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View Full Version : Havok : Intervista a Jeff Yates e differenze PS3/X360


BTinside
24-04-2007, 23:28
Riporto alcune della parti più interessanti dell'intervista di GamaSutra a Jehh Yates, quelle riguardanti Xbox 360 e PS3...


Intervista completa : http://www.gamasutra.com/features/20070416/sheffield_01.shtml


GS: How much are the next-gen consoles changing that memory usage?

JY: It's changing for sure. I think the PS3 has great potential, but it's a very different kind of architecture. If people build their games with an understanding of what their challenges are going to be with porting between consoles, we can do a lot. In some cases, though, we're seeing people start with a 360 SKU and defer thinking about the PS3 port later. That can have some pretty dire consequences for how you process your art. We try to advise people that if they're thinking about moving to PS3 eventually, that they need to talk to us at the start so we can get things sorted out. I think that's going to be a very big challenge for everybody for awhile, because this idea of many, many cores with smaller local memories will present a lot of challenges in many different directions.

GS: At this stage, I've heard some people say that when starting with an Xbox 360 version, they have trouble getting the PS3 version to look as good later on. It's interesting, because the PS3 is potentially more powerful.

JY: I think a lot of it has to do with slicing and dicing the task and moving it to each of the smaller processors. Those processors are really powerful, but you have to plan for it. We've spent the last two years re-architecturing our software so that you can have one interface that, when used appropriately, can get maximum use out of the SPUs. You do need to plan for that, and if you have one massive world presented as one object, it's a little more challenging. It takes preparation.

GS: Do you have any existing support to split things across those SPUs?

JY: Yes. We can take that stuff and automatically split it. But as with anything, there are pathological cases where if everything is piled all together all in one place at the same time, you can get performance spikes. Most of the gameplay situations we see feature lots of activity spread out over a variety of quadrants. Those situations efficiently use up the cycles that are there.

GS: It's interesting to see how things are progressing, since people aren't even maximizing the usage of the Xbox 360's cores yet.

JY: Yeah, and I'm hoping that just means that there will be more cycles for us once people start plugging stuff in the right way. There might be lots of cycles we could suck up, which would be cool.

GS: What troubles specifically have people had with moving from 360 to PS3?

JY: There are certain things that are proprietary and need to be walked around carefully, but I would say that you don't have to go back, for example, and redo the art, but you may need to re-export or reprocess the art to chunk it up differently. For our stuff, it may be to store the right amount of information locally, so that when information is passed around the system, it has everything it needs to do its job.

GS: I suppose it's because you can use bigger chunks on 360, whereas on PS3, you have to chop it up a lot more?

JY: Yeah, you have a more unified memory architecture on 360 and PC in general. I think that there are merits to both, though. If you can move the world over to many processors and structure the game so that you can dice stuff up, there's a lot of leading-edge technology out there that seems to be going in that direction. That might just be one of those paradigm shifts that the software development component of the game industry goes through over the next five or ten years.

GS: How important do you find hard drive use on consoles?

JY: I personally haven't heard of us needing that specifically. I would imagine, though, that with worlds being very physical and in need of persistent terrain, that certainly will require saving on a lot more estate than has been required before. That's got to be put somewhere, and I suspect that a hard disk is the only practical place to do it, unless it's an online game saved on servers. That's one of the next chapters for physics - being able to capture a simulated world and being able to come back to it in the state you left it.

kenjcj2000
24-04-2007, 23:42
Partendo dal presupposto che quando postate sti papiri in inglese vi segherei le gambe...... visto che lo mastico a malapena.... (BT ZEUS TI FULMINI:) )

Mi sembra di aver capito che:

su ps3 sia difficile programmarci sopra.... al limite bisogna avere un approccio totalmente diverso di quello che si fà sul 360 (si era capito multipiattola)

X lui la ps3 è superiore al 360 (anche se non capisco se dice molto tanto poco)


poi domani mi metto 10 min e certo di tradurre le parti a me ostiche:O

BTinside
24-04-2007, 23:55
in pratica si hanno difficolta nel passaggio dai metodi per x360 a quelli ps3.

domani ve lo traduco tutto, ora ho sonno:D

sephiroth_85
25-04-2007, 10:29
sono le 11.30 su su sveglia bt voglio la traduction :D in italiano correggiuto

BTinside
25-04-2007, 10:43
datemi tempo...:D

Pan
25-04-2007, 11:03
datemi tempo...:D

:read:

R4iDei
25-04-2007, 11:20
Ma dice le solite cose che si sanno da anni!

Max(IT)
25-04-2007, 19:14
l' intervista è molto interessante perchè chi parla sembra non avere alcuna propensione per l' una o l' altra piattaforma e dice semplicemente le cose come stanno (o almeno come le vede lui).
In pratica parla di due approcci diversi per le due console: un approccio più "unificato" per X360 (grazie al tipo di cpu, alla gpu con shader unificati ed all' architettura di memoria di tipo unified), mentre c' è bisogno di una maggiore "granulosità" nell' approccio alla PS3 (per via di memoria separata e dell' architettura stessa del Cell).
Per questo i porting vanno fatti con un minimo di testa, mentre l' approccio comune (sviluppo per PC/X360 e poi porto verso PS3) rischia di diventare faticoso.
Con la giusta tecnica invece si possono ottenere risultati assolutamente paragonabili sulle due console.

QUesto in soldoni (mi scuso per il livello terra-terra, ma l' intento era far capire e soprattutto fatico sempre a trovare l' equivalente italiano di termini che in inglese invece sono chiarissimi. A volte credo che in un forum tecnico sia necessario postare solo in inglese. La nostra è una lingua per poeti, santi e navigatori ;) )

R4iDei
25-04-2007, 20:15
Ok ma oggettivamente cosa c'è di nuovo? E' ovvia la necessità di parallelizzare il piu possibile le operazioni sulla ps3. Lo capirebbe chiunque :)