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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.'"

16 of 122 comments (clear)

  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.

  2. 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.
  3. 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.

  4. 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.

  5. 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?

  6. 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 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.

    2. 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.

  7. 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 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.

  8. 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.

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    -- jchenx
  9. 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
  10. 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.