfortunately, they may find it a good time to go after emulators again, since there will be a business model for selling old titles. I'm going to have to predict MORE legislation and anti-piracy action over the next few years.

      --
      -- jchenx
    8. Re:Actually, no they don't by Vo0k · · Score: 1

      Yeah, but just try pirating DOOM for NES :)
      The cartridge format allowed Nintendo to do some extra tricks that are impossible with "pure media", like putting additional hardware besides memory chips. AFAIK, because DOOM required way more CPU power than the NES CPU was able to generate, the DOOM cartridge contained entire 'minicomputer' with RAM and CPU, that was practically taking over the system and doing all the 3D calculations, texturing and such, while all the main NES CPU was doing was feeding ready video streamed from the cartridge to the screen, and user input to the cartridge.

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
  14. Interpretations? by polyp2000 · · Score: 4, Interesting

    Point - Multiprocessing systems are the general direction computing is going in. The new Mac's use it (core duo) , the PC's Hyperthreaded dual core's. Xbox 360's and of Course the PS3.

    That said - Asumming the 360 has "Symmetric" architecture and the PS3 "Assymetric" as the guy is implying.

    Lets discover exactly what the difference is between the two.

    My understanding is that Symmetric multiprocessing (Xbox 360) gives each processor identical levels of responsibility for processing tasks. For example - on a linux SMP system the kernel will try to balance processes equally across each processor. Only if an application process is specifically written to thread its own tasks across both processors will it be shared across them. This is why having a multiprocessor computer rarely makes much difference to a uniprocessor machine unless the game is specifically written to take advantage of a multiprocessing environment. Games like this are currently rare.

    Taking a look at Asymettric procesing... (PS3) This allows us to give each processors specific tasks. For example we could dedicate 1 cell chip to running say the AI for a game, another for the Player physics and the rest for graphics and sound. This actually makes the design of the system considerably simpler and easier to abstract - although it could be argued that it reduces the overall performace of the system. Good job then that the PS3 has more than twice the amount of processors as the 360. However the same can be said for the PS3 as the 360 - Unless games are specifically written to take advantage of a multiprocessor environment there is little advantage in having them. Both consoles are going to require a new mindset and learning curve before either will reach their true potential. This has always been the case and so long as technology keeps changing will continue to do so.

    I'd like to add to this that ID Software is not traditionally a Playstation development studio. There are only two releases I can think of - Quake 2 (PSX) and Quake 3 (PS2). They are traditionally a PC studio - and their experience of development therefore lies in this area. XBox 360 is designed with this in mind. It does stand to reason that Carmack's team would agree with this - simply because the Microsoft Development platform is what they have been doing for years. Id like to hear what a tradional Playstation dev studio says about the 360 as a development platform, or Nintendo for example.

    Pick any console from any manufacturer. compare a launch title with another title on the same platform later in its lifecycle. In most cases there will be significant improvements this shows only that it takes time - (and library updates) to climb to the top.

    Despite all of this I have to say that what matters most of all here is not how powerful one system or another is. What really matters are the games. At this moment in time I can't justify buying a new console just because it has better graphics or sound. Those things matter less and less as time goes by- The game plays the same no matter how many more polygons it is or isnt shifting. Lets be honest here - leaving visuals and sound out of the equation - what kinds of gameplay can be created now that could never have been done prior to these next generation machines? Perhaps the answer to that question can hinted at by looking at the kinds of tasks most suited to multiprocessing systems.

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
    1. Re:Interpretations? by Slashcrap · · Score: 4, Informative

      Taking a look at Asymettric procesing... (PS3) This allows us to give each processors specific tasks. For example we could dedicate 1 cell chip to running say the AI for a game, another for the Player physics and the rest for graphics and sound.

      Sorry, that's not how it works. You're thinking that the developers have 7 processors to play with, each capable of running a complex task like AI or the graphics engine. In fact the SPUs are more like DSPs or specialised co-processors. Last time I checked, no-one was designing AI algorithms to run on DSPs.

      I'm sure that a sufficiently motivated person could write a multi-threaded AI algorithm to run on a conventional CPU with 7 co-processors. But it would be really hard to develop.

      PS. If the Cell architecture is ideal for graphics rendering, what's that honking great Nvidia chip doing in the PS3? Providing ballast?
      PPS. You can save time when typing out plurals by not adding an apostrophe every time.

    2. Re:Interpretations? by freidog · · Score: 1
      That said - Asumming the 360 has "Symmetric" architecture and the PS3 "Assymetric" as the guy is implying. Lets discover exactly what the difference is between the two.

