PSX5Central
Playstation/Gaming Discussions => PS3 Discussion => Topic started by: fastson on March 23, 2002, 06:19:25 AM
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CODEPLAY RELEASES: VectorC {PS2:VU} 20th March 2002
LONDON, UK - 20th March, 2002 - Codeplay announced the release of VectorC {PS2:VU}, the world\'s first PlayStation®2 vector unit compiler. VectorC {PS2:VU} will allow PlayStation®2 games to be developed easier, faster and with more features than previously possible.
The vector units typically run small low-level programs to perform the computationally intensive routines that are required in today\'s demanding entertainment software. Prior to VectorC {PS2:VU}, the development process was time consuming because of the requirement to write complex custom vector unit assembly language.
VectorC {PS2:VU} allows developers familiar with C/C++ to get started writing programs to run on the vector units right away. The C++ source for these programs is correspondingly easier to read and maintain throughout the development of a PlayStation®2 title.
The key advantages of programming the PlayStation®2 vector units in C/C++ are as follows; * More complex vector unit code enables more sophisticated effects. * Rapid prototyping, trying new code onto the vector units quickly. * Reducing EE bottlenecks by moving code onto the vector units. * Maintainability, anyone can enhance and extend VU code in C/C++.
Codeplay\'s Managing Director Andrew Richards said, "VectorC {PS2:VU} is our first PlayStation®2 product which will enable game developers to unleash the awesome power of the hardware and bring their wildest ideas to life. Game programmers will be able to spend more time on creating and less time on optimizing their code".
"VectorC is a much needed product to reduce development time and more easily obtain high performance on the PlayStation®2", said Jez San OBE, CEO of Argonaut Games PLC.
VectorC {PS2:EE}, Codeplay\'s forthcoming high performance autovectorizing PlayStation®2 EE Core compiler, is due for release in May 2002.
Use this with Performance Analyzer 2 and you\'ll be able to squeeze out alot more power. :fro:
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take it with a grian of salt
I\'ll see and wait ;)
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The major boon should be at the very least that small dev teams/houses will no longer be at a disadvantage and put an end to the ‘hard to develop for\' stigma.
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Originally posted by Metal_Gear_Ray
take it with a grian of salt
I\'ll see and wait ;)
Why?
Its not a secret that developers have a hard time programming vector unit code without C++..
I think we will see alot more advanced stuff.. (Advanced like J&D)
Ive been following the development of this program for some time now.
BTW..
Nonetheless, Okamoto pointed out that Sony believes this distributed architecture strategy is essential in giving developers more power sooner than if they waited for conventional technology systems to advance at the rate they are familiar with in the context of Moore\'s law. And while he acknowledged that architecture concurrency comes at a productivity cost, he felt that it will only a matter of time before developers are just as comfortable working in a distributed architecture as they are in architectures currently more familiar to them. As proof of that, Okamoto promised "big surprises" from the games coming out for PS2 this Christmas and next. He said the games would show clear progress in developers\' understanding of how to harness the distributed power of the PS2.
:D
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I can\'t wait to see developer\'s smiles.
GREAT NEWS
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yeah i remember you posing stuff about this earlier, sweet fastson, sounds quite interesting and possibly could help the smaller developers, cuz i bet the main ones like EA and CAPCOM and SEGA already know how to use the system....
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Originally posted by Falcon4
cuz i bet the main ones like EA and CAPCOM and SEGA already know how to use the system....
yes, but it still takes them a while to develop the games... So this helps them all out.
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Originally posted by Falcon4
i bet the main ones like EA and CAPCOM and SEGA already know how to use the system....
Knowing how to use a system doesn\'t automatically mean being able to use it efficiently. Of the three names mentioned, Capcom has been very vocal about the struggle in achieving the results they have so far. While EA has had a steady outpour of games, the visuals have been good but not outstanding. I\'m sure all the hair pulling done on the Saturn (an early, primative attempt at distributed architecture) gave Sega an edge when tackling PS2 but I\'m just as sure they\'re a long way from being thoroughly adjusted to all the systems strengths and weaknesses.