By using this site, you agree to our Privacy Policy and our Terms of Use. Close
anonim1979 said:

You mean he caught up now? Only 6 years late?

http://gamingbolt.com/developer-explains-what-its-like-developing-for-each-console-ps3-being-the-hardest

PS2: You are handed a 10-inch thick stack of manuals written by Japanese hardware engineers. The first time you read the stack, nothing makes any sense at all. The second time your read the stack, the 3rd book makes a bit more sense because of what you learned in the 8th book. The machine has 10 different processors (IOP, SPU1&2, MDEC, R5900, VU0&1, GIF, VIF, GS) and 6 different memory spaces (IOP, SPU, CPU, GS, VU0&1) that all work in completely different ways. There are so many amazing things you can do, but everything requires backflips through invisible blades of segfault. Getting the first triangle to appear on the screen took some teams over a month because it involved routing commands through R5900->VIF->VU1->GIF->GS oddities with no feedback about what your were doing wrong until you got every step along the way to be correct. If you were willing to do twist your game to fit the machine, you could get awesome results. There was a debugger for the main CPU (R5900). It worked pretty OK. For the rest of the processors, you just had to write code without bugs.

Xbox: Smells like a PC. There were a few tricks you could dig into to push the machine. But, for the most part it was enough of a blessing to have a single, consistent PC spec to develop against. The debugger worked! It really, really worked! PIX was hand-delivered by angels.

Xbox360: Other than the big-endian thing, it really smells like a PC —until you dug into it. The GPU is great —except that the limited EDRAM means that you have to draw your scene twice to comply with the anti-aliasing requirement? WTF! Holy Crap there are a lot of SIMD registers! 4 floats x 128 registers x 6 registers banks = 12K of registers! You are handed DX9 and everything works out of the box. But, if you dig in, you find better ways to do things. Deeper and deeper. Eventually, your code looks nothing like PC-DX9 and it works soooo much better than it did before! The debugger is awesome! PIX! PIX! I Kiss You!

PS3: A 95 pound box shows up on your desk with a printout of the 24-step instructions for how to turn it on for the first time. Everyone tries, most people fail to turn it on. Eventually, one guy goes around and sets up everyone else’s machine. There’s only one CPU. It seems like it might be able to do everything, but it can’t. The SPUs seem like they should be really awesome, but not for anything you or anyone else is doing. The CPU debugger works pretty OK. There is no SPU debugger. There was nothing like PIX at first. Eventually some Sony 1st-party devs got fed up and made their own PIX-like GPU debugger. The GPU is very, very disappointing… Most people try to stick to working with the CPU, but it can’t handle the workload. A few people dig deep into the SPUs and, Dear God, they are fast! Unfortunately, they eventually figure out that the SPUs need to be devoted almost full time making up for the weaknesses of the GPU.


Amazing read.... I just put myself in the place of developer trying to make a code run in the SPUs and after so much time be amazed how the little boys are strong.... so I have to make a hell of sacrifice in my real life to put my game to run in the SPUs and make the result looks like anybody else showed in the consoles

I think any dev (even first-parties) will ever use the full power of the Cell SPUs.... I guess if the SPUs are full utilized they can do things fast and better than the RSX lol.