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PS3 Linux Performs Real Time Ray Tracing

fistfullast33l writes "A video posted on You Tube shows three PS3s networked together to perform Real Time Ray Tracing. Keep in mind that PS3 Linux runs in a hypervisor, so the RSX graphics chip is not being used at all. Even more impressive, PS3 Fanboy is reporting that Linux also limits the number of SPEs to 6 at once, so not all the horsepower on each of the PS3s is being utilized. According to the You Tube Summary, IBM Cell SDK 2.0 is being used for the IBM Interactive Ray-tracer (iRT). This apparently was done by the same team that presented a tech demo at GDC 2007 of a Linux PS3 rendering a 3 million polygon scene in real time at 1080p resolution."

135 comments

  1. Some thoughts by drinkypoo · · Score: 1, Interesting

    Even more impressive, PS3 Fanboy is reporting that Linux also limits the number of SPEs to 6 at once, so not all the horsepower on each of the PS3s is being utilized.

    that's not a strictly accurate description of the situation, although it's close. Linux doesn't limit it, it uses one SPE for its own benefit. So 7 SPEs are in use, just as they are when playing games, but one of them is consumed by the kernel.

    I don't think this is very exciting, however. It's not like it has gaming applications; you need three PS3s to get it done. Wake me up when one PS3 can do realtime raytracing in-game.

    I know there's been some limited applications of realtime raytracing in gaming. IIRC your temple in Black & White had some in the ceiling. But I'm talking about actually useful effects, not just some non-play-related eye candy.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Some thoughts by MBCook · · Score: 4, Interesting

      Note that the RSX (the graphics powerhouse) is not being used at all and could cut things down. Real time ray-tracing on a lower level (say 720p) may be feasible on one PS3 using both chips. You won't run your game with it (unless you render at 480p and upscale or something), but you could use it for cut-scenes or menus or other things where you don't have the overhead of traditional games processing (AI, etc.).

      Also, one SPE on each console was dedicated to compressing the resulting image (to save bandwidth), and an additional SPE was used on the client to decode the images. That means there were 5 + 5 + 4 = 14 SPEs doing actual ray-tracing. That's just a hair over 2 machines if they didn't have to deal with the encoding/decoding process. Add the RSX in and this looks like it may be feasible to me (again, not for game-play where you have to run AI and such).

      Still, quite cool and shows you what a PS3 is capable of in some situations.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Some thoughts by Rakshasa+Taisab · · Score: 1

      Wait... He hooked up three PS3's to do real-time raytracing, and you _don't_ find it impressive? Sure it's not entirely novel, but it sure does make you drool slightly.

      Or... Perhaps 3 isn't enough, wake me up when he makes a 50 node PS3 Beowulf cluster?

      --
      - These characters were randomly selected.
    3. Re:Some thoughts by 3p1c · · Score: 1

      As i understood it, the last SPE was used for "security" reasons, maybe it is used by sony for the Hypervisor mechanism.
      In any case, the last SPE is not the one driving the kernel... And I also got that a licensed PS3 developer, could use the last SPE,
      don't know whether that applies to Linux though..

      --
      Capitalism != (innovation|democracy|freedom)
    4. Re:Some thoughts by drinkypoo · · Score: 1

      Wait... He hooked up three PS3's to do real-time raytracing, and you _don't_ find it impressive? Sure it's not entirely novel, but it sure does make you drool slightly.

      Why should I find it impressive when a cluster of machines does realtime raytracing? What's the news here? That you can do it with a small number of machines by using PS3s? In a year or two the PS3 will be slow, old news.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Some thoughts by AKAImBatman · · Score: 2, Interesting

      Wait... He hooked up three PS3's to do real-time raytracing, and you _don't_ find it impressive?

      Not really. You can do more with a stack of FPGAs for a lot less. Not to mention that real-time raytracing on desktop computers has been a hot topic of research for a while now. (Especially in the demo community.) Here's one of my favorites.

      For having hooked up 3 Cell cores, I actually would have expected something slightly more impressive than a car on a pedastal. I hate to be negative, but this is really nothing more than a marketing stunt by IBM. Sega pulled the same stunt with the Dreamcast marketing 8 years ago, and look where it got them. :-/
    6. Re:Some thoughts by drinkypoo · · Score: 1

      Actually, there are 8 SPEs, but one is ALWAYS disabled on the PS3. AFAIK it's done in hardware. I assume that it's done to improve yields but I've never heard any concrete answer on that. You may be right that the seventh SPE is used for the Hypervisor, but an article I read stated specifically that it was used by the kernel.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Some thoughts by ArsonSmith · · Score: 0, Redundant

      wow, imagine a Beowulf cluster of these?

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    8. Re:Some thoughts by Anonymous Coward · · Score: 0

      Really not that impressive actually. Global Illumination is going to start showing up in games sooner or later. That technology advances isn't some huge surprise. Show me the something like "Cars" in real time and then I'll be impressed.

    9. Re:Some thoughts by aslate · · Score: 1

      If i remember correctly it was based on the fact that IBM's manufacture of the Cell processor resulted in huge numbers of chips which didn't have the full 8 functioning cores. I remember figures of 40% being thrown about that weren't functioning properly. Now if you say that you only need 7 of the 8 cores functional then you're saving a lot of money.

      Of course, it's not fair for a PS3 to have 7 or 8 cores and nor is it easy to manage, so ensure that all PS3s have a 7 core limit.

    10. Re:Some thoughts by nickthecook · · Score: 2, Informative

      Linux does not use it for its own benefit - the extra SPE is not usable by linux to enforce what Sony calls "O/S security". E.g. ensuring that linux cannot access the PS3's partition on the hd.

      I would hardly say this benefits linux.

      In either case, the important thing to note is that the SPE is not being used to perform raytracing.

    11. Re:Some thoughts by Anonymous Coward · · Score: 0

      You're both correct. 1 SPE is disabled to improve chip yields. 1 is used by the system, leaving 6 for us to play with.

    12. Re:Some thoughts by jimstapleton · · Score: 1

      A more relevant factor: How complex is the scene.

      If I want to render scenes with one sphere (the most trivial object for a raytracer), colored and no texture and one light source, it can probably be real-time raytraced on my desktop machine.

      If I want to render scenes with millions/billions of objects that have textures, translucencies, non-point light soruces (and/or multiple light sources), varying reflectivity, etc., it would be possible to make a scene that 100 of those, clustered, couldn't render in under a few minutes.

      It's all a matter of "how much" do you want to render.

      --
      34486853790
      Connection too slow for X forwarding? Try "ssh -CX user@host"
    13. Re:Some thoughts by Kupek · · Score: 1

      that's not a strictly accurate description of the situation, although it's close. Linux doesn't limit it, it uses one SPE for its own benefit. So 7 SPEs are in use, just as they are when playing games, but one of them is consumed by the kernel.
      And I don't think that's an accurate description. On Cell Blades with Linux, all 8 SPEs are usable by applications. My understanding is that with the PS3, one SPE is disabled so they can get a higher yield, and one SPE is used by the Game OS. (Yes, the Game OS is always around since there is a hypervisor between the Game OS, Linux and the hardware.)
  2. Wow that's just great by dethndrek · · Score: 0, Troll

    So when exactly will PS3 actually have any GAMES worth playing? I don't care if it can prognosticate the weather for all planetary ecosystems in the universe 10,000 years into the future...I just want to play 1 game that doesn't suck on it. Just one. Anybody? Forget it.

    --
    -JWR
    1. Re:Wow that's just great by Caffeinate · · Score: 1

      Are you serious? The implications of a device capable of performing calculations with that level of precision on a model that good would be a huge step forward in computing technology!

      I know I shouldn't feed the troll, but to paraphrase Malcolm Reynolds, it is occasionally hilarious.

