Conflicting Reports of PS3 Programming Difficulty 122
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.'"
The Debate (Score:5, Funny)
Re:The Debate (Score:4, Insightful)
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.
PlayStation 2 hard to program (Score:4, Interesting)
What I've heard is that they have a development environment for the Cell processor (now released [ibm.com]) 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
Re:PlayStation 2 hard to program (Score:2)
Re:PlayStation 2 hard to program (Score:1, Insightful)
-this post brought to you by the image word "pumped"
Re:PlayStation 2 hard to program (Score:1)
"IDE, we don't need no steenking IDE. Vi and GCC are all the IDE we need."
Re:PlayStation 2 hard to program (Score:1)
Re:PlayStation 2 hard to program (Score:5, Informative)
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.
Re:PlayStation 2 hard to program (Score:1)
Re:PlayStation 2 hard to program (Score:1, Interesting)
Our last cross platform game's rendering code is roughly the same size in lines for PS2,GameCube, and Xbox.
Xbox is the largest - tediously wordy DirectXish API
PS2 is in the middle.
And the GameCube is the smallest - lovely compact OpenGLish API
What exactly someone could find "difficult" about the PS2 I can't imagine other than it isn't the same as the API
Re:PlayStation 2 hard to program (Score:2)
What was difficult about it was I was trying to write a scientific matrix multiplier using VU1. I made a 28x28 multiplier with a core 4x4 multipier in VU1. What took all the time was coordinating moving the parameter matrices into the VU's data memory at the same time that the VU itself was crunching through the last parameters brought in.
It was also amusing because ther
Re:PlayStation 2 hard to program (Score:2)
He's got a good rep in the PS2 LInux community.
Really? Cool! I didn't know that.
The only direct experience I had with the PlayStation 2 Linux community was a bug report [playstation2-linux.com] that I filed and was subsequently completely ignored. This bug was in a low-level memory allocation routine that I needed to work right for my matrix code and it was (as far as I could tell) corrupting the memory page tables on the machine.
CronoCloud: thanks for the ping-- drop me a note [craigsteffen.net] and introduce yourself.
Re:PlayStation 2 hard to program (Score:2, Interesting)
Secondly, PS2's market share is a type of snowball effect. They got to market first, and snatched a lot of market share. Developers then had to decide between fledgling Microsoft and Nintendo consoles, or go with the PS2 with a large installed base. Following the statistics, they went for the PS2. No matter what you claim, the majority of developers would find the PS2's media capabilities much mo
Re:PlayStation 2 hard to program (Score:2)
I've written a huge amount of PS2 code for various games sitting on the shelves right now
Which is why you straightforwardly posted as Anonymous Coward and didn't tell us your name or any one project you've worked on, while I listed both my employer and the web site for my project.
If you have real information to offer, please speak up and actually tell us who you are. If your "expertise" consists of playing lots of PS2 games, then please stay out of it.
Re:PlayStation 2 hard to program (Score:3, Informative)
Re:PlayStation 2 hard to program (Score:1, Insightful)
Re:PlayStation 2 hard to program (Score:2, Funny)
Re:You must be a big fan (Score:1)
Plus, it's probably accurate.
eudas
Re:The Debate (Score:5, Interesting)
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.
Re:The Debate (Score:2)
No offense, but if you think posting as an AC somehow would help you avoid NDA issues, you're quite foolish. The NDA you agreed to says you won't reveal anything (Non-disclosure), not that you wouldn't reveal who you were when you did reveal something.
Not that your post was revealing any information to begin with.
Re:The Debate (Score:1, Insightful)
So I don't see a disaster here, infact, this probably suits Sonys aims quite well.
Did he say too difficult? (Score:2)
Re:John Carmack sez... (Score:2, Troll)
A modern 3D video game ought to have:
That's 5 threads
Multithreading, message queues and synchronisation (Score:2)
A modern 3D video game ought to have: [snip] That's 5 threads at a bare minimum.
You missed one or more AI threads. All this talk of threads misses some of the more interesting (and difficult) areas of threading - messages and synchronisation.
