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.
From the mid-1980s to the early part of the 2000s, light gun rail shooters were a staple in both arcade and home system gaming. Arguably, the genre started to really hit its stride in the mid-1990s. While games like Time Crisis, Virtual Cop, and House of the Dead, among others, dominated both the home system and arcade space, some one relegated to only home game systems. Today, we’ll be talking about a little-known cult game published by Sony called Project: Horned Owl. This game was developed by Alfa Systems, and all in all, this is a fun game.
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It was refreshing to see them address the "issues" that have been circulating around development for the PS3. Certainly I think the higher end studios will find/use the work arounds with regards to the "bottle-neck". It will be interesting to see how well the smaller studios do with it.
I truly hope the cell and PS3 are able to perform on the level all expect. I won't be an early adopter but I do expect to get one down the road assuming all is as stated from Sony.
I think the real problem will be with smaller studios not having or wanting to invest the resources or money to find better ways to exploit the hardware on the PS3. Time is money and game programmers don't come cheap.
"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.
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."
I don't know how you Sony fans feel, but this is just all not sounding right. The bottleneck, have to use 'workarounds???' and a problem to achieve PC level HDR and FSAA? 360 is already doing those on the fly
The X360 has loads of bottlenecks also.like Edram too small for Hi Def images.Bandwidth problems.These all have to be worked round also.
U hav'nt got a clue.