      --
      Godless heathen.
  3. Linux doesn't limit the SPEs by Anonymous Coward · · Score: 5, Informative

    PS3 Fanboy is reporting that Linux also limits the number of SPEs to 6 at once

    That is incorrect - Linux does not limit the SPEs - Out of the 8 available SPEs, the PS3 hardware disables 1 and one is reserved for the hypervisor leaving 6 for Linux running atop the hypervisor.

  4. Limits by normuser · · Score: 1, Insightful

    This looks interesting at first but the arbitrary limitations placed on the PS3 seems to be a show stopper.
    I mean why pay $600 for a "performance" machine that isn't even given the chance to live up to its specs?

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    XXX#######
    1. Re:Limits by Osty · · Score: 2, Informative

      This looks interesting at first but the arbitrary limitations placed on the PS3 seems to be a show stopper. I mean why pay $600 for a "performance" machine that isn't even given the chance to live up to its specs?

      Those "arbitrary" limitations aren't so arbitrary. Sony intentionally limited PS3 Linux in order to prevent competition from homebrew games. Sony's taking a big dollar loss per console sold, and their bread-and-butter to make that up is game licensing fees. If PS3 Linux had access to the full power of the PS3, the homebrew scene instantly becomes a major threat to Sony's cash flow.

      Interestingly, Microsoft's XNA is going the complete opposite direction. They do have some arbitrary restrictions (access to Xbox Live, difficulties in sharing your games), but those are in place for technical reasons rather than business -- XNA is still very young, and Microsoft wanted to get it out there so people could play with it even though they hadn't had a chance to sort out security issues with some features. XNA game packaging and Xbox Live access are coming.

    2. Re:Limits by MDiehr · · Score: 1

      Having one less SPU hardly seems like a show-stopper - they could just add more PS3s to the cluster to make it run faster, if they'd like.

      Anyhow, I think the real reason IBM is doing this is to show what the Cell Broadband Architecture is capable of, not what the PS3 itself can do. They'd probably like to be selling machines to render farms around the world.

    3. Re:Limits by Abcd1234 · · Score: 2, Informative

      Sony intentionally limited PS3 Linux in order to prevent competition from homebrew games

      I don't buy that for one second. There is no way homebrew will provide any amount of competition to professional publishing houses, with their multi-million-dollar budgets and professional artists, composers, and so forth. Hell, just look at the Linux/Windows open-source game market... oh, right, there isn't one (aside from the odd exception, like Tux Racer or Frozen Bubble).

      The only reasons I can think of to lock down the PS3 are:

      a) Piracy. A fully unlocked PS3 may make it possible to run pirated software on the machine.
      b) It serves as an alternative to their rather expensive professional development kits, cutting into a source of revenue.

      Personally, I suspect the former.

    4. Re:Limits by Burpmaster · · Score: 1

      Hasn't it occurred to you that those "professional publishing houses, with their multi-million-dollar budgets and professional artists, composers, and so forth" would be developing "homebrew" if they could avoid license fees? Sony wouldn't want that.

    5. Re:Limits by Osty · · Score: 1

      I don't buy that for one second. There is no way homebrew will provide any amount of competition to professional publishing houses, with their multi-million-dollar budgets and professional artists, composers, and so forth. Hell, just look at the Linux/Windows open-source game market... oh, right, there isn't one (aside from the odd exception, like Tux Racer or Frozen Bubble).

      Who said anything about open source? Homebrew doesn't have to be open source at all, and there are a number of extremely talented people working on different projects. Check out GBADev.org, for example. They released a cart full of quality homebrew titles a little while ago. Or look at what's going on with XNA development. This video is from an in-development homebrew game, built with XNA and running on an Xbox 360. Judging from the gameplay shown, I'd pay money for that.

    6. Re:Limits by Castar · · Score: 1

      I think you're right. The cost of the dev kit hardware, while considerable, pales in comparison to the basic platform licensing costs.

      --
      I yearn for you tragically. A. T. Tappman, Chaplain, U.S. Army.
    7. Re:Limits by bn557 · · Score: 1

      I don't have a degree in English, but I dabble in it on a daily basis...

      I believe point number 'b' was that people would use the free alternative rather than buy a developer license.

      --
      Humans are slow, innaccurate, and brilliant; computers are fast, acurrate, and dumb; together they are unbeatable
    8. Re:Limits by nuzak · · Score: 1

      And Sony doesn't have to allow it. They can collect their fees at distribution time. Otherwise, it's pretty hard to sell a console game in quantity when you can't put the words "Sony" or "PlayStation" on the box. I doubt the dev kits themselves are significant revenue sources.

      --
      Done with slashdot, done with nerds, getting a life.
    9. Re:Limits by edwdig · · Score: 2, Insightful

      No they wouldn't. A couple thousand dollars per developer for a dev kit is a drop in the bucket compared to the production costs of a large game. Settling for a homebrew toolchain would cost far more in lost productivity than it would to buy the dev kits.

      And even if Sony did open up the hardware completely for homebrew, you still need distribution channels. Considering PS3 games ship on 27 GB discs, they aren't very download friendly. And obviously there is a benefit to using Sony made discs with copy protection over downloadable games without copy protection.

    10. Re:Limits by ozphx · · Score: 1

      Bullshit.

      I have personally downloaded several recent releases for PC, which were multi DVD and in the 8 gig range (mainly because I was too lazy to get the demo).

      C&C3 for example. That lasted no further than one skirmish before I deleted it due to frustrations with the shitty camera. 10 gig is a download you can start one morning and have done by the next afternoon, using bittorrent. Using newsbin you can have that down in a few hours on ADSL2+.

      --
      3laws: No freebies, no backsies, GTFO.
  5. Wrong by swissmonkey · · Score: 3, Informative

    The Linux PS3 never rendered a 3 million polygons scene in real-time, it decomposed the scenes into batchs that were dispatched to blades to do the rendering and the result brought back to the PS3.
    It's written clearly in the article, please read it before you post about it.

    1. Re:Wrong by prionic6 · · Score: 2, Informative

      I made the same mistake as you: I only read the older article that is linked last, so I thought the submitter did not notice that the rendering was done by a blade farm. But that Article is talking about an older project of the same group. The youtube video linked here is about a scene that is renderes in realtime by 3 network-linked PS3s. Just to clarify :)

    2. Re:Wrong by mderdem · · Score: 1

      You must be new here.

  6. seven available SPEs; one used for DRM by maynard · · Score: 2, Informative

    The reason only six are available to the OS is that one us used by the hypervisor for DRM purposes and the eighth is disabled for chip yield purposes. Raytracing is very parallelizable task, so it's not surprising that eighteen SPEs working in parallel could perform realtime raytracing.

    One point: there's yet another SIMD engine on that chip... people forget about VMX (altivec). It's bolted onto the PPC PPU core as well.

  7. AC Zombie speaks... by MS-06FZ · · Score: 1

    Armored... Core...

    ARMORED... CORE...

    Armored... RAVEN! RAVEN! AAUGH! Aaa -

    armored... core...

    --
    ---GEC
    I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
    1. Re:AC Zombie speaks... by _xeno_ · · Score: 1

      First off, while I loved the original Armored Core, the series has kind of lost its way since then, and AC4 has gotten some really mediocre reviews.

      Secondly, you can also get it for the Xbox 360 so that's hardly a compelling reason to get a PS3. Especially since AC4 for the Xbox 360 makes use of Live, which is missing on the PS3 side.

      --
      You are in a maze of twisty little relative jumps, all alike.
    2. Re:AC Zombie speaks... by MS-06FZ · · Score: 1

      Armored Core always gets mediocre reviews. It's like a rule or something.

      But the GGP poster didn't ask for exclusives - just for games worth playing... Not that it matters, AC Zombie doesn't discriminate, he just hungers, hungers for Armored Core....

      (Armored Core Zombie prefers Kawamori-infused Armored Core, but Armored Core Zombie will take what Armored Core Zombie can get...)

