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Forums - Gaming Discussion - PS3 Tech Demo

fishamaphone said: Yes, I do look like a fool ARGUING, especially since I grasp a basic precept of the English language. Wait, no, let's to Antoine from that old-school Sonic cartoon: You look like a fuel! A FUEL, I say!
ROFL.



PSN ID: Kwaad


I fly this flag in victory!

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Kwaad said: sieanr - how many games have you assisted to make? I am helping my brother along with some ideas on a game he is makeing... on a computer he MADE. And when I say Made. I dont mean put this processor on this motherboard BS. I mean, wire this processing unit, to this clock unit, to this memory unit, to this display unit... ETC. Once agian. You have made yourself look like a fool, foolishly argueing. I've worked with 2d game code, 3d game code, and even 'character' based game code. I have worked with createing a basic OS. (the one to put on the mentioned computer) And then to run the basic text game on that. Why dont you look when that was posted. That was posted after the first revision of the Cell processor layout was released. I'm sure it cant do it still. But once agian. Optimizeable. High level code means NOTHING for optimizations. Let's optimize the graphics card. Let's render 2 sphere's with a cube to connect them. They are not moveing. Since they are not moveing, let's not redraw that portion of the screen every frame. Infact, since we are not drawing anything else. It is now useing virtually NO power to render the screen. You link their movement to the keyboard, and build the thing to run at 100%. It will use less than 1% when their not moveing. and when you push the button to move it. It would use 100% of the power to render the said object. That is an example of an optimization. Very high level, very basic, very easy.
Right... here we have a 22-year old man with 25 years of gaming experience (LoL it's what u said not me) and he's been fired cause he was too good at his job AND he knows everything about computer programming... Even Super Mario's story is MUCH and i mean MUCH better... Kwaad, give us a break dude... Edit: I nearly forgot... ALL THAT KNOWLEDGE and he doesn't even know how to spell Probably (Probibaly) and Which (wich) even my 9-year old niece can say these words! (and we live in Greece where most of the people don't know English at all... LoL Kwaad... LoL!)




gamingdevil - The... lady... that got me fired, has gotten the other aspiring employee there fired as well. She wants to move up, and anyone below her who could get in her way, she gets fired. Welcome to lower class, with a bitch. I typo'd. I meant 15. NOT 25. I cleared that up in the same post. So wow. Pointless personal attacks.



PSN ID: Kwaad


I fly this flag in victory!

The... lady... that got me fired, has gotten the other aspiring employee there fired as well. She wants to move up, and anyone below her who could get in her way, she gets fired. Welcome to lower class, with a bitch.
That's rather harsh. OTOH, it's probably a good idea to be looking into a better job, or more education if you don't feel you're ready to move up. Now is THE time in your life to build your career with an entry level skilled position. Don't let better opportunities get away, $10k/year is only worth your time if you're learning new skills. (Sorry for being off-topic.)



sieanr said: Here is what I originally said Sieanr And the SPEs in cell. CANT do branching worth a damn. From arstechnica; At any rate, Playstation 3 fanboys shouldn't get all flush over the idea that the Xenon will struggle on non-graphics code. However bad off Xenon will be in that department, the PS3's Cell will probably be worse. The Cell has only one PPE to the Xenon's three, which means that developers will have to cram all their game control, AI, and physics code into at most two threads that are sharing a very narrow execution core with no instruction window. (Don't bother suggesting that the PS3 can use its SPEs for branch-intensive code, because the SPEs lack branch prediction entirely.) Furthermore, the PS3's L2 is only 512K, which is half the size of the Xenon's L2. So the PS3 doesn't get much help with branches in the cache department. In short, the PS3 may fare a bit worse than the Xenon on non-graphics code, but on the upside it will probably fare a bit better on graphics code because of the seven SPEs. Link: http://arstechnica.com/articles/paedia/cpu/xbox360-2.ars/7 BTW: I know you said the SPE's can handle branch hints, the part I highlighted is just to illustrate how SPE's cant do real branch prediction.(which is what I said) You misinterpreted what I posted. Regardless, Kwaad never responded to this, he just changed topic......
The article is a year and a half old. That is too old of an article to say what is going on as of now. You would need to should me an article since Nov '06 that says something to the same effect but not regurgitate this same article which many do. With branch hinting the SPE can "branch" as fast as branch prediction in the PPE. I did not misinterpreted what you posted you said "branching" not branch prediction. They are two different things. I may have not understood what you meant being that you have no idea what your talking about.