      In this case, symetric vs asym is far more about the capabilities of the cores than how software needs to be written for them.
      In the XBox360 each of the cores is the same. Not that different than what's found in G5 (a bit stripped down to make 3 fit on a die more feasibly), each of them can handle any task you apply to them. It's not meaningfully different than programming for any multiprocessing setup.
      Cell has a single general purpose core, and many 'number crunchers.' The SPEs are realistically incapable of conditional processing (they can do it, but anytime branchs are even remotely predictable based on previous histories, they fall flat on their face), memory access (beyond their own very limited 128KiB of local memory). The architecture of Cell doesn't aleviate any of the complixty of multithreading programming, it just forces certain types of tasks to certain parts of the chip.

      The trick with Cell is to find enough for the SPEs to do on their own, and let the single general purpose core to do what tasks must fall to it (Like AI, memory access, and user input) without making a total bottleneck out of that one core.

    3. Re:Interpretations? by Anonymous Coward · · Score: 0

      Wow.

      You would have gotten more things correct about the PS3 hardware and its usage in game engines if you would have just randomly slapped your hands on your keyboard for a response.

    4. Re:Interpretations? by smallstepforman · · Score: 1

      It's interesting how people cannot visualise the most efficient method to utilise multiple CPU's present in next gen consoles. You do not allocate one CPU for physics, one for sound, one for graphics and so on, since these are not independant parallel tasks. Only when the physics calculations are complete can you do the AI, and only then do you draw/play world objects (graphics / sound). This is relatively sequential, since for drawing all you're really doing is queueing commands to a graphics processor, which runs things at its own pace anyway.

      The ideal method to utilise multiple CPU's is to create a schedular (on main CPU, or part of game OS) which waits for job requests, and then is allocates a free CPU to work on the job. Each job will run for a while, and then store the result and terminate. Therefore, each of the 7 CELL units in the PS3 will be running different jobs whenever its free (sometimes audio, sometimes video, sometimes AI). The beauty of this design allows you to have everything cranking on all cylinders) when a new frame is calculated (ie. generate new vertex lists, AI pathfinding etc). Once we've issued rendering commands, we have all the time in the world on the CELL to precalculate the next frame while the GPU is busy actually drawing one frame.

      --
      Revolution = Evolution
    5. Re:Interpretations? by Anonymous Coward · · Score: 0

      I agree. You wouldn't allocate a CPU for "sound". You'd iterate through your list of objects in the world, allowing free processors to handle moves/collisions for an object, AI for each, etc. The same code could be running on each processor, just referencing a different game object. And spewing triangles out to the graphic processor for each. Then the scene gets drawn splitting out geometry as possible, and sounds as needed. So if I've got 20 primary game objects, split them out by processor, and the ancillary objects (non-collision objects) and go to town. Then you're still limited by the refresh rate and moving all those triangles in hi-def (LOT of memory).

    6. Re:Interpretations? by Anonymous Coward · · Score: 0

      It may actually be slightly more efficient to try to assign specific tasks to the same cpu each time to avoid trashing the cache.

    7. Re:Interpretations? by apoc06 · · Score: 3, Interesting

      the gpu is there to offload graphic-specific code to be handled there. leaving graphical duties to the main processor was a big part of the emotion engines' failing. personally, when i read that they brought nvidia aboard i just figured that sony wanted to correct their mistakes from the ps2 days.

      its great having a processor that can process the graphics at x speed. but if you offload the majority of the graphics processing to another really fast chip [the GPU] specifically designed to spin triangles, you can get x*y speed out of your main processor thats now freed from the burden of churning away at 3d calculations.

  15. It's Like An Unfunny Joke Someone Keeps Repeating by Anonymous Coward · · Score: 1, Interesting

    It's been five years the PC/Dreamcast/Xbox crowd has been hoping that tired old "hard to program" bullshit would have some effect on the console market. I guess they believe if they keep repeating it's gotta 'stick' eventually.

    Having worked on console games for a very long time, I've watched people desperately try to get console developers and publishers to believe that meme.

    I have first had knowledge of and a rough idea of a huge number of console project budgets and schedules from a mix of projects I've worked on, near, or from people I know throughout the industry.

    There isn't any difference in project budgets, lengths, or team sizes for PS2,GameCube,Xbox,PS3,360 titles.

    Sorry. I know that isn't what a certain crowd wants to hear.