      --
      ---GEC
      I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
    3. Re:AC Zombie speaks... by dethndrek · · Score: 1

      OMG I got the dreaded troll modifier. Just because I don't like PS3. I'll have to be more judicious with my opinion in the future. :-P

      --
      -JWR
    4. Re:AC Zombie speaks... by Anonymous Coward · · Score: 0

      No, more like because your post (and, in fact, this entire thread, really) are completely offtopic.

      The story is "PS3 Linux Performs Real Time Ray Tracing". Your post isn't about Linux or Real Time Ray Tracing. It's just about PS3 bashing which is old and in this case completely unjustified.

      Why is this thread even visible? Everyone in it who's not talking about Linux or ray tracing on the PS3 should be modded offtopic.

    5. Re:AC Zombie speaks... by Anonymous Coward · · Score: 0

      you must be new here.

    6. Re:AC Zombie speaks... by Anonymous Coward · · Score: 0

      WTF. Seriously. WTF.

      Why is this post modded up? Why is this not at the -10, Flamebait it deserves?

      What does this have to do with the PS3, Linux, or Ray Tracing? Nothing.

      It's just an anti-PS3 slam.

      Seriously, mods, WTF.

  8. Of course no RSX... by the+linux+geek · · Score: 2, Insightful

    Raytracing, by definition, is not hardware-accelerated. Of course the RSX isn't being used. Much more impressive is the cluster that, a few years ago, ran raytraced Quake 3.

    http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/

    1. Re:Of course no RSX... by MBCook · · Score: 2, Insightful

      Um... no. Ray tracing, by definition, CAN be hardware-accelerated. All that it is is tracing the path of light beams to build the image. It can be hardware accelerated. There have been projects in the past (university students, and even companies) to make hardware accelerators for ray-tracing.

      I'd love to see that definition that say it is not hardware-accelerated.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Of course no RSX... by Bluesman · · Score: 1

      I believe that the grandparent was referring to the hardware acceleration that common GPUs provide, which is fairly useless for raytracing.

      This is not to say that ray tracing can't be accelerated by providing the appropriate routines in hardware, just that there's a mismatch between what is needed for ray-tracing and what nVidia et al. provide to support OpenGL and DirectX, so even if the graphics hardware on the PS-3 were available in Linux, it wouldn't be that beneficial for this project.

      --
      If moderation could change anything, it would be illegal.
    3. Re:Of course no RSX... by fistfullast33l · · Score: 1

      Raytracing, by definition, is not hardware-accelerated. Of course the RSX isn't being used

      Well, isn't a graphics chip just a piece of specialized instructions optimized for graphics applications? The point I think the developers are making is not that the RSX would be useless for the ray tracing calculations due to the fact that it's not specialized for those algorithms, but that the graphics display in the end (polygon rendering, shading, etc.) is not accelerated either - you're getting raw processing from the Cell itself.

    4. Re:Of course no RSX... by suv4x4 · · Score: 3, Insightful

      Raytracing, by definition, is not hardware-accelerated. Of course the RSX isn't being used.

      Where is, if I may ask, this 'definition'?

    5. Re:Of course no RSX... by Anonymous Coward · · Score: 0
      From the download page from the gp's link:

      This is realtime speed for a virtual intel CPU with about 36 GHz (to be more precise: a cluster with 20 AMD XP1800 was used). Alternativly one slow PC (1 GHz) with a hardware raytrace GPU that is 3 times more powerful then an actual prototpye could be used.

      more info about their ray-tracing hardware prototype here:
      http://www.saarcor.de/

      SaarCOR is a hardware architecture for generating highly realistic images of 3D environments in realtime. It implements the well-known ray-tracing algorithm on a single chip and reaches performance comparable to todays graphics technology but uses less hardware resources and requires less memory bandwidth.
      [...]
      A first prototype of this graphic board purely based on ray tracing was presented summer 2004. This summer on Siggraph 2005 the second prototype featuring fully programmable shading, geometry and lighting will be presented.

      so yeah, i guess you can hardware-accelerate ray tracing.
      but then again, why wouldn't it be possible in the first place ?
    6. Re:Of course no RSX... by Anonymous Coward · · Score: 0
      Much more impressive is the cluster that, a few years ago, ran raytraced Quake 3.

      a cluster with 20 AMD XP1800 was used

      Apple just announce an 8 core system. Its not a stretch to say each core is 2.2x faster than an AMD XP1800, does this mean I can now run Raytraced Quake on my Desktop? Awesome!

    7. Re:Of course no RSX... by qbwiz · · Score: 1

      Modern graphics hardware is actually quite programmable. Although this RSX is based off of the G70, not the G80 (which is essentially a specialized stream processor), you can probably do some interesting General-Purpose GPU things on it.

      --
      Ewige Blumenkraft.
    8. Re:Of course no RSX... by suv4x4 · · Score: 1

      How exactly is that question insightful? Mark this up as insightful as well please.

      I'm as surprised as you are. This must've been the shortest insightful post ever.

      That said, GGP was talking out his rear hole.

    9. Re:Of course no RSX... by Renegrade · · Score: 1

      It's in the OpenGL Red Book.

      Seriously though - your classical definition for hardware acceleration with respects to video cards typically meant that the card performed rasterization functions - shading and texturing.

      Nowadays, I'm sure you could include vertex/pixel shading in the 'hardware acceleration' category, and I guess you might be able to apply the shaders to tracing purposes (they can do dot and cross products and such, and do comparisons, right?) .. but that hardly falls under the concept of dedicated hardware acceleration for ray tracing.

  9. This is what the PS3 is good at by WillAffleckUW · · Score: 1

    After all, with all those Cell processors, cranking out Ray goodness is a plus.

    Now, if they could just grok that the lack of high quality games on the PS3 is not helping - and ditch the Blu-Ray drive that noone wants and/or needs they could drop the price to something reasonable.

    --
    -- Tigger warning: This post may contain tiggers! --
  10. Wasn't the PS3 supposed to have 4 Cell chips? by Andy_R · · Score: 1

    I recall early rumours about the PS3 having 39 processors, 4 cell chips with 9 each, plus 1 supervising CPU.

    If only Sony had stuck with that and given us a machine that could real-time raytrace, then I probably would be queueing up to spend $837 on it (UK price of £425 converted at today's exchange rate).

    --
    A pizza of radius z and thickness a has a volume of pi z z a
    1. Re:Wasn't the PS3 supposed to have 4 Cell chips? by Anonymous Coward · · Score: 0

      Your UK price of £425 includes VAT at 17.5%. US prices do not show sales tax until you checkout. So knock off your tax and add 6-8% depending on the state.

    2. Re:Wasn't the PS3 supposed to have 4 Cell chips? by Dahamma · · Score: 1

      If only Sony had stuck with that and given us a machine that could real-time raytrace, then I probably would be queueing up to spend $837 on it (UK price of £425 converted at today's exchange rate).

      No, if they put 4 more CPUs in along with the memory, increased power requirements, motherboard size, etc, required you'd be queueing up to spend twice that much.

    3. Re:Wasn't the PS3 supposed to have 4 Cell chips? by Andy_R · · Score: 1

      Well, without the need to throw huge textures around they could have dropped blu-ray, and the huge bought-in graphics chip wouldn't be needed either. Adding 3 (4-1=3 btw) extra in-house chips and dropping 2 very expensive parts sounds like it wouldn't affect the cost too much, especially given that Cell was supposed (at that point) to be a uibquitous chip that would end up in TVs and toasters.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    4. Re:Wasn't the PS3 supposed to have 4 Cell chips? by OK+PC · · Score: 1

      I remember hearing that it was supposed to have two, one of which was for graphics. But then they released it wouldn't work very well so they brought nVidea in to bail them out

      --
      Did you get that thing I sent ya?
    5. Re:Wasn't the PS3 supposed to have 4 Cell chips? by HAKdragon · · Score: 1

      ...Cell was supposed (at that point) to be a uibquitous chip that would end up in TVs and toasters.

