Sony's PS2 adaptor patent explored
Is this how back-compat returns to PS3?
Sony's answer to the problem of PS2 backwards compatibility for PS3 appears to be a case of repackaging the vast majority of the original hardware and supplying it as an all-new add-on.
The recently unearthed patent application, first revealed in the West by Siliconera and currently being dissected on Japanese gaming forums, describes how a "removable adaptor" is connected to a "next generation games machine". The not-so subtle codenames ("200" and "300") are clearly supposed to represent PS2 and PS3, though the patent could apply to any games machines going forward.
English-translated versions of the diagrams show us how Sony intends to make it work. The "200" box appears to be an almost entirely complete rendition of the original hardware: CPU, memory, graphics chip and RAM are in there, along with a bespoke module for DVD emulation (note that there is no actual optical drive). Inputs and outputs are routed through a hub that connects both to the "300" unit and a router.
English translations of the patent diagrams show us how the device attaches to the 'next generation games machine' and also reveal that the adaptor itself contains the vast majority of the PS2's hardware - everything short of the DVD drive, controller ports and AV outputs.
The real challenge here is bandwidth. The PS3's USB ports are capable of transferring around 35 megabytes per second at their maximum throughput level - no way is this fast enough to host an entire console. The fact that the hub appears to be handling Ethernet traffic suggests that Sony's solution to the bandwidth issue is to use the gigabit network port on the rear of the unit.
This offers a 125 megabyte per second connection between the host console and the "removable adaptor". The theory is that the PS2 game disc is inserted into the PS3 with data from the drive combined with input from the controller(s) being beamed over the LAN port. The adaptor then decodes the data and processes it exactly as a PS2 would. The output data is then transmitted back to the PS3.
Quite what form that data takes remains unknown, but an educated guess would be uncompressed video and audio which is then displayed (and perhaps upscaled) by the PS3: a 480p video signal at 24-bit RGB running at 60Hz would probably entail around 72MB of bandwidth with a minimal amount of overhead for audio. That's way beyond USB 2.0, but should be manageable via the gigabit Ethernet port.
It's possible that the encoder mentioned at point 212 could be compressing the image using something like MJPEG (as used by the PlayStation Eye's 60Hz throughput) and this would work over USB 2.0. However, any form of additional compression and decompression will badly impact image quality and it would not explain why the "removable adaptor" would require its own connection to the router at all. Logically speaking, the only reason it is there is because the PS3's own LAN port will be occupied by the adaptor itself, and the PS3 still needs support for a wired internet connection.
All told, it's a bit of a crazy scheme. This notion of effectively cramming an entire PS2 into a box you attach to your PlayStation 3 might seem like rampant overkill. However, we live in a world where electronics are radically shrinking year on year. If Microsoft can shrink its CPU and GPU onto a single, relatively low-power chip, then the notion of combining an entire PS2 into a single package isn't particularly far-fetched at all.
If there's any disadvantage to this idea, it'll almost certainly be the case that the games will be laggier than playing them on original hardware: all this traffic across LAN ports, perhaps combined with upscaling on the PS3 end must surely be adding latency you wouldn't get on the original PS2 itself.
However, it is worth remembering that this is merely a patent application, a method of protecting an idea and not necessarily any indication of any kind of final end product. However, it does provide a fascinating insight into the thoughts and processes going on at Sony Computer Entertainment.
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Comments (58) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Sorry, I don't really know to do in these situations.
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Suggested synonyms: 'Version', 'variant', and at a strech 'interpretation'.
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The very fact that Sony are working on this show that they know PS2 BC is an issue, so when someone from Sony says that PS2 BC isn't important, mabe they can be quized as to why Sony are coming up with solutions to solve the problem; when they had the solution four years ago shipping in PS3s.
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I would be genuinely surprised if the PS2 could not be emulated in software on the PS3 (if not today, then eventually)?
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and yeah, I was thinking about plugging ps2 hardware into a ps3 before this patent came up. if they can't do software emulation and they aren't putting ps2 hardware inside the console then it has to be outside the console... it's like a sega 32x with its own processor... except going through lan because we have no cartridge/expansion slot!
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That's true. Any interest in hardware-based (independent) backwards compatibility is a relatively good sign.
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Sure it was buggy but they've had three years to improve on it, if MS can get an entirely software solution working on the 360 under the legal restrictions they faced working to an acceptable level for Xbox games. Then why can't Sony who entirely own the design for the PS2 get a solution working on the more powerful PS3 to emulate the PS2 which is less powerful than the Xbox anyway.
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Why bother when you can buy a cheap PS2?
But your PS2 won't upscale to 1080p like the PS3 could. Also you have the advantage of a single connection to the PS3 (and maybe a power lead?) rather than having all that plus the need to trail another set of wires to your TV, and your old wired Dualshock 2 trailing from the console to your seat. There are lots of advantages as far as I can see.
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Very interesting solution to a tricky problem.
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Does Sony not have the brains to shrink the PS2 guts into one ARM-based emulation chip, running on a USB 2.0 stick and shove that into a USB port on the PS3?!