Your sound effect thread will have dependencies on the character's position in the world and on the events going on in that world. This will include information from the physics thread (for collisions and explosions) and from the core world data area. This is probab
Saw this coming (Score:5, Funny)
Re:Saw this coming (Score:1)
Re:Saw this coming (Score:2)
If that sends more gamers (and thus developers) running back to good ol' reliable PC gaming, I'm all for it.
What is "old" or "reliable" about PC gaming? The only thing you can _rely_ on is that you will need the latest very expensive and (literally) screaming video card from one of two makers, a processor that needs water cooling (okay, minor exaggeration), a large drive, and a machine running a very recent version of Windows to get decent frame rate at the advertised resolution.
Unless you install a
Re:Saw this coming (Score:2)
looks like some titles will require the harddrive [gamesaves/patches are larger than the memorycards will allow]. that means core x360 owners will need to upgrade.
http://www.joystiq.com/2006/02/07/upcoming-sega-ti tle-to-require-360-hdd/ [joystiq.com]
with a addon hddvd drive, there will be developers that will want to cash in on hddvd games. forget whatever MS says about no hddvd games, developers will do as they please if drive sales allow.
looks like microsoft is bring
Re:Saw this coming (Score:1)
Bah (Score:1)
Crazy developers..
Re:Bah (Score:1)
Re:Bah (Score:2)
Once the Cell goes through a proce
Re:Bah (Score:1)
The problem with #2 is this: The EIB. The Element Interconnect Bus is a ring structure, (2 16byte rings in each direction). You get maximum throughput when you t
Re:Bah (Score:2)
The disabled SPU could be configured to just pass the data through. It's likely that any problems in an SPU will be in the 256KB SRAM which is probably going to take up most of the space physically in each SPU. Passing the data through would add latancy, but probably not much.
Anyhoo, it's a good point, I'd like to know how Sony is handling this.
Conflicting? (Score:5, Insightful)
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.
Re:Conflicting? (Score:3, Insightful)
There is no conflict, there is no data to support programming difficulties, there is no established p
Re:Conflicting? (Score:1, Funny)
You know, whenever me and the other senior engineers at work get to chatting up next gen hardware and development whe are always saying, gee, wish we knew what Carmack has to say on the matter. After all, he's like a god!
If there is someone you really want to listen to on the subject of next gen console development it's definitely some guy who'se been writing the same damn fps game for the past decade for x86 peecees.
Did I mention Carmack is
Re:Conflicting? (Score:2)
Re:Conflicting? (Score:1)
I thought... (Score:1)
Re:I thought... (Score:3, Insightful)
Now, the PlayStation 3 has (God knows what reason) nine c
Re:I thought... (Score:2, Insightful)
Re:I thought... (Score:2)
I was using Occam on paralell processors back in the late 80s.. And it had absolutely no problem with leveraging 12 paralell processors then. Something must have improved in the last near 20 years.
Re:I thought... (Score:1)
Re:I thought... (Score:2)
PS2: Compare Evergrace to God of War
The increase in graphical quality over the lifespan of both systems is so amazing it's hard to beleive they're the same hardware.
Re:I thought... (Score:1)
Re:I thought... (Score:1)
The programming I do has no relation to games, and I could be all wet on this, but I do remember reading some things on the subject of PS2 programming. IIRC, Sony offered help/advice to game companies, but I don't know if that cost anything or not. The help would make sense since Sony depends on other companies to make most of the games that keeps the Playstation on top.
I also remember reading an article where Sony was asking PS2 developers to use the system's resources to better advantage, whatever tha
Re:I thought... (Score:1)
Meh. (Score:5, Insightful)
How about everyone wait for the system to actually come out before making judgments on it?
Re:Meh. (Score:1)
Re:Meh. (Score:2, Insightful)
Re:Meh. (Score:1)
Re:Meh. (Score:1)
Well, Microsoft decided to make it a big marketing point.. So now we all think it's very important.
That's true enough. To Microsoft, cryptic macros and embedded VBA are features and advantages. The rest of the world writes a little Perl script to do the job. Ah, the power of marketing.
Re:Meh. (Score:3, Interesting)
And the fact that Microsoft purchased them for a huge wad of cash a few weeks later was a complete coincidence...