      I just hope they have a better marketing campaign for the toasters than they do for the PS3... "This is toasting"

      --
      "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
  11. Graphics applications by fistfullast33l · · Score: 4, Informative

    Umm, let's take a look at what you're saying there...

    know there's been some limited applications of realtime raytracing in gaming. IIRC your temple in Black & White had some in the ceiling

    Umm, I think you have Radiosity confused with ray tracing.

    I don't think this is very exciting, however. It's not like it has gaming applications; you need three PS3s to get it done. Wake me up when one PS3 can do realtime raytracing in-game.

    Then you must not know much about computer graphics. I doubt you could have done this with the PS2 or the XBox. The fact that a next gen machine can do this is very interesting, especially in a distributed fashion over the network. Distributed computing really is the future, and may someday take place inside game consoles as well. IF you have a spare processor and your buddy doesn't, is it efficient for him to borrow your CPU time? This is definitely a discussion that is occurring in normal computing space, let alone console gaming.

    Not to mention, this isn't being done with the Sony SDK. This is done using free tools available via the internet. A college student could build this for a research project if they wished. This is proving that Sony allowing people access to Linux on the machine really is working. It counters the argument of XBLA's framework being the best thing ever. In fact, they could release this code as part of the GPL for free and it wouldn't be encombered by any Microsoft system or Sony system whatsoever.

    1. Re:Graphics applications by drinkypoo · · Score: 1, Interesting

      Umm, I think you have Radiosity confused with ray tracing.

      I do not. But I can't find a citation, either. They definitely didn't use radiosity, which tends to take more CPU to do right than the raytracing itself does. (I'm no graphics expert, but I've spent a fair bit of time noodling around with 3d graphics, mostly with Lightwave 3D.)

      This is proving that Sony allowing people access to Linux on the machine really is working. It counters the argument of XBLA's framework being the best thing ever.

      The two are for different things. Microsoft at least gives you fairly complete access to the system. Sony locks you into a hypervisor environment that denies you access to the GPU, which is why they're not using it for anything here.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Graphics applications by pavon · · Score: 1

      Radiosity is definitely used in games, because while the straight-forward algorithm is slower than raytracing, you can do some fancy tricks with precalculating certain characteristics of the scene, that makes it possible to do in realtime. Here is an article that explains it in detail. Don't know what Black & White was using.

    3. Re:Graphics applications by springbox · · Score: 1

      Radosity is very expensive to compute, uses a lot of memory, etc. That's why it's precomputed. Much like how "light maps" are precomputed for use with static geometry.

    4. Re:Graphics applications by Prune · · Score: 1

      radiosity, which tends to take more CPU to do right than the raytracing itself does.

      This is a ludicrous statement, since radiosity and raytracing deal with completely different issues. Radiosity is specifically for indirect illumination. Indirect illumination can be done in ray tracing as well, but it's generally a less efficient way to do it, even with modern developments such as photon maps and irradiance caching (they of course combine indirect/direct). Overall, completely different domains, and a comparison such as the one you presented is meaningless.

      --
      "Politicians and diapers must be changed often, and for the same reason."
    5. Re:Graphics applications by vux984 · · Score: 1

      IF you have a spare processor and your buddy doesn't, is it efficient for him to borrow your CPU time?

      Only if he plans on PAYING for it. That CPU time isn't free.

      The PS3 is reported to run 220W when running folding@home.

      In New York, the average residential cost of power in 2006 was 16.86 cents: (http://www.ppinys.org/reports/jtf/electricprices. html)

      So 220W or 0.22kW x .1686 $/kWh x 24h/day x 365days/year is: $324.93 per year

      The price of residential electricity in California is 14.32 which is slightly less. If you happen to live in Idaho, where its cheapest at 6.21 cents you are still paying $120/year, and god help you if you live in Hawaii: $455/year. I understand electricity in Europe is on the whole more expensive than in the US.

      Thanks but no thanks, I'll turn mine off.

    6. Re:Graphics applications by Anonymous Coward · · Score: 4, Informative

      Actually, he probably knows more than you. If you truly knew much about ray-tracing, you would understand why phrases like "real-time raytracing" are a big yawn for anyone with some experience. Ray-tracing can be arbitrarily scaled in complexity (given proper constraints). Heck, there was a game for the Atari Jaguar that claimed to do "real-time raytracing". If I gave you a scene of a thousand diffuse-shaded spheres, I could raytrace that in realtime on a PS2. If I gave you a scene of a thousand semi-transclucent marbles contained in a glass vase on a glass table in a hall of mirrors, I don't care how many PS3s you throw at it, it won't be able to raytrace something that looks good in realtime. If you limit the number of ray bounces and ray transmissions for the Cell to finish it in "realtime", it will look like ass. So "real-time raytracing" is just some amorphous term that sounds cool, but is meaningless as a performance metric. I was using a 3D package in 1992 that did "realtime interactive raytracing" on a machine with 1/100th the CPU power of a PS3. Sometimes it was realtime, sometimes it wasn't. It is all dependent on the scene complexity. Plus, you can get to photorealism (the ultimate goal, right) much more efficiently than via ray-tracing so what's the point?

    7. Re:Graphics applications by Darkfred · · Score: 2, Informative

      As an actual Games Programmer, in Graphics engines, I have to agree with you. The other thing to note is that ray tracing is by no means a speed benchmark as it is very implementation and scene specific. We had real time raytracing of in the demo scene 10 years ago and earlier. On a system 1/1000 or less the power of the PS3. And it would be a simple matter to whip up a similar pc demo. You'd just have to tweak the settings controlling density of rays for antialiasing and reflection calculations, it probably wouldn't be distinguishable.

      --
      ----- 70% of all statistics are completely made up.
    8. Re:Graphics applications by hjf · · Score: 1

      I live in Argentina, I pay $ 0,07-something for the first 50kW and the rest $0,1533. $ is for Pesos, 1 peso = about USD 0,32. So that's USD 0,05/KW. And I think I live in a place where electricity is expensive. Unreliable? Don't think so. Sometimes power fails but only for a few minutes. No more than once every 1 or 2 months (**knocks on wood**). 230V 50Hz, fwiw.

    9. Re:Graphics applications by init100 · · Score: 1

      IF you have a spare processor and your buddy doesn't, is it efficient for him to borrow your CPU time? This is definitely a discussion that is occurring in normal computing space, let alone console gaming.

      Only for tasks that are not affected by network latency. That is why compute clusters built to run parallel jobs use special (expensive) high-speed low-latency interconnects like Myrinet or Infiniband. Ethernet is far to slow for such tasks, and processors would to a large extent just be waiting for network packets from the other nodes. Thus, for the time being, lending out processor time to your friend for tasks affected by latency, such as realtime rendering, isn't really feasible at home.

    10. Re:Graphics applications by Bert64 · · Score: 1

      Yes, sony really should open up their video hardware to the linux system, and provide accelerated opengl through it, thus making it more like a PC.
      It's not going to have much impact on games sales, just like linux on PC's has very little impact on games sales... But it will make the linux side of things generally more useful, and let people run some of the open sourced games like quake on a big HDTV.

      Otherwise, sooner or later a modchip will come out which opens up full system access, all 7 SPEs plus the video hardware, and then people will create a superior unhindered linux installation.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    11. Re:Graphics applications by GregPK · · Score: 1

      Depends where you live. There are tier rates for power. The first 250kwhrs or so is at the rate described but most go up to the above 500kwhr per month rate of .27 cents per kwhr. A ps3 would be nearly 600 a year to run in that environment.

    12. Re:Graphics applications by vux984 · · Score: 1

      As you may know Argentina also has an average living wage $550 (pesos)/month ($177 USD).

      Plus, running a PS3 folding@home 24x7 uses ~158kWh per month (assuming 220W), so you will trivially exceed the 50kWh threshold, even if its the only thing you have plugged in. It'll run you ~$295 persos/year. (Well over half what the average argentinian makes in a month.)