I'd have personally stuck with the software emu idea, rather than alienate sooo many customers and push them into the arms of Microsoft and Nintendo.
Ludicrous design!
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Actually they just upscaled it. Well, apart from the FMV.
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a) Remove backwards-compatibility.
b) Publicly give the reason as "cost-saving" while admitting internally it was due to wanting to monetise their back-catalogue (as per the SEGA leaked minutes).
c) Start releasing upscaled versions of their back catalogue to sell to people who own the originals.
d) then release an add-on, charging money for a feature that they originally provided for free.
This has f*ck all to do with cost-saving or giving the consumer what they want, and everything to do with milking every last drop out of the consumer.
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Did you not read the article? USB is too slow.
I'd have personally stuck with the software emu idea
I am fairly certain Leadbetter has pointed this out on occasion, but I think there's a bandwidth issue there too.
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They would also need to upgrade the GPU though. A cpu by itself does not have the horsepower to deal with all the modern graphics effects by itself. This is why we have so many face-offs giving the sdvantage to the 360 because it has the superior graphics chip.
My guess is that the next gen consoles will have a 4-core gpu with a dual GPU config and dedicated ram, and 500gb HDD as standard. Most gaming PCs are already moving beyond that, but this seems a reasonable spec compared to current gen.
Every gen, consoles are actually moving closer and closer to PC configurations as far as hardware is concerned. The problem is that they will, as far as sheer horsepower is concerned, always be playing catchup to computers as consoles are static, and I doubt we will ever see a fully open and upgradeable console as it defeats the point.
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Sony could go two ways, either make it easier on devs by adopting a similar CPU/GPU configuration that the xbox 360 has or go down the route of the PS3 where you can offload GPU tasks to the cell processor so all the current tech devs have made for the ps3 will work with the ps4.
Each way has it's advantages and disadvantages and what sony does will be quite interesting.
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I recall the same being said about the Emotion chip.
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The main issue is the PS2's GPU, the Graphics Synthesizer. The design is a bit strange - it focuses on pixel fillrate and getting data to the screen as quickly as possible, instead of graphical processing features, and was designed around this mentality. As a result, despite not being particularly powerful as a processor, it includes 4MB of extraordinarily fast embedded RAM, with a ridiculously huge address bus attached to that RAM. The bandwidth between the processor and that embedded RAM is 48 gigabytes per second, a figure which is decent today and was utterly insane by the standards of 10 years ago.
The PS3's graphics chip is much more standard, with a bandwidth between the processor and the graphics memory of 22.4 gigabytes per second.
This means that, although the PS3's graphics chip is massively more advanced, in one aspect, it's actually significantly inferior to the PS2's graphics chip, and that just happens to be the single aspect that the PS2's graphics chip was designed around.
Overcoming this obstacle is, to say the least, nontrivial. Without wanting to throw around terms like "impossible", it is almost certainly not worth it for Sony to dedicate whatever resources may be necessary to circumvent it. As a result, even if it is technically possible, I highly doubt that we will ever see the PS3 do generic software emulation of the PS2 (specific software emulation of a relatively small set of games may be feasible, especially games from early on in the PS2's life when many developers had no real idea of how to properly utilise the Graphics Synthesizer).
This is why we've seen Sony go from full hardware emulation, to partial hardware emulation where the only PS2 hardware included in the PS3 was the GPU, to zero emulation when the GPU was removed, and potentially to this strange patent where the GPU is once again included. If they could get PS2 emulation up and running in software, there's absolutely every reason to think that they would have done so by now, since it would enable them to sell PS2 games on PSN alongside the existing range of PSone games.
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Sony are clearly NOT interested in PS2 emulation of any kind. There's no money in it for them.
Instead, they want to sell NEW product, including remakes of existing IP. That's where the real money is.
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I completely agree. All the hot air about how it was the future of computing when it first came out is just that - hot air.
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]http://ww w.hardwareheaven.com/news.php?n...[/link]
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"Oh my God this is f*cking complicated!"
Which I guess is why you have so totally failed to unserstand it, even when someone else has written it all down for you.
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Correction.
PAL PS2 B/C doesn't work very well anyway on a PAL PS3.
The PAL region never got full compatibility, every single PS2 game I've tried works perfectly on my imported NTSC PS3. I'm not just talking about a few games here I've probably booted and played well over a hundred games. Makes the PS1 compatibility look rather disappointing in comparison.
The only problem title I've come across so far is Resident Evil Outbreak which crashes a bit too much for my liking.
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No, I'm not talking about the PS3's hit-and-miss (to put it kindly) PS2 480p-image-resized-to-1080p-with-filters upscaling, I'm talking about actually rendering the polygons at the increased resolutions.
If this box does that.... then I will buy this. I've got my PS2 hooked up via component to my TV and it looks quite rough, truth be told. But that's mostly the resolution and lack of AA. If these games were being rendered in HD they'd still look pretty good, as DF's article on Shadow of the Colossus showed months back.
