Search found 140 matches
- Tue Jul 14, 2009 7:07 am
- Forum: PS3 Development
- Topic: PS3SDK collaboration invitation
- Replies: 39
- Views: 40539
so it's mcload with BSD license? for me, it wouldn't need to do all the stuff to get into development. flat memory (instead of an sophisticated MMU driver), no context switching (just a call into main(..) and main2(...) with two HW threads), video out and pad would be all needed from an OS to get in...
- Mon Jul 13, 2009 10:20 pm
- Forum: PS3 Development
- Topic: PS3SDK collaboration invitation
- Replies: 39
- Views: 40539
- Mon Jun 22, 2009 9:26 pm
- Forum: PS3 Linux Development
- Topic: SPE software rasterizer
- Replies: 15
- Views: 10105
graphiccards have a WAY less texture cache than the spu has local store, you dont need the whole texture in it to rasterize. Well in my personal rasterizer work, I have taken advantage of that additional SPE memory, allowing to draw on much bigger zones than 8x8 squares at once. My test code can dr...
- Mon Jun 22, 2009 9:14 pm
- Forum: PS3 Linux Development
- Topic: SPE software rasterizer
- Replies: 15
- Views: 10105
- Fri Jun 19, 2009 8:19 pm
- Forum: PS3 Linux Development
- Topic: SPE software rasterizer
- Replies: 15
- Views: 10105
graphiccards have a WAY less texture cache than the spu has local store, you dont need the whole texture in it to rasterize. my rasterizer is always working on 64 (8*8) pixels, one memtransfer of about 32*32 texels takes roughly 600cycles, so I have always like 10cycle/pixel (40cycles/float4) to do ...
- Mon Jun 15, 2009 9:36 pm
- Forum: PS3 Linux Development
- Topic: SPE software rasterizer
- Replies: 15
- Views: 10105
- Wed May 27, 2009 11:10 am
- Forum: PS3 Development
- Topic: boot homebrew another way.
- Replies: 28
- Views: 15516
so we should stick together and make some SPU-GL running *haha* :) I doubt a couple folks could make a replacement OpenGL in a short period of time (leave that to the Cell-MESA project), but something simpler would be handy for some devs. yeah, the frontend with all those states etc is what takes t...
- Tue May 26, 2009 7:30 pm
- Forum: PS3 Development
- Topic: boot homebrew another way.
- Replies: 28
- Views: 15516
- Tue May 26, 2009 4:28 pm
- Forum: PS3 Development
- Topic: boot homebrew another way.
- Replies: 28
- Views: 15516
- Mon May 25, 2009 7:15 pm
- Forum: PS3 Development
- Topic: boot homebrew another way.
- Replies: 28
- Views: 15516
you work directly on hardware, I think more directly than on PSP. Most of the hardware access is virtualized via the OS, but you stick together the commandbuffer like on psp. emulating this is similar to emulate a PS2. Sony can't just stick in another driver, although they could try to use different...
- Fri May 22, 2009 7:42 pm
- Forum: PS3 Development
- Topic: boot homebrew another way.
- Replies: 28
- Views: 15516
I somehow wonder why everyone 'needs' RSX access. If you want to make some 3d games, you can write your software rasterizer using SPUs (no, it's no rocked science). I somehow doubt that this limitation is the reason nobody does a ps3-linux game, really! I mean, the RSX is nothing revolutionary, you ...
- Thu Apr 23, 2009 6:14 pm
- Forum: PS3 Linux Development
- Topic: new Hardware PCI card.
- Replies: 4
- Views: 6151
FYI
the leadtek card now hit European shelves, I just ordered mine (I dont link to any price bots as I guess that would be rated as spam).
- Wed Mar 04, 2009 11:08 pm
- Forum: PS3 Development
- Topic: Developing for PS3 through Pc
- Replies: 2
- Views: 5381
- Thu Feb 05, 2009 2:16 am
- Forum: PS3 Linux Development
- Topic: new Hardware PCI card.
- Replies: 4
- Views: 6151
The SDK was released this month, you can grab it here:
http://www.leadtek.com/eng/tv_tuner/def ... eriesid=78
cheers
rapso
http://www.leadtek.com/eng/tv_tuner/def ... eriesid=78
cheers
rapso
- Thu Dec 11, 2008 12:17 am
- Forum: PS3 Development
- Topic: PS3 Development
- Replies: 6
- Views: 5907
So make sure your tasks don't use more than 256kb of ram, i'm sure jbit was talking about MB, i'd suggest you to rather fit into 200mb. Nope, I meant 256kb, as in the size of the SPUs local store.. sorry, I didn't expect you talk about spus :/ My point about designing for PS3 (parallel, SPU compati...