      Of course, the Argentinian who has a PS3 is probably not remotely poverty stricken either...

    13. Re:Graphics applications by hjf · · Score: 1

      $550? That's way off. That's probably counting the government's "unemployment plans" which give you $150 (USD 50) a month for doing nothing (the gov't counts those plans as jobs, to lower the unemployment figure, which is rather high).

      "Minimum" salaries are 850 a month (people making less than that usually get power and water for free or with high discounts -- poverty discounts. They also get free food. So salary alone is not a good index, one should count the power, water and food they get, too.)

      FWIW, my house is big, we have 3 air conditioners (12000 btu each), running about 10 hours a day (45C in summer), 2 water heaters (1500W each), one large A/C (24000 BTU), running 2 hours a day, some lights, my athlon64 X2 (energy efficient - plus a 17" LCD, 96W according to my APC BR1000I), a similar computer downstairs, 3 29" CRT TV, dishwasher, washing machine, and an XBOX. We pay about $350 a month (USD 112), including taxes. I think it's about 1500KW or so in summer, and half that in winter.

    14. Re:Graphics applications by F34nor · · Score: 1

      Ethernet has always confused me. Ok... here's the plan: eveyone talk at a random time, if you interupt someone wait a random time and start talking again! Wow what a concept.

    15. Re:Graphics applications by drinkypoo · · Score: 1

      Ethernet is inherently peer-to-peer, but it has some serious limitations (a malicious host can bring down the network) which is why we invented switching. Or well, for ethernet anyway. There's also Token Ring networking, which uses guaranteed time slices, but it is even more pissy about things being correct. And then there's star-wired token ring, which is stupid because ethernet is cheaper :)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    16. Re:Graphics applications by cheesybagel · · Score: 1

      Did you look at the video before commenting? They showed a 3 million triangle scene done in realtime at 30 fps with shadow rays. The thing ran on a mini-cluster of 3 PS3s connected via the built-in Gigabit Ethernet. One more iteration of Moore's law and I expect this to be possible using a single box. Cell is manufactured at 90nm. At the 45nm design node, in two Moore's law iterations, I expect it to be easy to make a real-time raytraced game.

    17. Re:Graphics applications by cheesybagel · · Score: 1

      One more note: The Voodoo 2 did 3 million triangles per second. Each of those PS3s is doing 3 * 30 / 3 = 30 million triangles per second.

  12. Polygon? by RyanFenton · · Score: 1

    Does the polygon rating mean that much in terms of ray tracing performance? From what I've done with raytracing, most objects exist as geometric additions/subtractions of primitive shapes. A door would be a cube transformed to be stretched into a rectangular plank, plus a couple cylinders for the various parts of the door handle, plus a sphere for the handle end, minus a series of cubes for the lock opening shape. Polygons only come into play outside the engine, when you're trying to decide how to map textures across objects, then you'd want to represent the side they're painting as a polygon - but only before it goes to the engine, it would just be a single texture for all sides wrapped around the visible object. You might have a separate polygon primitive, but I'd think it would be one of the least ones used, in terms of raytracing efficiency.

    You can cheat a lot in comparing polys to primitives when it comes to comparing raytracers to polygon engines. Still, it's been a while since I've played with raytracers, and I'm interested in what I've missed - this seems like it would be a real treat to see in action.

    Ryan Fenton

    1. Re:Polygon? by MBCook · · Score: 1

      As I remember, that figure is only given so it can be compared to traditional techniques. Polygons are "free" in ray-tracing. It doesn't matter if you have one giant polygon, or 100,000 little ones; they should render at roughly the same speed (memory and such makes up for the difference). Since you only draw what's visible (where in rasterized drawing you have to draw everything, tricks help reduce overdraw but it's still there) it doesn't matter how many polygons you have. Ray-tracing is relatively constant in needed power (where tradition GPUs go from next to nothing for standing next to a wall in a FPS to tons of power to draw a full landscape).

      The catch in all this is reflections. The more reflections you do, the slower things get. Some reflections (like those used to make a color cast when a white object is next to a red object) aren't bad, but to accurately draw a group of mirrors could be devastating to performance (as the light ray may hit mirror 1, then 2, then 3, then 7, then a surface).

      I'm no expert, this is based on what I remember/have learned looking into the subject.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Polygon? by The+boojum · · Score: 3, Informative

      Certainly not "free" exactly. But in general, as long as you're using a good acceleration structure and can hold everything in-core, performance is roughly O(lg N) in the number of polygons. So the speed hit going from 50k to 100k polygons would be roughly equivalent to that of going from 100k to 200k. That's where the scalability of ray tracing comes in. There's still going to be quite a difference between one big polygon and 100k of them.

      You'll also find that most ray tracers exhibit the same performance variation between facing a wall and facing a full landscape. It may not be as dramatic due to the relatively high constant of proportionality for a software ray tracer vs. a GPU but it's still there. A large part of that is probably just cache performance -- you'll have a lot more cache hits facing the wall.

      Reflection-wise, you've got the right idea -- there will be a decent speed hit for them. But you've got it backwards. Doing a good job of computing color bleed effects require a ray tracer which supports global illumination and that can take astronomically more rays to compute than a decent implementation of basic specular reflections. You probably need at least 100 rays/pixel or more to even have a prayer of not having any excessively noisy image. Ray tracing is a point-sampling technique which means that any time you have any sort fuzzy/soft kinds of effect like ambient occlusion, glossy reflections, soft shadows or color bleed from indirect illumination.

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

      And, using/creating the ray collision/acceleration structure is precisely the reason real-time raytracing demos use static/non-deforming meshes. I hope you all like racing games and spaceships!

  13. I'll take your Blu-Ray drive, then. by ubikkibu · · Score: 1

    I bought a PS3 just for the Blu-Ray drive, once it became clear HD-DVD was losing the war. The games are underwhelming so far, but that's why I have the Wii.

  14. Impressive? by AbsoluteXyro · · Score: 1

    I'll be the first to admit that I don't know much of anything about ray tracing... but I should hope an $1,800+ setup could render a single automobile in 3D.

    1. Re:Impressive? by Anonymous Coward · · Score: 0

      "I should hope an $1,800+ setup could render a single automobile in 3D."

      You won't find a PC @ $1800 (or ANY price) that can do that level of detail @ 720p in realtime.

    2. Re:Impressive? by Anonymous Coward · · Score: 0

      You can buy a PC for much less than $1800 which can render scenes far more complex than that, at higher resolutions. Of course it wouldn't be using ray tracing, but then there was nothing in that scene that benefitted from ray tracing. It looks like it was only casting rays for visibility detection and shadowing - that's it. You can get the same effect with PC hardware, using good old per-pixel lighting and shadow maps. The "reflection" on the car body looks like a canned environment map, the sort that racing games have used for many years. There was no real-time reflection, refraction or any of the other things you expect to see in a basic ray tracing demo. This demo was (probably) deliberately sparse because, secondary rays (like those you use to do reflections) exhibit low coherence, and so tracing them can't be done as efficiently on a SIMD architecture like that of the Cell's SPEs. To put it simply, adding any "real" ray tracing features would have ground the whole thing to a halt.

    3. Re:Impressive? by Talgrath · · Score: 1

      The point was that such a scene can be rendered using ONLY ray-tracing in a roughly $1,800 setup; using other techniques in addition to ray-tracing would likely render a much more impressive scene. The point wasn't to create a beautiful picture, but to show the hardware power of the cell chip.

  15. I'd buy. by MikeFM · · Score: 1

    I disagree. I think making games work on multiple gaming units instead of constantly forcing an upgrade to a newer model is a better idea. In five years when a PS3 costs $200 I'd be glad to buy a second one or even a third for newer more intensive games. I'd love to see a little icon on the box saying that the game requires two units. I'd hope they'd make it more user-friendly to network the machines together by that time though.