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This external PS2 idea is clearly ridiculous and must have been an old idea that has been protected just in case. If it were cheap enough to made an external dongle, it would be put on the PS3 motherboard and backwards compatibility included as standard.
I don't quite get why software emulation was stopped. These claims of bandwidth differences are interesting, but is that the real reason? Is there any real evidence of this, other than 2 completely non-related numbers being different between PS2 and PS3?
If you were emulating the GS, you wouldn't try to map that to the architecture of the graphics card of the PS3, unless it were an upgraded version of the same architecture (which it very much isn't). You would emulate all of it's functions on the CPU and keep it's memory in main memory. However, presumably the Cell's distributed nature of data and code puts a stopper on emulating the PS2 in a generic way, as distributing the data to particular Cell SPUs requires knowledge of the data and whether it can be processed together or not.
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Hence my comments about actually rendering at the higher resolution rather than just resizing.
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As much as I'd like to see that, I'm pretty sure you can forget about it. It would basically mean a new version of the PS2 GPU with more memory (and thus much higher development costs) and possibly (probably) lower compatibility.
For best results, 'GOW collection style' recompiled PS2 games for PS3 are the way to go.
And if Sony would be a bit more cunning, they'd recompile those games for X360 and WII too while they're at it.
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What I want from Sony is backwards compatibility that offers high-resolution rendering and improved framerates, which would require a PS2 emulator. Upscaling a 480p image from legacy hardware won't provide much extra detail, but an emulator rendering at 720p certainly will. I would have thought the power of the Cell more than capable of PS2 emulation including the graphics chip, but maybe Sony have spent the past few years trying and they can't manage it. Either that or they want to make money flogging old PS2 hardware...
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Actually being coded in C does. We've already established that straight emulation of the PS2 is a challenge, that's not how it was done. The reason the two God of War games were ported to the PS3 so quickly and easily is because the source code was in C.
If you've ever compiled your own applications you've surely seen that you can make builds to suit different hardware configurations.
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i also wrote about a PS2 with built in upscaling/720p rendering…
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Really just about every modern video game written is in C or C++ (sweeping statement!) so saying that GoW was is no real revelation. Yes you can cross-compile your code to different processors, but this is easier for PCs because they largely have the same architecture. Technically you could compile any programming language (C, Java, Python, Scheme, brainfuck) into an intermediate language, then in turn convert that into any machine code you like.
However, different architectures have different optimisations, and the PS2 architecture is somewhat different from PC architectures and the PS3 is vastly different to anything else! The PS2 has one main processor and some memory which allows it to run some code, and also has a graphics processor which has two co-processors (vector units in PS2 parlance, a bit like modern day shaders).
The PS3 has a graphics card more like a modern day PC, which supports a number of generic shader units, which have code very different to the PS2 vector units, so that would have to be ported for a start (it's definitely not in C). Then the code which ran on the single PS2 processor may be cross-compiled to run on the PPE of the Cell, but that's not necessarily going to be fast enough to be playable, meaning parts of the code have to be rewritten to be farmed to the SPUs, meaning it's not a straight cross-compilation.
It could be a little easier if Santa Monica Studio had already ported the GoW engine to PS3 (i.e. had rewritten the platform specific parts, not just cross-compiled it), then the rest of the game code could be transferred from the PS2 version of the engine to the PS3 engine, but even then it would involve a fair amount of work... and would mean it was possible due to the game being written on a cross-platform engine, regardless of what language that engine was written in.
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Not really. The language involved isn't that much of an issue. Certainly, having it as C helps (as opposed to some machine-generated C-from-asm that I've ported) but a much bigger issue is the platform specifics. i.e. what SDKs and machine-specific calls and assumptions were made.
Porting older games to modern consoles is typically a HUGE task. There's basic differences at every single level, from the APIs to controller features, cpu/gpu performance, the tools, memory, resolutions, middleware availability, PSN and XBL connectivity, etc.
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The point of this device would be to sell PS2 games on the PSN. If they could emulate the PS2 in software, they would. They want to sell PS2 games, so they've got no reason to not make PS2 BC in software. They've obviously been unable to make it work, hence they're having ideas like this.
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I said a while back on Eurogamer I wanted a Playstation mobile that used a KVM switch(Keyboard, Video Mouse) option, to isolate the phone from the portable gaming.
This patent would be far more ambitious than the playstation phone I wanted, as they could potentially make every new mobile phone from all manufacturers (except Apple) into KVM capable playstation 2s; provided the phone had the right interface connector and supported magicgate memory stick.
The size of that portable gaming market would be huge, and sony would have the back catalogue to sell through a mobile PSN and the profits from ever 200 console adaptor every phone needed.
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Why not put the GPU on a USB stick then emulate the rest in software on the PS3?
It sounds like the USB port has enough bandwidth for the GPU data, that way you wouldn't have to worry about the rest of the hardware. If the problem is that the bandwidth has to be split between input and output, you could possibly create a dongle with two plugs on small leads, one dedicated to input, the other dedicated to output.