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sieanr said: The 360 and PS3 version will be... almost the exact same.... save one will have good online But. It's hardley a PS3 "demo" since it was runnin on a 360 dev kit http://www.blasteroids.com/games/file_details.cfm/9783/star_wars_next_gen Also: AI is mostly branching... And the SPEs in cell. CANT do branching worth an damn. So... Useing cell to do traditional AI. Like on PC and every other consoel. Is a pain. And I can cite the hell out of this.... if you want to argue.
My knowledge on programing is very limited. I have made scripts for active directory and physics based runtimes/scripts for 3d studio max and maya. I was wondering why only american devs seemed to be complaining about this and not any japanese ones. I came across this: "To say “most of the code is general purpose” probably refers to code size, not execution time. First, it should be clarified that “general purpose code” is only a label for the garden variety instructions that may be given to hardware. On the hardware end, this code fits into various classifications such as arithmetic, load/store, SIMD, floating point, and more. General purpose applications are programs made up of general purpose code. In different use cases, the application might do an arithmetic heavy operation relying on a vector unit in the processor, and in another use case the application might make heavy use of memory operations hitting on the bandwidth of the CPU and RAM. Good examples of this are MS Word, a web browser, or an entire operating system. With MS Word there is a lot of string processing which involves some arithmetic, comparison, a lot of branching, and memory operations. When you click import or export and save to various file formats, it is an I/O heavy operation. Applications like these tend to not execute the same code over an over, and have many different functions that can occur on relatively a small set of data depending on what the user does. Ultimately, there is a large amount of code written to handle the small set of data and most of it never gets executed unless the user explicitly tells the application to do something. Games are not general purpose programs. Any basic game programming book will introduce you to the concept of a game loop. This loop contains all of the functionality a game performs each frame. This loop handles all of the events that can occur in the game. An important principle in a game loop is to avoid branches when unnecessary as it slows down execution and makes the code on screen long and generally inefficient. The paradigm for a game isn’t to build explicit cases for everything that can happen, but to program the nature and laws of various things, and let the game objects handle themselves in that logic. Due to limited resources, completely natural and accurate laws aren’t possible, but it is an end that is being worked towards. A good example of this is the Cohen-Sutherland line clipping algorithm. Instead of writing lengthy and complicated branches to check the 9 regions a point lies in and the 72 different conditions a line could render in, the algorithm performs 4 simpler checks, and computes a region code which can be easily be used to minimize the work of checking all of the different cases. This automatic and repetitive processing has to occur for many game objects which represents a massive amount of data, with a relatively small code size. This is opposite of the general purpose paradigm, which typically has a small set of data (word document or html) and performs many various functions on it representing a large code size. Games processing has a large data size, but much smaller code size. Game objects also tend to be very parallel in nature as game objects are typically independent until they interact (collision) – which means they generally can be processed well on parallel architectures if they are well thought out. What this general purpose power does grant Xbox360 over Playstation 3 is the ability to run general purpose applications faster. If the Xbox360 had a web browser(official or not), the design for such an application would work better on a general purpose CPU. Running multiple general purpose applications is where the most benefit from a multicore general purpose CPU is held. Games can take advantage of the parallelism too, but if the parallel tasks aren’t general purpose in nature, the benefits may not be as large. AI routines that navigate through large game trees are probably another area where general purpose processing power might be better utilized since this code tends to be more branch laden and variable depending on the task the AI is actually trying to accomplish. Writing code for that on a general purpose CPU is a straight forward task and would execute very well across the board. Generating these game trees, which is also time consuming, may still lend itself to a SIMD architecture as it involves computations based on game state and the Cell offers more parallel units to possibly speed up the task down more independent" What I am getting from this is that these complaints are based off of "approaches" to programming for the PS3 ( I am pretty sure the PS2 was similar to program for). It makes sense why devs who primairaly programming for PC's are complaining.



