Jason Doig, manager of an SCE R&D team based in London, discusses publicly for the first time a software library being developed by Sony to aid developers in the creation of next-gen game engines, such as Codemasters' Neon.
The SPEs are amazing and the fact that they're working seamlessly with the RSX for graphics processing is pretty awesome. "Particle processing especially has an advantage over current GPU based techniques because of the generality of the SPE (and over a traditional CPU as well due to the speed and parallelism of Cell). Using SPEs as a front end to the GPU opens up a lot of interesting avenues and I'd be very surprised not to see people explore them." "I also don't really think it makes the architecture difficult to approach, it's just that on an in-order CPU, you'll get a little less help squeezing the best performance out of it. But the flip-side is that explicit scheduling can ultimately be faster." I thought this quote was pretty important as well. "Rather than make closed, proprietary tools that have a steep learning curve and only benefit us, we use existing standards or help to create new and open ones. This is why projects like Collada exist, and PSGL, and so forth. "
Speaking of Sony's contribution into the expansion of the overall games industry, from great art-styles to spanking new genres and an impossible to compete-with hardware...now the great inclusion of a fully fuctional HD next-gen software library, accessible to all devs wherever, literally makes them the grand-daddy of this empire.
Very interseting indeed, as was the interview with one of the Ninja Theory guys. The links at the bottom of that interview.
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