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1Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Introduction to PS2Introduction to PS2
SCEE Technology GroupSCEE Technology Group
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2Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
TopicsTopics
Brief history of SCE
Designing next generation game hardware Overview of PS2 hardware
Comparing PS2 and PC hardware
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3Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Sony Computer EntertainmentSony Computer Entertainment
SCE Europe(includes Aus,
NZ, Mid East,
Southern Africa)America
Japan
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4/354Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
PS2 SalesPS2 Sales
40 million sold world-wide since launch
Since March 2000 in Japan Since Nov 2000 in Europe/US
New markets: Middle East, India, Korea, and China
Long term aim: 100 million within 5 years of launch
Production facilities can produce 2M/month
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5/355Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
History of PS2History of PS2
Not long after PlayStation launched in
December 1994, work began on a follow upmachine
The goal was to develop a machine using the
must cutting edge technology available sinceconsole hardware is not upgraded
This machine would be designed from theground up to be a dedicated video gamearchitecture
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Hardware PerformanceHardware Performance
Console
PC + Graphic Cards
Time
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Fixed HardwareFixed Hardware
Developers enjoy fixed hardware!
No need to worry about compatibility issues Much easier to optimise game engines and tools
Make better games during lifetime of console
Consumers also enjoy fixed hardware!
No need to install or worry about compatibility Games are thoroughly tested before release
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PlayStationPlayStation vsvs PlayStation 2PlayStation 2
PlayStation (Dec. 1994) PlayStation 2 (Mar. 2000)
33MhzFrequency 300Mhz32bitBus Bandwidth 128bit
2MBMain Memory 32MB
1MBVRAM 4MB1KI-Cache 16K
N/AD-Cache 8K
Z SortingDisplay Priority Z Buffer 3x3 fixed pointGeometry 4x4 floating point
24Voice Channels 48
CD-ROMMedia CD/DVD-ROM
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9/35Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Designing PS2Designing PS2
SCE solved many problems such as:
Backward compatibility Pixel Drawing bottleneck
Massive floating point capability required
Data bandwidth and memory requirements
This led to design decisions which require a
more data driven approach to programming
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PS2 Development EnvironmentPS2 Development EnvironmentThe TOOLThe TOOL
TOOL = PlayStation 2 withmore RAM, and network
A separate Linux/Windowsbox runs the compilers anddebuggers
Connects over the networkto the TOOL
Use Linux-based tools(provided), or 3rd-partyWindows development tools
LANLAN
TVTV
ControllersControllers
PCPC
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PS2 MemoryPS2 Memory
CPU
32MB
RDRAM
8K Data
16K Instruction16K Scratchpad
4MB EmbeddedGraphics Synthesizer8K Frame
8K Texture
4K DataVector Unit 0
4K Instruction
16K DataVector Unit 1
16K Instruction
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12Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
PS2 ArchitecturePS2 Architecture
EE: 128bit Emotion Engine GS: Graphic SynthesiserVU0/VU1: Vector Units DMA: Direct memory accessFPU: Floating Point Unit IPU: Image processing Unit
SPU2IOP: Input Output ProcessorSPU2: Sound Processor
Memory
32MB
IPU
VU1
SIF
128bit Bus GS
4MBGIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
IOP
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13Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Caches And ScratchpadCaches And Scratchpad
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
PS2 has small caches
Dynamic data is not in thecache for long periods of time
EE CORE
I$16K
D$8K
SPR16K
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14Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Vector UnitsVector Units
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
Two floating point vector unit processors with embedded memory
A vector unit can do 4 multiplies and 4 adds in a single instructionand can transform about 36M verts/sec
Argued that the PS2 architecture has shifted the PC paradigm with
the emergence of Vertex Shaders
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15Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Graphic SynthesiserGraphic Synthesiser
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
Primitives per second:
150M points50M textured sprites75M untextured triangles37.5M textured triangles
Some Features:
Very high fill rateAlpha blendingBi-linear filteringEfficient scissoring
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16Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
GS Fill RateGS Fill Rate
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
Bandwidth of 4MB Embedded DRAM 48GB/sec
Bandwidth of frame buffer 38.4GB/sec Texture bandwidth 9.6GB/sec
Fill rate 1.2Giga pixel/sec for textured polygons
Fill rate 2.4Giga pixel/sec for untextured polygons
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17Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
GIF Connection For VU1GIF Connection For VU1
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
