PS3 "not hard" to develop for
"You can do more," says US chap.
Taking advantage of Sony's recently-launched PlayStation blog website, senior corporate communications director Dave Karraker responded to criticism that the PS3 is more difficult to develop for, GamesIndustry.biz reports.
"It's not that PS3 is harder to write for, it's just that you can do more with it," he noted.
"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."
Karraker also addressed conversion between the Xbox 360 and the PlayStation 3. "If your game starts on Xbox 360 you will have to re-engineer aspects of the game to run properly on PS3. This means additional effort. Some developers have been complaining about this but I don't believe we can solve that."
"Xbox 360 is a different machine with good, but lower powered hardware in a different architecture," he added. "Developers have to view them as two different machines not as a common platform."
Sony conceded that Xbox Live has a more robust online infrastructure.
"XBL provides more and better standard libraries for online gaming to developers," said Karraker. "For the same features on PS3, developers have to do some extra work. We're catching up, but there is a difference."
Even so, Karraker stood by Sony's machine. "If the game starts life on PS3, then man-hours per feature or costs related to asset production are comparable with industry norms."
To read the full post, visit the PlayStation blog.
Read GamesIndustry.biz for the latest industry news, analysis and opinion.
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Comments (36) Latest comment 5 years ago
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The more multithreaded your architecture is the more complex it becomes. This is a standard fact of software development. That is what you learn in University and what you learn in life as a software developer. Case closed.
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"Sony is facing the fact the Xbox 360 (thanks to being available a year earlier) is the default development platform for almost every game studio and publisher in the industry. It’s been built into the tool chain and processes, and primary development is happening on the Xbox 360 for almost every game you can find.
There’s a reason why the Xbox 360 version is almost always the version shown to press and analysts for new titles – often, the PS3 version isn’t even started yet, or is well behind in development."
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6 HW threads over 3 processors on the X360 against 6 usable SPU's and an additional 2 HW threads on the Playstation 3...when viewed in these terms there I don't see much of a difference.
But todays GPU's with 100+ cores, that must be a bitch to develop for, right?
You sure that was a university you went to?
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Thanks for pointing those out - saved me the time of sifting through the crap
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?
Maybe you are from the future?
>"6 HW threads over 3 processors on the X360 against 6 usable SPU's and an additional 2 HW threads on the Playstation 3...when viewed in these terms there I don't see much of a difference. "
Haaa.. so they are the same? Well cool.. explains why there is no difference in games.
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"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."
"Xbox 360 is a different machine with good, but lower powered hardware in a different architecture..."
No, of course not.
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So, MS admits themselves and brags, in fact, that it is all simply due to being in the market a year earlier, not due to this "vastly superior hardware".
This, and the "encouragement" MS is renowned of giving to developers: $$$
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No, it's that the PS3 is harder to write for. Sony's tools are quite simply the worst.
Comments from senior Sony engineers to the contrary on the blog aren't going to change that - seriously, what do you expect them to say?
As for actual developers - they're not going to go public and criticise Sony PS3 development, because Sony has them all under strict NDA and if they say anything about it, things will get very difficult for their company, and then they're quite possibly screwed. Amazingly, they don't want that. Most developers can't afford to piss off Sony, so they keep quiet.
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Go to Wikipedia and read up on Shared Memory vs Distributed Memory Architectures. They go bash yourself in the head with a book on parallel algorithm design.
"But todays GPU's with 100+ cores, that must be a bitch to develop for, right? "
GPUs have 100 cores? Mine only has the 1 and I only brought it a few months ago! Technology sure moves fast these days.
Are you sure you don't mean ALUs?
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[link url=http://arstech nica.com/news.ars/post/20070614-sony-ps3-defense-developers- can-do-more-with-it.html
]http://ar stechnica.com/news.ars/post/200...[/link]
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It's funny about Haze. Nekotcha (one of the Haze devs who posts here) was quite critical of the ps3 from what I recall, which makes me suspect this whole leading on ps3 business, now it's a timed exclusive, is nothing more than pr.
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It's not like I don't see that. The argument was that the ps3 would somehow be "more multithreaded" than the X360, according to Dizzy. That's why I took the stance of only looking at cores and threads, which simply isn't the distinctive factor in this discussion.
By the way: video HW companies like Ati themselves refer to their multiple ALU's as 'cores' or even 'processors', and mostly the term ALU is only assigned to those building blocks calculating the simplest of operations (even an FPU isn't technically an ALU anymore). So there you go.
