He says in the article (or whatever you want to call it) that its been avalible since April, but only at Sony HQ.
So if you wanted to use it you would have to go to Sony to test your code.
Im not sure about it being avalible before J&Ds release..
I remember the TimeSplitters 2 developers saying that they had been using the PA2 for a few months to optimize.
Im not sure when VectorC was released but now it seems they have gone belly up
http://www.codeplay.com/Screens of much improved PS2 graphics have been popping up lately. SH3, the F1 racer... Vice City seems to be a huge leap from GTA3...
Exacly, I was blown away when I saw the new SH3 screens and that new ZOE2 video.
I cant wait to see what the code gods at PolyPony can cook up for GT4, or what Naughty Dog can do with J&D2 (prays for a sequel) ..
The guy in the paper said he was very impressed by their skills..
Here he\'s talking about J&D (cuz to my knowledge J&D is the only game crunching this many polygons!)
Ok, so just to finish up I’ll show you again the scan from the very first slide. This is a title which achieves a lot of stuff I’ve talked about today. Notably, for most of the time it’s drawing stuff it’s churning out 10 to 20 million polys. That’s no a random benchmark, that’s physically what the GS starts drawing and like I said during the PA description, it doesn’t count zero-area stuff.
Also, the CPU usage is up at about 50% or more, which is more than double what an average title might see, and better than most good titles by a decent margin. It’s also getting dual-issue for about 80% of the time during the critical processing phases (about half a frames worth).
So good performance is possible, and not only that, but this title was written without the aid of the PA, only using the built in performance counters and a lot of skill. It’s also not perfect and I fully expect to see this developers next title beating this performance on every level. Hopefully you guys can do the same.