Vector Unit 1 has a direct path from local memory to the GIF
Has more internal memory to support double buffering of inputand output data
Enables fast transformation and output to GS
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18Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Vector Unit 0 UsageVector Unit 0 Usage
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
Suggested for taking some work off the CPU and help reduce
Instruction Cache misses
Use Vu0 in micro mode to help parallelism with CPU
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19Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
VIF DataVIF Data
Compression/DecompressionCompression/Decompression
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
8bit
X Y Z
X Y Z
32bit
1.0
VIF provides decompression
of compressed models
Compression reducesmemory size of model
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20Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
IOP and SPUIOP and SPU
32bit Bus
2MBCD, HDD,
Pad, USB,I-link, TCP/IP 2MB
SPU2
IOP
Memory
32MB
IPU
VU1
SIF
128bit Bus GS
4MBGIF
EE
cache VIFVIFFPU
DMAC
VU0EE CORE
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21Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
DMA ControllerDMA Controller
Memory32MB
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
VU0EE CORE
Main Bus running at 150Mhz giving a total bandwidth of 2.4GB/sec
The DMAC controls all data transfers in the system The DMAC transfers in parallel with the CPU
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22Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
DMA TransfersDMA Transfers
EE CORE
I$ D$ SPR
DMAController
Device 1 Device 2 Device 3 Device 4
32MB RDRAM
EE Core issues start signal to DMAC Data is transferred in units of 8-QW slices while
arbitrating with other DMA channels
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23Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Display Lists and DMA ChainsDisplay Lists and DMA Chains
RefRef
Instance
Vertices
Texture
Matrix
TextureMatrix
Ret
Matrix
DMA Chain
Call
InstanceInstance
InstanceInstanceInstance
VerticesObject
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24Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Texture And Geometry StreamingTexture And Geometry Streaming
Memory32MB
VU0EE CORE
IPU
VU1
SIF
128bit Bus GS4MB
GIF
EE
cache VIFVIF
FPU
DMAC
Vector Units continue to process data while texture transfer
is occurring in the background 1.2GB/sec max bandwidth (24MB/Pal Frame)
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25Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Rendering PipelineRendering Pipeline
Rasterisation
Transformto 2D
Traverse
Scene
CalculateAnimation
CPU + Coprocessor
VU0
Traverse DMA list
VU1
GS
+-*/
+-*/
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26Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Differences between PS2 and PCDifferences between PS2 and PC
Uses parallel units
Not a single fast CPU Multiple processors with local memory
Random memory access hits hard
Data must be reorganised so that related partsare close to each other in memory
Optimisation is easier Fixed hardware means optimisation works onall PS2 consoles
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27Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Comparing With PC ArchitectureComparing With PC Architecture
Memory
512MB
Cache
512K
Graphic Card128MB
CPU
Memory32MB
Caches
GS 4MB
EE Core
VU0VU1GIF
DMAC
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PC ArchitecturePC Architecture
Not a fixed platform
PC code makes use of large caches tocompensate for poor bus bandwidth
PC bus limits geometry performance
Hi resolution stresses graphics cardperformance compared to T.V.
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29Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
PS2PS2 ArchitectureArchitecture
PS2 has small caches since 128bit data bus
can transfer data quickly PS2 uses custom coprocessors to handle
floating point calculations in parallel
PS2 runs at TV resolutions so texturerequirements are much less
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30Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
1st Attempt at PS2 Coding1st Attempt at PS2 Coding
DMA Bus: 2.4GB/secMemory
IOP SPU IPU
Geometry
andTexture
Transformation and Lightingin Parallel with CPU
FPU VU0CPU VU1 GS
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31Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
Utilising Full Power of PS2Utilising Full Power of PS2
DMA Bus: 2.4GB/secMemory
IOP SPU IPU
Geometry Texture
FPU VU0CPU VU1 GS
Animation,Physics and A.I.
Transformationand Lighting
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32Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
PS2 Performance AnalyserPS2 Performance Analyser
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Network Gaming on PS2Network Gaming on PS2
Network Adaptor
Affordableperipheral
HDD interface &100/10 Ethernetport
Over 1 millionsold in U.S.
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34Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
SummarySummary
The PS2 is very flexible and powerful
Keeping data moving in parallel is the key tokeeping the PS2 processors fed with data
DMA is the most crucial thing to understand
to get performance on PS2
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35Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe
QuestionsQuestions
Want to become a PS2 Developer?
Visit www.ps2-pro.com
SCEE Technology Group
Visit www.technology.scee.net