    Salary is almost always the largest part of a game development budget - usually by a wide margin. Any significant difference in either team size or length of time a company/publisher has to pay a team to get a project out the door would make that platform a massively attractive to target titles for. Even something as modest as ~20 percent smaller teams or projects lengths could result in hundreds of thousands of dollars in development money saved that goes straight into profits.

    This bogus meme seems to be one of the crown jewels of 'bad stuff about the PS2/PS3' for the PC/Dreamcast/Xbox crowd and I doubt they will ever willing give up trying to get developers and publishers to believe and then we will target their platform with our games.

    Ain't gonna happen. Give it a rest. Find something new. The 'hard to program' line isn't just old, it's boring.

  16. Let's not be narrow minded about this... by FreakyLefty · · Score: 2, Funny

    It could well be both at the same time.

    After all, the Cell sounds complicated and powerful enough that there's probably some quantum in there somewhere.

    --
    Strength through redundancy and over-design
  17. Did he say too difficult? by rsilvergun · · Score: 1

    in the qoute from the web site he just says it's not mature enough (i.e. there isn't enough done yet to really program for the hardware). I haven't had a chance yet to read the interview.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  18. OpenGL by zhenga · · Score: 1

    Luckily the PS3 now uses OpenGL as its graphics API, which should make it a bit easier to code.

    1. Re:OpenGL by rmdir+-r+* · · Score: 1

      Er... the PS2 didn't?

    2. Re:OpenGL by Anonymous Coward · · Score: 0

      Exactly. This has nothing to do with compilers, or some of the reasons mentioned above. The PS2 was hard to code for because to get any reasonable performance, the rendering had to be done on the VU, in assembly. So straight off the bat, your programmers needed to develop their own "api" just to get models on the screen. On the PS3, straight off the bat, you have a rendering API that you can call in C/C++. Optimizing your engine with the 7 SPEs will take time, but at least you can get something basic going fairly quick.

  19. It's old repeated news, but don't rag the author by Anonymous Coward · · Score: 0

    We've all heard the crap about programming difficulties. It came up with the previous PlayStations, some were even skeptical of the 360 and there are people out there wondering how difficult it will be to program on the Revolution.

    We'll hear the same crap about the PS4 and beyond.

    But there seems to be ragging of the author, but you can't blame the guy for doing his job. He found a story, followed up on it, etc. Put it up because it is news worthy. How much shit do you read on every news site that's the same thing over and over. Sports is my cup of tea and reading about Terrell Owens for six months made me wanna stab the guy. But people read it and continue to fead it. I mean hell...it got slashdotted.

  20. This discussion is useless. by Anonymous Coward · · Score: 0

    The deal you have on consoles is that you get more performance by programming "directly to the metal", and the hardware is cheaper to produce because they can concentrate on including what is necessary without dragging along a lot of legacy hardware or designing towards a specific API.
    How difficult it is depends really on what you want to do. You can work on a high level and get a reasonable result. You can optimise everything for the last bit of performance and get an excellent result. But no matter on which console you work, or if you work on PC, going the extra mile for performance or effects is never easy.
    On PS3 I'd use the extra cores for example for things I'd do in a vertex shader on a PC, A* or for physics calculations. That means I've got my input data (vertices, triangles, contact points, forces, particles, whatever) and I do a limited set of relatively simple operations on them. I can write and debug this in C, optimise it on a single core, and then split my input data into several sections and run the code in parallel. But there would be only a limited number of engineers exposed to that. For example I'd have one guy optimising the A* pathfinding, and 3 or 4 guys writing AI code and just query the optimised code in their scripts.
    But in the end, this is not different from what I do on Xbox or Revolution.

  21. Re:I was told that.. by vsprintf · · Score: 1

    The important thing to take from all of this is that the slashdot editors are DESPERATE for new info on the PS3 and will put ANYTHING up.

    Actually, I'd guess the Slashdot editors realize that we PS2 fanbois will hit on anything that might contain some real news about the new console, and the usual flamewars will ensue. Oh, you are new here. :)

  22. Re:Difficulty? Ha! by Anonymous Coward · · Score: 0

    You mean like the GDRoms in the Dreamcast, Sega tried it? Ok thats not really the same, since Dreamcast could play normal CDs, which is what allowed the Pirates to exploit. Even the GameCube can run Pirated games, I think but it not easy or the games that stable.