    I'd love to see a massive world that could be raytraced in movie quality during realtime gameplay. They mentioned that possibility with networked PS3's early in their rumor phase and it is one of the concepts I found most exciting. As I remember they said that as they get Cell processors into other consumer electronics that some of the work could be offloaded to the CPU in your tv, dvd player, etc. That'd be awesome.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    1. Re:I'd buy. by drinkypoo · · Score: 1

      I disagree. I think making games work on multiple gaming units instead of constantly forcing an upgrade to a newer model is a better idea. In five years when a PS3 costs $200 I'd be glad to buy a second one or even a third for newer more intensive games.

      And in five years they will have brought out a new platform, whether you want them to or not, and no one will be making games for your platform.

      As I remember they said that as they get Cell processors into other consumer electronics that some of the work could be offloaded to the CPU in your tv, dvd player, etc. That'd be awesome.

      The original concept behind the Cell involved distributed processing, with a Cell in your TV, and a Cell in your PS3, and the Cell in your DVD player (or what have you) all lending processing power to games. Clearly this has not yet panned out. Why? Because people aren't going to replace all their electronics so they can have more Cells.

      And your idea is just silly in other ways, because it leaves you with unnecessary redundant hardware. Now you have two blu-ray drives, two sets of ports, et cetera. It would make more sense to sell compute nodes that had nothing but Cell processors, RAM, and ethernet interfaces in them. But then they wouldn't be good for anything else, and they'd just be a featureless black slab (maybe with some blinkenlichten) so that won't fly either.

      Few people are going to buy a Sony everything just to speed up video games... almost certainly not enough to develop and market the technology.

      I think it's a neat idea of course, but the simple fact is that the PS3 is already the most difficult platform to develop games for. Adding distributed processing to the already-complicated mix is pretty much not going to happen.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:I'd buy. by default+luser · · Score: 1

      To extend your arguement, you also tend to see the same problem PC gaming sees once you start stringing multiple Cells together.

      One is, these things never work %100 of the time - manufacturers dick around with specs to save a few cents, and suddenly you have Cell-based systems that don't even talk to each other.

      The second is this: once you have people connecting multiple PS3s, you end up with the same problem PC gamers see: games either target the lowest-common platform (one PS3), or they target multiple performance levels (at greater expense), because it would be foolish to just target the high-end (multiple PS3s) folks.

      Finally, you won't see the optimization current console programmers ususually perform over the lifetime of the console, because they can always just up the specifications if they want better visuals.

      What you end up with is a market which tears into game developers that target lower-end graphics setups (boring visuals), and then you also have an entire chunk of the market whining when you release a game with specs that are "too high" (Oblivion, for example, which requires a DX9 card). And through it all, you see less emphasis on optimization, and more emphasis on content.

      Game consoles are supposed to avoid this bullshit by freezing the specs.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    3. Re:I'd buy. by MikeFM · · Score: 2, Interesting

      I already have redundant crap glued to my tv. Distributed processing is a benefit because it'd allow that redundant crap to work together to do something other than gathering dust. I probably wouldn't upgrade all my crap to have Cell processors in it but when I upgrade it anyway, as I'm likely to do within a five year period, then I may as well get new equipment that'll work together instead of being at war with each other.

      Upgrading a console every five years is a dying concept. It's much easier, and cheaper, to use a fixed system and just add additional systems as needed. Games are getting to the point where more of their processing will be parallel anyway so why cram it all into a single box? My guess for the PS4 would be a smaller, faster version of the PS3 that is CPU-compatible with more RAM, HDD, and possibly a better video chipset. I'd also take a guess at a mini rack-mount attachment where you can plug-in streamlined versions that don't have bluetooth, usb, a/v, etc built-in but that will fit into the nice little rack. The prices could come down, the systems could get a lot smaller, cooler, quieter, and less energy hungry, and performance could be increased rapidly instead of in five year leaps. Sony could sell the intitial units for prices parents wouldn't run from and offer affordable upgrading to the power of the system. A lot more people would shell out $200 three times than $600 once especially if it adds onto what they already have.

      The Cell processor isn't just a Sony thing and is available to be added to any company's products. You can buy Blade servers that run a Cell processor. It's a real CPU and not just a toy CPU for some gaming console.

      Developing distributed programs isn't that difficult. What is difficult is taking existing code libraries and tools and porting them to a distributed model. With game consoles and PC CPUs going towards that model though developers are going to have to make the change. Once your libraries and tools are designed for distributed programming it can be easier because you don't have to do things in time slices. Getting a lot of CPU intensive complex systems to run in tiny segments as you loop over them is a much bigger pain in the ass IMO.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    4. Re:I'd buy. by Broken+scope · · Score: 0, Troll

      So what happens when your entertainment center catches fire from the heat of running 4 ps3s. What do you tell your power company when the meter is worn out.



      (For the on guy who will take this wrong. Im joking. The same thing would happen with 4 360's its a joke)

      --
      You mad
    5. Re:I'd buy. by Broken+scope · · Score: 1

      I'm a troll for trying to point out a fact about the consoles. They put out a lot of heat and they are high power devices. Jesus what the fuck is wrong with this community. I'm never this much of an asshole when i have mod points.

      --
      You mad
  16. It's a simple scene, of course... but... by argent · · Score: 1

    But this means that maybe another factor of four in performance will allow for simple scenes to be fully raytraced using general purpose processors. But raytracing is an "embarassingly parallelizable" problem, so a dedicated ray processing unit (RPU, by analogy to CPU, GPU, and PPU) could probably provide that factor of four performance improvement today, per ray pipeline, and fit many more ray pipelines than generally programmable cells on the same silicon...

    So does this mean we're on the edge of having raytraced rendering in specialised video cards? Will nVidia's rayForce 9Z800 show up running 40 FPS raytraced Warcraft in a few years?

    1. Re:It's a simple scene, of course... but... by SirLoadALot · · Score: 2, Funny

      Yes, and the sheep will explode with *amazing* detail.

    2. Re:It's a simple scene, of course... but... by freefrag · · Score: 1
  17. Re:This is a Cell tech demo, PS3 is incidental by Anonymous Coward · · Score: 1, Insightful

    Ah, the Xbox fanboy, shocked to discover that the PS3 really might be more powerful than his little console.

    This demonstrates that one of the more common Slashdot anti-PS3 memes is simply untrue: you really can do useful things with Linux on the PS3. That alone makes it worthy of Slashdot and also demonstrates a very powerful feature of the PS3 that the Xbox 360 simply lacks.

    This is Linux, on the PS3, being clustered together to show something really cool.

    How you've managed to corrupt that into a "PS3 is unimportant" I'll never be able to understand.

    The PS3 is open enough that they were able to take off-the-shelf PS3s and write clustering software to generate a single HD image. That's pretty cool and a testement to the power of the PS3, no matter what the Xbox fans think.

  18. Look out Hollywood. by Odinson · · Score: 2, Interesting
    Notible, fully animated, $3000 budget movies with desktop directors should show up in the next couple of years. The first software vendor to sell a wide open game engine with a diverse enviornment like GTA, WOW, etc and an explicit disclaimer that they won't sue you or ask for a cut if you make financially successful commercial movies with it will make a killing!

    Forget about it if the company gives you tools and permision remap/redraw everything easily with 2d sources.

    Desktop directors will be the garage band rock stars of the next few decades.

    You might know me by my old .sig

    Your civilization has built the Internet.(+2sci) This obsoletes the Hollywood wonder.(+1hap)

    :)

    1. Re:Look out Hollywood. by BoberFett · · Score: 1

      [blockquote]Your civilization has built the Internet.(+2sci) This obsoletes the Hollywood wonder.(+1hap)[/blockquote]
      Too bad the effects of The Internet expire with the creation of the RIAA/MPAA Wonder.

    2. Re:Look out Hollywood. by Anonymous Coward · · Score: 0

      Have you ever actually been to a real Hollywood movie? Your comments are so far off base that I wonder if you have ever seen ANY professional film.