Games make me happy! PSN ID: Staticneuron Gamertag: Staticneuron Wii Code: Static Wii - 3055 0871 5802 1723

staticneuron said:
sieanr said: The 360 and PS3 version will be... almost the exact same.... save one will have good online But. It's hardley a PS3 "demo" since it was runnin on a 360 dev kit http://www.blasteroids.com/games/file_details.cfm/9783/star_wars_next_gen Also: AI is mostly branching... And the SPEs in cell. CANT do branching worth an damn. So... Useing cell to do traditional AI. Like on PC and every other consoel. Is a pain. And I can cite the hell out of this.... if you want to argue.
My knowledge on programing is very limited. I have made scripts for active directory and physics based runtimes/scripts for 3d studio max and maya. I was wondering why only american devs seemed to be complaining about this and not any japanese ones. I came across this: "To say “most of the code is general purpose” probably refers to code size, not execution time. First, it should be clarified that “general purpose code” is only a label for the garden variety instructions that may be given to hardware. On the hardware end, this code fits into various classifications such as arithmetic, load/store, SIMD, floating point, and more. General purpose applications are programs made up of general purpose code. In different use cases, the application might do an arithmetic heavy operation relying on a vector unit in the processor, and in another use case the application might make heavy use of memory operations hitting on the bandwidth of the CPU and RAM. Good examples of this are MS Word, a web browser, or an entire operating system. With MS Word there is a lot of string processing which involves some arithmetic, comparison, a lot of branching, and memory operations. When you click import or export and save to various file formats, it is an I/O heavy operation. Applications like these tend to not execute the same code over an over, and have many different functions that can occur on relatively a small set of data depending on what the user does. Ultimately, there is a large amount of code written to handle the small set of data and most of it never gets executed unless the user explicitly tells the application to do something. Games are not general purpose programs. Any basic game programming book will introduce you to the concept of a game loop. This loop contains all of the functionality a game performs each frame. This loop handles all of the events that can occur in the game. An important principle in a game loop is to avoid branches when unnecessary as it slows down execution and makes the code on screen long and generally inefficient. The paradigm for a game isn’t to build explicit cases for everything that can happen, but to program the nature and laws of various things, and let the game objects handle themselves in that logic. Due to limited resources, completely natural and accurate laws aren’t possible, but it is an end that is being worked towards. A good example of this is the Cohen-Sutherland line clipping algorithm. Instead of writing lengthy and complicated branches to check the 9 regions a point lies in and the 72 different conditions a line could render in, the algorithm performs 4 simpler checks, and computes a region code which can be easily be used to minimize the work of checking all of the different cases. This automatic and repetitive processing has to occur for many game objects which represents a massive amount of data, with a relatively small code size. This is opposite of the general purpose paradigm, which typically has a small set of data (word document or html) and performs many various functions on it representing a large code size. Games processing has a large data size, but much smaller code size. Game objects also tend to be very parallel in nature as game objects are typically independent until they interact (collision) – which means they generally can be processed well on parallel architectures if they are well thought out. What this general purpose power does grant Xbox360 over Playstation 3 is the ability to run general purpose applications faster. If the Xbox360 had a web browser(official or not), the design for such an application would work better on a general purpose CPU. Running multiple general purpose applications is where the most benefit from a multicore general purpose CPU is held. Games can take advantage of the parallelism too, but if the parallel tasks aren’t general purpose in nature, the benefits may not be as large. AI routines that navigate through large game trees are probably another area where general purpose processing power might be better utilized since this code tends to be more branch laden and variable depending on the task the AI is actually trying to accomplish. Writing code for that on a general purpose CPU is a straight forward task and would execute very well across the board. Generating these game trees, which is also time consuming, may still lend itself to a SIMD architecture as it involves computations based on game state and the Cell offers more parallel units to possibly speed up the task down more independent" What I am getting from this is that these complaints are based off of "approaches" to programming for the PS3 ( I am pretty sure the PS2 was similar to program for). It makes sense why devs who primairaly programming for PC's are complaining.

 thank you for sharing friend