Search found 60 matches
- Fri Feb 27, 2009 7:19 am
- Forum: PS3 Development
- Topic: using STL with the SPE's
- Replies: 11
- Views: 14475
I would highly recommend not using STL on the SPUs....or in any gamedev situation... or at all really :P, google if you need reasons for this. (I beat this horse far too much) Care to beat that horse one more time? I'm curious why you don't like STL and why you think it's better to avoid it. I use ...
- Fri May 16, 2008 12:09 am
- Forum: PS3 Linux Development
- Topic: two for loops very low frame rate
- Replies: 27
- Views: 18553
- Tue Mar 18, 2008 1:22 am
- Forum: PS3 Linux Development
- Topic: The video decoding project subproject of spu-medialib
- Replies: 14
- Views: 18720
I will try to join the chat and voice some of my opinions about the topic, but I don't want to get involved with the spu-medialib project yet because I'm simply not in a position to be able to guarantee only the smallest level of commitment on the long-term at the moment. I do have some idea's thoug...
- Sun Mar 09, 2008 10:17 pm
- Forum: PS3 Development
- Topic: Newbie PS3 development, all kinds of questions
- Replies: 11
- Views: 12582
Thank you for your reply. Although glut doesn't seem to be included with mesa. And I sure can't find those examples that you're talking about. I only found a link to a page that had, like 3 examples, which was written for Win32... I thought you had to use SDL to display the graphics, how else can y...
- Sat Mar 08, 2008 8:55 pm
- Forum: PS3 Development
- Topic: Newbie PS3 development, all kinds of questions
- Replies: 11
- Views: 12582
The mesa sourcecode contains a lot of examples, just get the sources from www.mesa3d.org, unpack and check the examples directory. I think it was called Demos, but I'm not sure. If you have all the development headers installed you should be able to build and run them. It will use software rendering...
- Wed Mar 05, 2008 9:16 pm
- Forum: PS3 Development
- Topic: PS3SDK release date
- Replies: 15
- Views: 19025
I could not agree with you more, i'm tired of waiting around for sony to make games, i would know countless pc owners, who would go out an d buy a ps3 if they knew they could develop for it, who wants to get linux when its so complicated, operates sluggish, and its available in too many versions. U...
- Fri Feb 29, 2008 9:07 am
- Forum: spu-medialib
- Topic: Mpeg decoding
- Replies: 30
- Views: 330613
I belive making some form of hook into ffmpeg is the best overall sollution but i have to study ffmpeg more.. But spexms should be able to handle tasks at macroblock or even block level Some tests i have made has come up to 1.63Million 128 bit tasks issued to the spe's a second .. but please note t...
- Fri Feb 29, 2008 1:50 am
- Forum: PS3 Linux Development
- Topic: Overheating problems in OtherOS?
- Replies: 13
- Views: 11381
- Thu Feb 28, 2008 6:30 am
- Forum: spu-medialib
- Topic: Mpeg decoding
- Replies: 30
- Views: 330613
d-range I have made spexms work so that it should be possible to simply add hooks into existing software such as ffmpeg / mplayer etc. An i am now investigating various ways to do that especially with h264 in mind. Cool, this is for moving small parts of ffmpeg code to spe's right? Or does it also ...
- Sat Feb 23, 2008 3:20 am
- Forum: PS3 Linux Development
- Topic: General Questions of People about PS3
- Replies: 5
- Views: 6437
my computer is intel core 2 quad q6600 zalman cpu cooler 4 gb ocz nvidia sli-ready ddr2 800 asus striker extreme ati firegl v7100 (i also have hp nvidia quadro fx 1400 ) 250 gb sata hdd 7200 rpm xclio case my main problem is modelling with high polygon objects like 5 million polygon in maya. i can ...
- Sun Feb 03, 2008 8:44 pm
- Forum: spu-medialib
- Topic: Mpeg decoding
- Replies: 30
- Views: 330613
- Sun Feb 03, 2008 8:42 pm
- Forum: spu-medialib
- Topic: Mpeg decoding
- Replies: 30
- Views: 330613
In case anyone is interested, I'm also working on an MPEG decoder for the Cell, built from scratch with the Cell architecture in mind. In the future it could also be extended with MPEG-II, H.264 and then MPEG-4 codecs (in that order) but I probably won't be doing all that myself. Status for this pr...
- Sun Feb 03, 2008 8:34 pm
- Forum: spu-medialib
- Topic: Mpeg decoding
- Replies: 30
- Views: 330613
In case anyone is interested, I'm also working on an MPEG decoder for the Cell, built from scratch with the Cell architecture in mind. In the future it could also be extended with MPEG-II, H.264 and then MPEG-4 codecs (in that order) but I probably won't be doing all that myself. Status for this pro...
- Tue Jan 22, 2008 6:51 am
- Forum: The Incredible Hall Of Shame
- Topic: Hello World on GameOS Framebuffer
- Replies: 9
- Views: 15621
If you are so sure the elf2self thing actually works -which as I see it is only based on the Warhawk .self making a popping sound when run this way (as seen in the video)- why not try to modify that binary to output recognizable garbage to the screen? I'd guess that would be easier than writing the ...
- Thu Jan 17, 2008 8:46 am
- Forum: PS3 Development
- Topic: Learn and Compete in Programming the PLAYSTATION®3
- Replies: 7
- Views: 9698
- Fri Jan 11, 2008 11:22 pm
- Forum: PS3 Linux Development
- Topic: RSX PS3 << need help >>
- Replies: 53
- Views: 47433
Thanks for replay. Yes, I know that bitrate is not everything but many times it tells us how complex clip will be to decode. In this case for ex we got 35Mbps rip from HD DVD which can be 29.4MBps max in video part :) Strange, isn't it? About GPU part of whole process, it is only postprocessing as ...