Interpretations? (Score:5, Interesting)
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.
Re:Interpretations? (Score:5, Informative)
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.
Re:Interpretations? (Score:4, Interesting)
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.
Re:Interpretations? (Score:2)
In this case, symetric vs asym is far more about the capabilities of the cores than how software needs to be written for them.
In the XBox360 each of the cores is the same. Not that different than what's found in G5 (a bit stripped down to make 3 fit on a die more feasibly), each of them can handle any task you apply to them. It's not me
Re:Interpretations? (Score:2)
It's Like An Unfunny Joke Someone Keeps Repeating (Score:1, Interesting)
Having worked on console games for a very long time, I've watched people desperately try to get console developers and publishers to believe that meme.
I have first had knowledge of and a rough idea of a huge number of console project budgets and schedules from a mix of projects I've w
Let's not be narrow minded about this... (Score:2, Funny)
After all, the Cell sounds complicated and powerful enough that there's probably some quantum in there somewhere.
OpenGL (Score:1)
Re:OpenGL (Score:1)
Comment removed (Score:4, Funny)
Either way, time to face the threads....... (Score:2)
One needs a different mindset to program... (Score:2, Insightful)
Type 1 thinks in "i_unknown" theoretical concepts, tries to create a framework to rely on and then starts looking what the metal is capable of.
Type 2 looks at the metal, plays around with it, reads the manuals, plays around a little longer to make sure everything needed is understood, and then evaluates the possibility to use either a supplied framework (customized if
Re:Difficulty? Ha! (Score:1, Troll)
And do you think that Nintendo doesn't have DRM (essentially, an anti-piracy scheme) on it's games for the R?
Actually, no they don't (Score:2)
Re:Actually, no they don't (Score:4, Insightful)
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
Re:Actually, no they don't (Score:1)
Re:Actually, no they don't (Score:1)
Re:Actually, no they don't (Score:2)
No, cartridges weren't "standard" media for the masses, but...
Yes, cartridges were "standard" but only for industry use due to their high manufacturing costs.
Thats why it was always so easy to pirate Nintendo software. If you 'know who to talk to' you can find generic plugs and hardware needed to burn and rip Nintendo games (for any system). And then of course, theres the hardware inferiorities of the time. CDs couldn't be used to their fullest (and arguably they're artificially filled with vo
Re:Actually, no they don't (Score:3, Interesting)
Well, I ended up doing some searching, and it turns out that they've actually tried to crackdown on piracy quite a bit.
Nintendo's Late 2004 Piracy Crackdown [gamerfeed.com]
Nintendo Wins Lik Sang Piracy Case [slashdot.org]
Lik Sang On Nintendo Piracy Judgment [slashdot.org]
It sounds like Nintendo hasn't really invested much in DRM in the past, but instead chooses to go after sellers, and companies like Lik Sang, which manufactured "backup devices". I agree with t
Re:Actually, no they don't (Score:1)
But yeah it looks like Nintendo is going after the pirates instead of lumping everyone into one group and assuming they're all pirates. The lack of any major anti-pirating actions since the Lik Sang case seems to support this.
Re:Actually, no they don't (Score:3, Informative)
I still can't say that Nintendo is that much different than others when it comes to anti-pirating efforts. Lik Sang (and many
Re:Actually, no they don't (Score:2)
The cartridge format allowed Nintendo to do some extra tricks that are impossible with "pure media", like putting additional hardware besides memory chips. AFAIK, because DOOM required way more CPU power than the NES CPU was able to generate, the DOOM cartridge contained entire 'minicomputer' with RAM and CPU, that was practically taking over the system and doing all the 3D calculations, texturing and such, while all the main NES CPU was doing was feeding ready vid
Re:I was told that.. (Score:2)
The important thing to take from all of this is that the slashdot editors are DESPERATE for new info on the PS3 and will put ANYTHING up.
Actually, I'd guess the Slashdot editors realize that we PS2 fanbois will hit on anything that might contain some real news about the new console, and the usual flamewars will ensue. Oh, you are new here. :)
Specs vs Actual Performance (Score:5, Interesting)
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 [anandtech.com]
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.