- Wed Dec 10, 2008 11:34 pm
- Forum: PS3 Development
- Topic: PS3 Development
- Replies: 6
- Views: 5907
Also when I say make a PC version, I do not mean write a PC engine, I mean write a PS3 engine that uses the PC.... I'd suggest to use opengl and cg for that task. So make sure your tasks don't use more than 256kb of ram, i'm sure jbit was talking about MB, i'd suggest you to rather fit into 200mb. ...
- Tue Oct 14, 2008 7:14 pm
- Forum: PS3 Linux Development
- Topic: new Hardware PCI card.
- Replies: 4
- Views: 6151
would be nice if it came with an sdk :)
the only alternative I know is the cell accelerator board for a price of $5k :(
the only alternative I know is the cell accelerator board for a price of $5k :(
- Thu Sep 11, 2008 7:19 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 6251
However, even DXT is bigger than a 8bit paletted image sorry, but that is incorrect. DXT1 is 4bit/pixel, dxt3/5 are 8bit/pixel, all 3 do not need an extra palette so there is no dxt format that is as big or bigger than 8bit paletted. for small textures that fit uncompressed into the texturecache, d...
- Thu Aug 28, 2008 11:53 pm
- Forum: PSP Development
- Topic: Cracking the PSP OFW without pandora
- Replies: 91
- Views: 33941
- Thu Aug 07, 2008 1:41 am
- Forum: PS3 Development
- Topic: SPU instrinsics emulation/wrapper
- Replies: 1
- Views: 2924
SPU instrinsics emulation/wrapper
Hi, I wonder if you guys know, if there is some way or some lib, to use the spu instrinsics (in emulation mode) on non-spus. Particulary I'd like to debug/develop on my PC (I know there is an SPU2VMX header for Mac), but recompile it for PS3 and get all the speed :) I could of course rewrite the ins...
- Wed Jul 30, 2008 8:22 pm
- Forum: PS3 Development
- Topic: PS3SDK release date
- Replies: 15
- Views: 16645
Don't forget why RSX access is so great too... Textures in extra 256Mb! Can we still, in 2.10, upload textures in gpu-side ram and have spu based rendering code use textures uploaded in gpu-side ram? If it's possible, that will be great. If not, there will be an interesting difference between PS3's...
- Tue Jul 29, 2008 10:39 pm
- Forum: PSP Development
- Topic: Find pixel coordinates by color
- Replies: 6
- Views: 2054
- Mon May 26, 2008 10:04 am
- Forum: PS3 Development
- Topic: OtherOS demo 1.1 (with RSX visuals)
- Replies: 59
- Views: 164400
- Sat May 24, 2008 10:43 am
- Forum: PS3 Development
- Topic: OtherOS demo 1.1 (with RSX visuals)
- Replies: 59
- Views: 164400
- Fri May 23, 2008 6:02 pm
- Forum: PS3 Linux Development
- Topic: Games using stripped down linux kernel?
- Replies: 7
- Views: 6355
I would have to imagine that using modern APIs like OpenGL or DirectX is loads easier than writing for specific gfx hardware. I recall the first generation of hardware accelerated PC games making you chose different renderers based on your hardware, which at that time was either voodoo (glide), pow...
- Thu May 22, 2008 8:10 am
- Forum: PS3 Development
- Topic: OtherOS demo 1.1 (with RSX visuals)
- Replies: 59
- Views: 164400
- Wed May 21, 2008 7:48 pm
- Forum: PS3 Linux Development
- Topic: two for loops very low frame rate
- Replies: 27
- Views: 14973
Hi and thanks for your replies. Sorry that my answer has taken so long. @rapso: You were right! i'm glad I guide you to some issue finding although this special input issue wasn't what I was intending. so additionally: I asked if you kept SDL_LockSurface( screen ) in your code when you tested witho...
- Mon May 19, 2008 5:35 pm
- Forum: PS3 Linux Development
- Topic: Games using stripped down linux kernel?
- Replies: 7
- Views: 6355
I only now noticed that v1.0 of the otheros demo says that it uses CPU rendering. Previously, I had only seen v1.1, which using RSX, which I am not interested in because I have new firmware and am not interested in hacking around it. beside that, developing with standard otheros allows (or forces) ...
- Mon May 19, 2008 5:20 pm
- Forum: PS3 Linux Development
- Topic: two for loops very low frame rate
- Replies: 27
- Views: 14973
First of all, rapso: I cut the for loops out of the code and got a frame rate of ~50000 fps. For a 3.2 Ghz Cell, utilizing the ppu only, I consider this also as a bit too slow. Putting the for loops in, shrinking the fps count 10000 time down?! but you kept everything else like SDL_LockSurface( scr...
- Thu May 15, 2008 5:52 pm
- Forum: PS3 Linux Development
- Topic: Games using stripped down linux kernel?
- Replies: 7
- Views: 6355
check out the 'otheros' demo (search for it in this forum). it's kinda what you suggested. you said there were already such games for pc? can you link me to some of them? I had this idea for years and was always wondering, why nobody was actually doing it. having a bootable version of games (beside ...