Updated Info on the PS3 SDK Hardware
by Greg Gergen
PC Watch, a Japanese PC news site, posted some interesting news today regarding the technical specifications of the PLAYSTATION 3 SDK units. Not only that, but they gave the public insight into some issues developers are having while programming for the PS3.
Sony had announced a while back that the SDK unit to be shown at TGS would be the final version. However, instead of SDK v1.0, the model shown at TGS was v0.93. This is also the model that most developers are using to program their games on. While some may be concerned about Sony's delaying of the final SDK unit, some may also be pleased that Sony still has a chance to add to the final PS3 specifications. Either way, the PS3 is so close to its launch date that if Sony does change the PS3 specifications, it will not be anything drastic.
Developers are also dealing with certain restrictions revolving around the Cell processor. For instance, out of the 256kbs of memory allocated to each SPE on the Cell, only 128kbs can be used due to buffering. Despite this small set-back, developers are saying what most PS3 fans have been thinking all along, "It is impossible to extract the full performance of the Cell on launch titles, it will take time get familiar with it."
Until just recently, developers had been developing PS3 games on a nVidia GeForce 7800 GTX card. The RSX, however, uses nVidia's G70 which allows for very high shader performance. The downside to the current RSX specifications is that it has a 128-bit memory interface and 8 ROP (Rasterizing Operation). So there within lies a current hurdle for developers. How can they get the most out of the RSX's shading abilities without dealing with the bottleneck to the ROP memory? While that's a minor hurdle needing to be jumped, the biggest issue facing PS3 developers is HDR and FSAA. With the memory bottleneck, it becomes hard for developers to achieve PC level HDR and FSAA. Yet thanks to the flexibility of the Cell processor, developers are using Cell memory for textures and FlexIO for a texture lead. This greatly frees up GPU bandwidth.
Sony is also sticking with their plans to make PS3 not only a gaming console, but a computer entertainment system. There will be a governing OS which controls gaming, the home menu, etc. called the Cell OS. There will also be a second LinuxOS which allows for an open programmable environment. If Sony is to utilize this programming ability properly, SCE needs to create a set of tools which allow want-to-be developers to take advantage of the PS3 hardware. We must remind Sony that in order for the PS3 to succeed as a computer, it must first succeed as a gaming console.
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