      The next time you go to a film, SIT THROUGH THE CREDITS. If you can read (which I seriously doubt), try and read the name and the title of every person who works on the film. Now ask yourself what all those people are doing. (Wait until you leave the theater to do this, because I know that you will be talking to yourself out loud, and I don't want you to annoy anyone.)

      All these people are being paid real money to do real work. Now some of them are doing paper pushing due to the shear size of the crew, but these are not in the majority. Do you really think that the people who are paying their salaries want to waste money? They need all these warm bodies because MOVIES ARE COMPLEX AND HARD TO MAKE. (They are also very risky from an investment perspective, but that is a different rant.)

      No intelligent person would every say that all these people are going to be replaced by $3000 worth of hardware and software in the next couple of years. In fact, what you suggest may never be possible, even for an all computer animated film. Only a very stupid person with very little experice would make such a claim. That would be you. Go back to you room and masterbate to your comic books and leave the adults alone.

    3. Re:Look out Hollywood. by Mr2001 · · Score: 1

      All these people are being paid real money to do real work. Now some of them are doing paper pushing due to the shear size of the crew, but these are not in the majority. [...] They need all these warm bodies because MOVIES ARE COMPLEX AND HARD TO MAKE. They're a lot more complex (at least in terms of number of people required) when you're dealing with physical sets and actors.

      Look at how many of those names are gaffers, grips, wranglers, medics, coaches, assistants, stunt men, stand-ins... you don't need people to keep track of props when your props are all digital. You don't need to ensure actors' safety when all the actors do is speak into a microphone. You don't need trained, unionized electricians hooking up your lights when you can add new light sources with a couple clicks. You don't need the ASPCA on site monitoring your animal scenes when the animal doesn't really exist.
      --
      Visual IRC: Fast. Powerful. Free.
    4. Re:Look out Hollywood. by Odinson · · Score: 1
      And why is everyone so hard on masterbation. Geez, you'd think God killed a kitten every time.

      Look, now we have somthing in common. We both missed the point. :)

      I know movies are complex, but there are already many shorts set in video game worlds on utube that prove the above is plausable. My leap in logic is that people are holding back from 1:45 min movies becase they agreed to a licence that may prohibit video distribution of game sequences.

      Look at Toy story. Only 46 people are listed on the staff and that was a polished production! Above and beyond my scenerio, they had to draw all the story boards by hand, build all the 3d models themselves, and had to service major voice actors.

      Compare this to other movies made that year like Seven or Ace Ventura. They had hundreds of actors, and many hundreds of staff members for those movies.

      I'm not suggesting that voice actors will have no value, just that there are more hungry talented people at large than the west coast crowd imagines. In this scenerio they don't even need to be physically attractive! Even if the second movie costs a million, we are reaching a point where groups of talented teenagers can make an enjoyable movie for a few grand (for hardware not software) and a long summer vacation.

      I'm guessing the restricted distribution model won't hold up very long if there is a new worthy starter movie comming out of the woodwork every month.

      But it was pointless for me to elaborate like that wasn't it? You knew what I meant didn't you? Common admit it.

  19. My Pentium 60 can do realtime raytracing by anss123 · · Score: 1

    It can! Doesn't look very nice, granted, but it did it! That makes it as powerful as a PS3, right? Because we need the power of the PS3 for real time ray tracing. Wheee.

    1. Re:My Pentium 60 can do realtime raytracing by Anonymous Coward · · Score: 0

      And my C64 can ray trace the inside of a black cube at well over 1,000,000 FPS (Only 30FPS displayed due to vertical sync.) So it must be alot better than your P60.

      This is impressive, because even a very basic scene can take thirty seconds to render to a 1024x768 image on my Pentium D 3.2Ghz.

    2. Re:My Pentium 60 can do realtime raytracing by Crizp · · Score: 1

      It can! Doesn't look very nice, granted, but it did it!

      Well, the first-gen P's could yield unpredictable results some times ;)
  20. Re:I'll take your Blu-Ray drive, then or Will He? by WillAffleckUW · · Score: 0

    Who said I had one? I'll wait until the PS3 sells for $150 retail to buy one.

    Which, since we don't have to go to HDTV until 2009, should be perfect timing.

    Meantime, I'll be enjoying my 480p-optimized Wii and all the fun games for it.

    --
    -- Tigger warning: This post may contain tiggers! --
  21. Re:This is a Cell tech demo, PS3 is incidental by Anonymous Coward · · Score: 0

    Perhaps, but it's a bit memory constrained for many higher end tasks. What is really needed is a good multiprocessor Cell rack mount system that can be given a few GB of RAM. That's when we'll see what the Cell is really capable of.

  22. This guy had first post for the PS3 release saying by ArsonSmith · · Score: 1

    Imagine a Beowulf cluster of these.

    --
    Paying taxes to buy civilization is like paying a hooker to buy love.
  23. Re:This guy had first post for the PS3 release say by MrHanky · · Score: 1

    I read that as 'Imagine a Beowulf cluster of cheese'. Now, that would have been news for nerds.

  24. Correction by Anonymous Coward · · Score: 1, Informative

    Linux has, afaik, access to as many SPEs as the games... that is 6. The reasons aren't related to
    linux support at all but to the PS3 design:

      - One SPE is unuseable because Sony uses chips with only 7 good SPEs to improve yields
      - One SPE is reserved by the HyperVisor for its own use, possibly DRM related
      - The 6 remaining ones are useable by the operating system, wether it's the Game OS or
          Linux, there is no difference in that area.

  25. Re:This guy had first post for the PS3 release say by ArsonSmith · · Score: 1

    MMmmmm, never under estimate an engine of wolf cheese eaters clustered by the bay.

    --
    Paying taxes to buy civilization is like paying a hooker to buy love.
  26. Getting sick and tired of this by kramulous · · Score: 0, Redundant

    Yawn!!!! Really, how long is the crap going to keep appearing in the /. headlines?

    It's getting old ... very old. We get it! It has a little grunt. Who keeps posting all of this totally amazing crap? Is it some Sony PR agent who's using /. for advertising ... saying "Here you go you geeks, by the way, buy lots of these and tell everybody what else you can get it to do. Eventually somebody will do something extremely cool, like getting it to launch itself into orbit. Then everybody else will want to get there hands on a PS3 as well. I'll get a bigger bonus."

    Can we get news worthy stuff please.

    --
    .
    1. Re:Getting sick and tired of this by Doctor_Jest · · Score: 1

      I smell bitter "can't afford a PS3" syndrome.

      It's okay... I can't afford a ferrari either, but when one of them goes 200mph on a freeway, I still think it's neat. :)

      It's funny... laugh. :)

      --
      It's the Stay-Puft Marshmallow Man.
    2. Re:Getting sick and tired of this by kramulous · · Score: 1

      You're probably right. My new house is currently sucking all of our funds. Don't get to spend the amount I used to on toys anymore .. [insert sniff here]

      Back to the ray-tracing/ferrari argument, ferraris wouldn't excite you when you spend all your time flying fighter jets. I probably wouldn't waste processor time with real-time ray-tracing algorithms when I can use more interesting volume rendering techniques on our 512 processor Opteron cluster.

      However, what would excite me with a PS3, is if you attach some sensors to it, and it reads my mood and plays appropriate music when I get home. Or it tantilises me with some awesome game .. "C'mon ... you know you want to..." The home entertainment machine with some simple, old AI attached .... then I'll definately get one.

      --
      .
    3. Re:Getting sick and tired of this by AaronBrethorst · · Score: 1

      I'd settle for FFXIII, FFvXIII and Metal Gear Solid 4 :-\ As it is, I doubt they're coming out any time soon.

