PC-Architecture is holding back PlayStation3 game development

  • Thread starter Thread starter Air Raid
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Air Raid

http://www.gamesindustry.biz/content_page.php?aid=14031

"One of the problems with working on the PS3 or the 360 is that the PCs
you use to design assets are really holding you back right now -
obviously the PC will catch up, but in the meantime we've been talking
about whether Cell workstations could help to smooth the path,"
commented the developer, who declined to be named as he is working on
an as-yet unannounced PS3 project."
 
Air said:
http://www.gamesindustry.biz/content_page.php?aid=14031

"One of the problems with working on the PS3 or the 360 is that the PCs
you use to design assets are really holding you back right now -
obviously the PC will catch up, but in the meantime we've been talking
about whether Cell workstations could help to smooth the path,"
commented the developer, who declined to be named as he is working on
an as-yet unannounced PS3 project."

Most of the big development houses don't use workstations to do
anything other than to act as the interface to their PC render farms.
The days of developing games on a single workstation are over, unless
you're a small developer. And if you're a small developer, you won't be
able to afford a Cell workstation anyways.

Yousuf Khan
 
When talking with a game developer, aren't 'assets' graphics and audio
content of a game? If so, how is current hardware holding them back?

Derek
 
The days of developing games on a single workstation are over, unless
you're a small developer.

I second that, a large team working on a single workstation wouldn't be
very efficient.
 
When talking with a game developer, aren't 'assets' graphics and audio
content of a game? If so, how is current hardware holding them back?

Well, different generations of HW tend to have different capabilities
for what they can display. For instance, IIRC the PS2 has held back
texture mapping for a loooong time because it only did 16-bit texture
mapping. Also things like how much texture cache exists on the card,
how much RAM for the game itself, etc. affect what art gets done.
These are usually "least common denominator" issues; it's often a PITA
to provide graceful fallback paths for older HW.

Now with the new console chips there's a problem that the very model of
game programming is going to change. IIRC the Cell is oriented around
lotsa fine threading because it has more processors that do less. The
360 is oriented around coarse threading because it only has 3
processors that do a lot more. It is possible that these game logic
changes will affect art asset development as well - if you compute
physics differently under each model, then you may also have to render
it differently. Which means you may store it differently, and you may
produce it with an art team differently.

Differences differences differences! It remains to be seen if this is
progress or just churn. I must admit I've been deliberately asleep
about pixel shaders for years now, waiting for them to stabilize.
Maybe they have now... but maybe it's not worth getting excited about
low level details like pixel shaders, which very much have a "here
today, gone tomorrow" quality about them. Maybe the fundamental
structure of the programs is more important. At any rate, for now I'm
worried about doing very basic things in Scheme, rather than trying to
chase bleeding edge HW specs.


Cheers,
Brandon Van Every
 
Cruise said:
It is possible that these game logic
changes will affect art asset development as well - if you compute
physics differently under each model, then you may also have to render
it differently. Which means you may store it differently, and you may
produce it with an art team differently.

Unless you do your software development in real-time (!) I think
you'll find that any half-decent platform can emulate any other.

You may have a valid argument that existing management structures
are holding back game development, but I don't see how the desktop
PC architecture can have any influence, which is what I understood
the original claim to be.
 
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