- Fri Jan 11, 2008 1:11 am
- Forum: PS3 Linux Development
- Topic: After update, dvd rom drive gone.[F7, PS3]
- Replies: 4
- Views: 4555
- Fri Jan 11, 2008 12:18 am
- Forum: PS3 Linux Development
- Topic: RSX PS3 << need help >>
- Replies: 53
- Views: 47433
Actually C2D@~2,2GHz plays vedy demanding 35Mbps clip without GPU decoding assistance (Win XP, CoreAVC codec) Sample: http://rapidshare.com/files/82525583/killa.sampla.x264.mkv.html I can't speak about Cell optimization but x86 works fine without GPU (I even lowered GPU Core and Mems of my Radeon f...
- Wed Jan 09, 2008 8:26 pm
- Forum: PS3 Linux Development
- Topic: RSX PS3 << need help >>
- Replies: 53
- Views: 47433
... RSX hack is still wonderful, because it will allow to have more SPU's available for non pure graphic tasks. If you suspect a codec to be very bad on PS3, name it clearly and specialists will give their opinion about it. Playback of HD material encoded in H264 or other codecs of similar complexi...
- Tue Jan 08, 2008 4:14 am
- Forum: PS3 Linux Development
- Topic: RSX PS3 << need help >>
- Replies: 53
- Views: 47433
The choice between <2.10 and >=2.10 depends on what you want on Sony game os side. 2.10 brings bluray 1.1 compatibility, divx, etc... If you rather like count on Linux devs for enhancing your applications, keep fw<2.10. If you rather like count on Sony devs for enhancing XMB features, upgrade madly...
- Sun Jan 06, 2008 10:12 pm
- Forum: PS3 Linux Development
- Topic: RSX or not RSX and need to be pointed into the right dir.
- Replies: 6
- Views: 6009
Re: RSX or not RSX and need to be pointed into the right dir
I followed some discussions here and figured out that it is just possible to use the RSX on the PS3. So, my first question is, can someone please give my some hints what I need to develop programms utilizing the rsx. I mean, what do I have to read through to be able to deploy some nice graphics? Th...
- Sat Jan 05, 2008 10:58 pm
- Forum: PS3 Linux Development
- Topic: Does Firmware 2.10 remove access to RSX?
- Replies: 30
- Views: 32717
Personally, I think that PS3 Linux is at least partly a ploy to increase the penetration of home computers into the Japanese market, as PC sales are beginning to decline there compared to other gadgets like the PS3 and mobile phones, according to a recent AP story . More teenage PC hackers in Japan...
- Wed Jan 02, 2008 7:03 am
- Forum: PS3 Development
- Topic: Decryption by Plaintext Attack
- Replies: 19
- Views: 20761
Our best guess is that the reserved SPU is running in isolated mode, as described in the IBM technical documentation and is designed for just this purpose. Each CPU has a unique decryption key, and isolated mode allows an SPU to be fed encrypted data that can only be unencrypted and executed by tha...
- Tue Jan 01, 2008 10:39 am
- Forum: PS3 Development
- Topic: Decryption by Plaintext Attack
- Replies: 19
- Views: 20761
You have a better chance of finding the private key by disecting the hardware itself, but even then you need insane tools to do it. Can you extend this, please? i wonder why movie BR keys was found and to find hdd key is that hard What method did they use in order to find that key? They did a memor...
- Mon Dec 31, 2007 10:28 pm
- Forum: PS3 Development
- Topic: Decryption by Plaintext Attack
- Replies: 19
- Views: 20761
You cannot plaintext attack public/private key-pair encryption systems like used for the PS3 game code. Depending on the key size (probably 128 bit or more) it will take you somewhere between twenty thousand and 2 billion years before you hit the private key... On average... If you're using a superc...
- Fri Dec 21, 2007 5:26 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 922514
... PS. FW 2.01 is not very interesting. FW 2.10 is. Ok... I don't want to upgrade to 2.10 for the moment (or anytime for that matter, if RSX turns out impossible after 2.01), so I guess I can only wait until someone finds something for 2.10+. How probable do you think it is you could find another ...
- Fri Dec 21, 2007 2:07 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 922514
Re: 2.10 features
Nice if somebody is able to test lv1_gpu_context_attribute entries. You can follow testing methodology from this page: http://wiki.ps2dev.org/ps3:hypervisor:lv1_gpu_context_attribute I very want to see push buffer after valid FB_SETUP call in FW 2.1. Just dump fifo buffer after that call in ps3fb.c...
- Thu Dec 20, 2007 9:18 am
- Forum: PS3 Development
- Topic: What Programming Language? C or C++?
- Replies: 21
- Views: 147358
Yup, just avoid using all the C++ constructs like exceptions, virtual methods and templates, and you get something decent. Namely C. Except that with a C++ compiler you miss out on some of the C99 goodies like sane union initializers. Classes without virtual methods are just structs. There's nothin...
- Thu Dec 20, 2007 3:44 am
- Forum: PS3 Development
- Topic: What Programming Language? C or C++?
- Replies: 21
- Views: 147358
Also remove exceptions. And take care of class hierarchy, as it can create objects whose size would be bigger than their C counterpart structs ;) True, you don't want to use exceptions either. I don't like C++ exceptions anyway, except (no pun intended ;-) for business-like applications and such, w...
- Thu Dec 20, 2007 2:02 am
- Forum: PS3 Development
- Topic: What Programming Language? C or C++?
- Replies: 21
- Views: 147358
excellent response d-range my c++ is really good but not done too much in C so i will probably struggle a little with this, i was just wondering is the ps3dev toolchain for the ps3 the same as the IBM cell sdk code? i.e would using the IBM docs as reference be suitible? or am i going to find it har...