      --
      No, but I used to work for Microsoft.
    4. Re:Getting sick and tired of this by Doctor_Jest · · Score: 1

      You're looking for a Penfield Mood Organ.. ;)

      --
      It's the Stay-Puft Marshmallow Man.
  27. Look out slashdot poster. by Anonymous Coward · · Score: 0

    So all you've done is pushed all their duties onto one person's shoulders. Virtual set or real set, someone still has to create it. Same with props. Part of the reason we have "division of labour" is that there is only so many hours in a day, and one person can't be an expert in everything. And even with all that "raytracing" is just another tool. Not a magic bullet that will somehow make movies easier to make. More likely the other way around. Just ask the people creating todays games if realism has made their life easier. So no, the OP is naive both because he doesn't understand the filmmaking process (even if there's no film), nor the computer graphics field (and it's sister Machinima).

    1. Re:Look out slashdot poster. by Mr2001 · · Score: 1

      So all you've done is pushed all their duties onto one person's shoulders. Not quite. You can completely eliminate many of the tasks that have no purpose in the virtual world (CGI actors don't need medics, assistants, makeup artists, or craft services), and many of the other tasks can be performed by fewer people in less time.

      Virtual set or real set, someone still has to create it. Same with props. Part of the reason we have "division of labour" is that there is only so many hours in a day, and one person can't be an expert in everything. Correct. To make something good, you'll still need a team of artists and modelers. But that doesn't mean you aren't saving a ton of time and money!

      One or two people can build a virtual set in a matter of hours. They don't need building materials, paint, ladders, tools, or a stage to store it - all they need is a PC, maybe a scanner, and some electricity. I don't believe it's possible to build a physical set with as little labor or cost as a virtual one.

      And even with all that "raytracing" is just another tool. Not a magic bullet that will somehow make movies easier to make. More likely the other way around. Just ask the people creating todays games if realism has made their life easier. You seem to be completely missing the point. Of course a more realistic game takes more work than a less realistic one - just as a more realistic movie, filmed on an actual set with real live people, takes more work than one that can be "filmed" inside a computer.
      --
      Visual IRC: Fast. Powerful. Free.
  28. bweheheh by Anonymous Coward · · Score: 0

    so you're saying that if you network enough computers, they'll be able to quickly perform a highly data-parallel computation? wow.

    ok, snobbery aside, real time raytracing is kinda neat. it's just not exactly an amazing feat since ratracing isn't exactly hard to parallelize, it scales well so you actually can do it faster by just throwing more hardware at it.

  29. Is Shared Processing Really Good For Games? by Bones3D_mac · · Score: 1

    While it seems like a good idea on paper, shared processing for gaming may not be so great in practice. In order for a shared processing setup to really be used reliably, wouldn't it require taking control out of the hands of the user and contractually forcing them into maintaining a set number of "always connected" hours at a set bandwith for a set number of processor cycles, so a bare minimum of threads across all connected systems can be processed for each node on the entire network?

    If not, does that mean game developers will only produce games that run well on a single, unnetworked system? Or, would we have a huge mess of games whose performance is so inconsistent that it can't be benchmarked due to constantly changing network/node conditions? Does this mean we might one day face such oddities as being unable to play certain games on our brand new next-next gen consoles because there's insufficient processing power available from other nodes on the network to handle the minimum requirements?

    I could see this becoming a tech support nightmare on the launch date of such a system when the first few dozen users can't get their system to do anything other than boot up to a menu and a single task bar saying something like "waiting for sufficient processing power from the network... one moment please."

    --


    8==8 Bones 8==8
  30. Texture quality is the real bottle-neck there. by muxecoid · · Score: 1

    Look at the ugly screenshots. Raytracers must no be used with low-res textures.

  31. no texture mapping? by DohnJoe · · Score: 1

    anyone else noticed they were not using any textures (except for the sky maybe)?

    I guess the SPU's limited memory may have something to do with this, so maybe procedural textures would be the way to solve this.

    1. Re:no texture mapping? by JoaquinM · · Score: 1

      The IBM on the floor is actually a texture. There is another example of the iRT running on a cityscape that is fully textured. There is enough bandwidth on the cell to easily handle textures.

      http://www.gametomorrow.com/blog/?p=168

  32. Importance of parallelism by master_p · · Score: 2

    This and other implementations (google's MapReduce algorithm, for example) prove the importance of parallelism for tomorrow's computing. I would love to have 10000 small general purpose CPUs on my machine without any custom chips than one monster general-purpose CPU and one mega-hardcoded GPU.

    Some random thoughts:

    The transputer was way ahead of its time.

    The 100 year programming language would be the one that implements the Actor model most efficiently.

    Nature's computation machines are not very fast, but they are vastly parallelized.

  33. Re:I'll take your Blu-Ray drive, then or Will He? by Anonymous Coward · · Score: 0

    Which, since we don't have to go to HDTV until 2009, should be perfect timing.

    AAAAAAAAAAAGH!!

    Why do you people keep saying this? The deadline (if it sticks) is for the switch to digital, not to HDTV. Digital. Not HDTV. Digital. Understand yet? Read it slowly. Digital. What is wrong with you imbeciles that you can't get this right? Digital. Not HDTV. You will still be able to receive standard resolution broadcasts. Most broadcasts will still be in standard resolution. But they will be digital. Digital.

    This is getting worse than people confusing copyrights with trademarks.
  34. You know... by Guppy06 · · Score: 1

    ... there's a joke here somewhere comparing the library of games for Linux to the library of games for the PS3.

  35. 6 SPEs is actually more than normally available by deathsquirrel · · Score: 1

    It may have been mentiond but using 6 spes isn't less than the full potential of the PS3. It's generally more. There are 8 but sony shut one down at the factory. Number 7 is reserved for the OS. Number 6 is required to be made available to the OS at the drop of a hat. That means that games can count on having 5 available.

    1. Re:6 SPEs is actually more than normally available by Mark+Gillespie · · Score: 1

      Your out by 1. There are 6 available to games at ALL times, same as Linux.

  36. is this real? by quakehead3 · · Score: 0

    How can we know that the rendered images are really from 3 PS3's?

  37. Where's nVidia and ATI, then? by argent · · Score: 1

    That's pretty amazing. If a 60 MHz FPGA (4 pipelines, 350 Mbit/s bandwidth) could do realtime raytracing with almost 300,000 polys in 2005, then when will nVidia or ATI be releasing a 450 MHz 16 pipeline 10 Gbit/s dedicated raytracer?

  38. Re:I'll take your Blu-Ray drive, then or Will He? by WillAffleckUW · · Score: 1

    The price curve coincides with the switch to HDTV on-air transmission switch in 2009. Which is the same timeline for digital-only broadcasts, which will be be carried in both HDTV and 480p Digital bandwidths at first, but the 480p bandwidths can be phased out after that.

    Basically, people with non-HDTV sets will not be able to receive broadcasts over the air, but they will be able to buy converters if they have satellite and/or cable and their sets can accept the outputs for them.

    From most people's viewpoints, that is when HDTV goes live and they regard themselves as forced to switch.

    Not everyone lives in the big city, grandpa.

    --
    -- Tigger warning: This post may contain tiggers! --
  39. There's no way you could do this on the wii by rsilvergun · · Score: 1

    I mean, there's no way you could actually find 3 wii's to purchase for networking, let alone get your grandparents to stop playing bowling long enough to do the rendering.

    --
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  40. computers are irrelevant by Anonymous Coward · · Score: 0

    South Park was just a handful of guys, some construction paper and a camera to start with. You don't need a computer to go cheap.

    On the other hand, I've seen dozens of amateur and student films with sub-3000 budgets, and in every case it wasn't the effects that needed improvement. Good actors (even just voice actors), writers and directors are rare. Cheap CGI helps a little but it doesn't fix that.

  41. bah. by Synt4x_3rr0r · · Score: 1

    So what if it can do realtime ray tracing? It's nothing new at all. My bloody Atari 1040 ST can do realtime raytracing rendering ffs, as proven in a demo for it, which name i have forgotten. And the 1040 ST has only an 8mhz M68k CPU with 1MB of RAM, no graphics chip what so ever :P Ofcource, it looks alot better on a PS3, but again, its nothing new :)