  23. Re:It's Like An Unfunny Joke Someone Keeps Repeati by Anonymous Coward · · Score: 0

    What a load of crap. I was right with you until you mentioned that team sizes were the same between old-gen (ps2, xbox) and next gen development. All the major publisher-developers are boosting their teams hugely for next gen. And budgets are inflating, to suit.

  24. Re:It's Like An Unfunny Joke Someone Keeps Repeati by Anonymous Coward · · Score: 0

    "I was right with you until you mentioned that team sizes were the same between old-gen (ps2, xbox) and next gen development. "

    I didn't read it as saying that at all. It sounds like team sizes were the same for PS2,Xbox,and GameCube - not including next gen consoles.

  25. Re:It's Like An Unfunny Joke Someone Keeps Repeati by Anonymous Coward · · Score: 0

    "There isn't any difference in project budgets, lengths, or team sizes for PS2,GameCube,Xbox,PS3,360 titles."

    Seems fairly unambiguous to me...

  26. Re:Difficulty? Ha! by Anonymous Coward · · Score: 0

    Seriously though, try creating a game on an NES with the constraints developers faced back in the 80's. These new systems have it way easier, they don't have to cram code into 8-16k cartridges that run on an 8-bit processor.

  27. These's only one kind of game needed by Neo-Rio-101 · · Score: 3, Funny

    With all this programming power, and graphics and sound all sorted out, what's needed is a game that makes full use of the processing power needed for AI.
    I present to the next-gen game genre:- The Too-many-things-on-the-screen-requiring-calculatio n genre

    TMTOTSRC games for short

    So what we need are next-gen versions of

    http://kevan.org/proce55ing/zombies/

    and an updated version of...

    http://www.classicgaming.com/rotw/crossroads/

    --
    READY.
    PRINT ""+-0
  28. Either way, time to face the threads....... by ShyGuy91284 · · Score: 1

    Threads have never been fun to work with for most CS students. Be it Java or C++, they can be a pain. But with the most recent CPUs and the dreaded CELL processor, It's time to learn how to work threads beyond splitting processor time, and learn how to use multiple cores at once..... I see no way it can't be more difficult then previous generations if the developer has access to what each SPU does (I think that's the name of each sub-core), and programs for the system properly. The degree of increased difficulty is the issue though. I'd hate to be a programmer stuck in a situtation of "You have this single SPU to work with. Not much speed. But you must do this much with that little speed".

    --
    In undeveloped countries, the consumer controls the market. In capitalist America, the market controls you.
  29. Re:Hey! Now /. is WORSE than Digg! by Anonymous Coward · · Score: 0

    he's already go the penis of a man, thanks to "Uncle Eddie"

  30. Specs vs Actual Performance by Raenex · · Score: 5, Interesting
    [claim that the 360 is capable of doing more than the PS3]
    Now, all I have to ask is -- how the FUCK is that even possible? The PS3's specs beat the Xbox360's in every possible way!

    A lot of the theoretical power in the PS3 comes from multiplying the power of each processor times the number of processors. Actually being able to make use of parallel processing power is notoriously hard. Usually one step of a computation depends on another. Programming for concurrency is in general a nightmare. Games will be buggier and much harder to develop if they want to make full use of the parallel cores. Sorry, no free lunch here.

    Comparing the specs of the system is not straightforward. You can't just do something like a 0-60 mph benchmark like you would for a car. I don't think you are up for it, but if you want to get an inkling of the tradeoffs involved, here's a link: Microsoft's Xbox 360, Sony's PS3 - A Hardware Discussion

    I feel sorry for the developers who have to make their games portable for both systems. I suspect we will get a lot of lowest-common-denominator games. It will be interesting to see if Sony can make a game that shows off the PS3 in a way that the 360 can't match.

  31. You must be a big fan by Hitto · · Score: 0, Flamebait

    Of your paycheck
    From SONY

    Fucking plant.

    1. Re:You must be a big fan by eudas · · Score: 1

      +1, PA reference.
      Plus, it's probably accurate.

      eudas

      --
      Blessed is he who expects the worst, for he shall not be disappointed.
  32. One needs a different mindset to program... by kellererik · · Score: 2, Insightful
    ...that's all. While working in the Game-Industry as a programming-lead, I found out that there a two mindsets prevalent:
    1. abstract
    2. on the metal

