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Introduction Tops 2

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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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    6/356Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe

    Hardware PerformanceHardware Performance

    Console

    PC + Graphic Cards

    Time

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    7/357Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe

    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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    8/358Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe

    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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    28Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe

    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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    33Introducing PS2 to PC Programmers - SCEE Technology Group 2003 Sony Computer Entertainment Europe

    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


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