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The PS2 was an absolute bitch to program for not helped by Sony's poor development kits (apparently) and the same thing seems true of the PS3. In time though developers will master the hardware and multi-threaded coding will become the norm. You only have to look at the difference between first and last gen games on the PS2 to see how much developers got out of that machine so we're in for some real treats on the PS3 in time I'm sure, especially as the machine has an HDD as standard and a larger capacity disc format which the 360 lacks. Both of those give the PS3 a slight advantage I think, in the same way that the Xbox had the advantage over the PS2 due to its built-in HDD. I think releasing an HDD-less 360 as the lowest common denominator that developers have to cater for will prove a costly mistake for Microsoft...
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But power is nothing unless you use it and the vast majority of games aren't (as seen by most games being ever so slightly worse than their 360 equivilents). Also there are a couple of serious bottlenecks in the PS3 infrastructure which will take time for developers to work around (the slower readtimes in a blu-ray can be nullified by using the HDD, graphical memory is trickier) but this does make the PS3 harder to develop for which means multiplatform games will stay around the 360 level for the forseable future and PS3 exclusives will look even better with time. But how much time? And will they look £150 (or what ever the price difference will be) better than 360 exclusives?
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I'm with disc on this one. F1 is a prime example of SPUs helping out the RSX.
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CPU-wise, I completely agree the potential is definitely there for massive gains with proper use of the SPUs, but not on the GPU.
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I do agree with you that they can be very very useful to generate data to be used by the RSX, but this data can't contain more vertices, or use more complicated shaders than it would on the X360. This is really good news for procedurally generating assets, and dynamically changing assets, but not more visually complex assets.
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Simple example:
Very complex scene, trying to draw a humongous landscape. One machine has CPU power advantage, the other GPU power advantage. The latter can draw it very lovely. The former can calculate exactly which segments the player is looking at, and so can draw a much smaller area equally lovely.
"the SPUs are no substitute for that, just do the maths"
So yes, they are.
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This is very true. I think in the future a lot of PS3 development will be devoted to utilising the SPUs to efficiently cull and simplify geometry before it hits the RSX. In reality though, certain types of environment are very difficult to efficiently cull. For example lush foliage involves layer upon layer of visible polygons which all have to be drawn and don't provide much in the way of depth coverage for efficient depth culling. Other types on the other hand are much easier, and would be more suited to these techniques for culling.
"2. Reading textures from two banks of memory can double the texture throughput. Those 48 pixel shaders active on the 360 wont be up to much good if you cannot feed it with textures... "
Can *theoretically* double the throughput, although they all have to go through the same cache before use and a lot of texture reading can be hidden by other operations in the shader anyway. It also isn't much use if you're not limited by texture bandwidth, but rather how quickly it can rasterise pixels... Swings and Roundabouts.
I am very interested in the uses for the SPUs though and I do think that in the future when developers get used to them we could start to see some very clever and creative uses. There's a lot of power to use there.
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What is this 'power' measured in? Watts, brake horses, litres? It's all a load of twaddle.
Bring on the games which justify this exotic hardware Sony - let the software do the talking for you...
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Wait.. when did GPUs stop doing this? That is the job of Vertex shaders.
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The man said it himself... Harder to develop for... To reprogram for.. To go online with... The basic platform to program for is 360... Pay more to even try making the game on a PS3.. What else did he have to say? Finally he had the guts to at least admit some stuff that others couldn't. I give him that and I respect that. First one for a Sony dude. But since he wants programmers to consider them as diferent machines and not just one platform, can he tell me then how happy he feels when he looks at the Tomb Raider: Angel of Darkness ? It was the first Tomb Raider I didnt bother playing on the pc cause it was so SO buggy since they first created it for the PS2. They made me hate it so much and I was so anxious to play that game. :/
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It was a load of crap by design, the bugginess saved you.
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why we have to take always the port,s of the games this is lazy work with the port,s
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All PS3 has going for it is Cell(and even that still has yet to prove itself on any level... physics, sound or otherwise... in a GAME) and blueray, we've known what these consoles can do for a while now on a theoretical level atleast(pretty even overall dissmissing the heavily inflated and pretty meaningless PS3 flops figures and the equally missleading 360 bandwidth figures). Theres no point in listening to anyone but devs who are seeing real results from now on because thats what matters, as for which one is performing best so far... it has to be the 360(so as I predicted 360 is easier to develope for and has the edge in first party developement progress so far, in terms of "tapping into those potentials"