    Type 1 thinks in "i_unknown" theoretical concepts, tries to create a framework to rely on and then starts looking what the metal is capable of.
    Type 2 looks at the metal, plays around with it, reads the manuals, plays around a little longer to make sure everything needed is understood, and then evaluates the possibility to use either a supplied framework (customized if needed) or to create a new framework.
    I had my fair share of type 1s, I had my fair share of type 2s.
    Type 1 had problems with the console-programming more than often, the perfectly crafted framework had to be duct-taped to the metal because it implied functionality that simply wasn't there, thus delaying delivery dates.
    Type 2 sometimes got lost in the possibilities of the metal, but delivered results.
    Before you start to flame me now: the type 1 approach is valid if the feature-set of the hardware is known and tested, but, if dealing with metal of not-so-tested capabilities, type 2 is needed to make sure there are no surprises later. To make my point: I had to fight with a type 1 at one time because the framework he invented didn't match the features of Nintendos GC. For him, this was no problem, "let's create another thousand classes and it will work." He did not understand that programming on metal, read consoles, is different from programming on a PC with an OS.
    Maybe its time for the studios/programmers complaining about difficulties to evaluate the number of type 1s vs. the number of type 2s in the team. It won't work without a good mix of both and clear cut responsibilities/planning before.

    just my 2 cents
    1. Re:One needs a different mindset to program... by Anonymous Coward · · Score: 0

      How about a type 3 mindset, which is type 1 + type 2. I guess type 3 developers are rare but very valuable..

  33. Re:It's Like An Unfunny Joke Someone Keeps Repeati by Anonymous Coward · · Score: 0

    ""There isn't any difference in project budgets, lengths, or team sizes for PS2,GameCube,Xbox,PS3,360 titles."

    Seems fairly unambiguous to me..."

    Actually it is true.

    The 360 is best described as Microsoft's second current gen console. It is best thought of as an Xbox that supports higher resolution but with smaller disc space.

    That is how publishers and developers are treating it.

    The 360's real world performance, compared to it's on paper specs, is not that much higher than current gen consoles. Memory bottlenecks is the main culprit and the ATI card has turned out to be a bit of a dud. That is why you hear about games that have a custom/special version in the works for the PS3, while the 360 is getting the same game as the other current gen platforms.

  34. Multithreading, message queues and synchronisation by tjwhaynes · · Score: 1

    A modern 3D video game ought to have: [snip] That's 5 threads at a bare minimum.

    You missed one or more AI threads. All this talk of threads misses some of the more interesting (and difficult) areas of threading - messages and synchronisation.

    Your sound effect thread will have dependencies on the character's position in the world and on the events going on in that world. This will include information from the physics thread (for collisions and explosions) and from the core world data area. This is probably most easily handled as a message queue of sound events - just stuff sound events into a sound event queue and forget about them - let the sound thread consume them FIFO-style.

    Your AI thread will have dependencies on the physics thread (for moving object information) and on the general world data (for static objects and terrain info). Your AI thread can probably survive having just read-only access to the physics moving object data but you might want to have a (short-lived) latch on those structures if your AI thread requires stable data access. Your AI thread may have to update parameters in the physics data set to cope with changes to actors movements or vehicles motion in the AI decision tree. This will require write-latching to those physics data objects. Your physics thread requires accurate information from the input thread (handling the controls).

    I could go on, but you should already have the picture - threads give you parallelism but they also require careful management of shared data structures. Threads may require synchronisation or information passed through message queues. Getting all this right, minimising hot latches (often by breaking a single latch into finer grained latches) and still running consistently, predictably and believably is not easy. Having a good toolkit which provides these features for you can make this a lot simpler for the developer but unless such a framework already exists, you probably will have to write your own.

    Cheers,
    Toby Haynes

    --
    Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.
  35. Re:Multithreading, message queues and synchronisat by Anonymous Coward · · Score: 0

    I take from your post that you've never written a modern commercial game?

    We console/arcade engineers have been writing concurrent engines for multi-chip systems for a long,long time.

    There is a wealth of tough problems in game engineering. Concurrent execution and synchronization isn't one of them.

  36. Buck up little campers by Anonymous Coward · · Score: 0

    I can state from personal experience that programming for the PS3 is not as difficult as people make it out to be.
    I have a background in PC game programming and have come up to speed on the PS3 in less than a month.

    You have to know:

    - computer architecture
    - how to program with multiple threads
    - how to manage DMA transfers
    - how to write tight, vectorized code

    But that's the case if you're making a high-performance game on a Win32 machine anyway.
    And if you've been doing VU coding on the PS2, the PS3 is a breath of fresh air.
    The Nvidia graphics chip that you can program with Cg should make PC
    graphics programmers feel right at home.

    Trust me. It's not that bad. ;)