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  • Killzone developer says PS3 dev easier than PS2

    by 
    Andrew Yoon
    Andrew Yoon
    04.03.2009

    You've heard it time and time again: the PS3 is not easy to develop for. However, the folks behind Sony's flagship FPS, Killzone 2, will disagree. Guerilla Games' Managing Director Hermen Hulst spoke to GameDaily about the working as a PlayStation-exclusive developer. "Like us, if you are native to PlayStation, our tech director doesn't say it's particularly difficult. It's specific, but it's not difficult like PS2 was difficult – PS2 was a difficult [machine] to crack, but PS3 didn't take us a long time to get up and running." Hulst does admit that multiplatform developers may have more trouble working with Sony's console "because it is very different" from other consoles.Development Director Arjan Brussee not only sees PS3 as an easier system to develop for, but also believes Sony's proprietary architecture can be easier to deal with than the Xbox 360. "I actually think PS3 is a simpler architecture than some of the other consoles; you just have to have a certain mindset on how to address it. I think the Cell-based processor with the SPUs and the super high speed DSPs that you can throw all your calculation tasks at gives us a model that's way easier to program for, even for junior programmers, than the general purpose multi-core type of architecture, which the PC and Xbox 360 have." Brussee notes that offloading certain processes to the SPUs allows programmers to take full advantage of Cell's processing power.The remarkable visuals of Killzone 2 certainly gives credence to their claims. Perhaps Guerilla should follow Insomniac's steps and allow the development community to learn some of their PS3 programming tricks.

  • Dave Karraker would not take a Ferrari to Home Depot

    by 
    Nick Doerr
    Nick Doerr
    06.14.2007

    Analogy alert! Dave Karraker recently slapped a new post on the official PlayStation blog regarding developers' complaints that the PS3 is hard to develop for. His stance on the issue is thus: "Since PS3's Cell processor allows MORE features -- better physics, more complex graphical processing, lighting or sound, etc. -- there is inevitably going to be more cost in supporting those extra features. It's not that PS3 is harder to write for, it's just that you can do more with it." You know what? That sounds like a valid claim. We're seeing some very amazing things come out of the PS3 as of late.Going further down the post, Karraker talks more about the SPU's in the PS3's Cell. These are generally considered the most challenging point in a developer's learning curve and Karraker responds by giving us some Confucius-laden wisdom: "SPUs are not 'normal' processors like the PPU. There is a trade-off between performance and versatility. A Ferrari is not the best car for a visit to Home Depot." We know we'd never roll into Home Depot with our Ferrari. You can't fit anything in those cars! But what does Karraker mean? Is the SPU worthless for ports, at least making them far more difficult to program, or games that take place in big, empty warehouse stores? No matter the case, we're glad Sony's got a blog to support their baby. We know we've needed the reinforcements.[via Gamasutra]

  • MotorStorm dev talks SPU usage and 'cooperative rendering'

    by 
    Colin Torretta
    Colin Torretta
    05.11.2007

    Scott Kirkland, the Technical Director behind MotorStorm, sat down with Beyond3D recently to talk about some of the more technical details of developing the intense off-road racer. They cover a pretty wide range of topics, from Evolution's contributions in developing the Havok 4.5 physics middleware, to culling unseen vertices in order to increase rendering performance. Here are a couple highlights:On SPU usage:"MotorStorm only uses between 15 and 20 percent of available SPU resource, so we're aiming to achieve a 5 fold increase in SPU performance, which should allow us to do some awesome stuff!"On using the SPUs and RSX for cooperative rendering:"The leap in performance provided by [the SPUs] gives us the bandwidth to significantly reduce RSX time spent processing vertices that don't contribute to the final scene. The favoured approach is to use SPUs to generate minimal scene/instance specific index and vertex buffers from compressed data."It is a fantastic read, and well worth checking out. It gets EXTREMELY technical at a couple points, so don't feel bad if your brain catches on fire. I set off the fire alarm twice.