http://www.gamesindustry.biz/content_page.php?aid=7352
Market leader pledges to avoid the mistakes of the last generation.
Game development for Sony's next-generation PlayStation will be made significantly easier by the availability of high-level, familiar tools and interfaces for the platform from the outset, SCEA dev relations manager Mark DeLoura has promised.
Speaking at one of the first ever open sessions on PlayStation 3 development, DeLoura focused on Sony's efforts to ensure that the platform is easy to get up and running on - addressing common concerns that the new Cell architecture may be difficult for developers to get to grips with.
The shadow of the difficulties developers faced with PlayStation 2 still looms over Sony, to the extent that even Microsoft's J Allard had a pop at the company's developer-unfriendly track record in his keynote address on Wednesday morning.
http://www.gamasutra.com/features/20050901/jenkins_01.shtml
As Bain began to move on to the topic of actual development techniques for the PlayStation 3 he quoted the famous Spider-Man line of “With great power comes great responsibility”, in apparent reference to Sony's determination to provide as much technical support as possible to developers. As Phil Harrison had said earlier in the day, he acknowledged that the PlayStation 2 had proven difficult to program for and assured the audience that Sony had learnt its lesson. Bain suggested that this was one reason for using NVidia's graphics technology, since it would enable the use of more widely familiar APIs. OpenGL ES, described as a lightweight subset of OpenGL, was being used for the same reason and was part of what was explained as a very different approach to graphics when compared to the PlayStation 2.
http://bluezhift.proliphus.com/category/game-development/
At this year’s Game Developer’s Conference a central mantra coming from the major console owners was that the next generation machines will be developer friendly. On Monday, Microsoft released XNA Studio which they claim will make it easier to develop for the Xbox 2 and no more expensive than current Xbox development. A little later Sony promised that Playstation 3 developers would have an easier time developing games for the new console. The Playstation 2, though a powerful box on its release, was notoriously difficult to develop for, which is a bit ironic since Sega’s dual CPU Saturn was doomed in part by the difficulty of development compared to the very developer friendly original Playstation.
http://www.gamesarefun.com/news.php?newsid=4310
Resident Evil 4 Porting Issues?
Posted by Ryan Dean at 01:02:31 AM EST on 2.6.2005.
According to various Japanese publications, the new Resident Evil 4 team is encountering a few problems porting Resident Evil 4 to the PS2. Why do you ask? Hardware, Hardware, Hardware.
One of the big issues the team over at Capcom is facing is the fact that the PS2's texture memory capacity is far smaller than the Gamecube's. In the Gamecube version of Resident Evil 4, players were treated to 24 bit textures. However, in the PS2 version, expect 8 and 4 bit textures, which is quite a downgrade.
But no sir, it doesn't end there.
Leon's polygon count, in order to run on the inferior PS2 hardware, will have to drop from the original 10,000 polygons to a mere 5,000, slightly more than Snake from Metal Gear Solid 3.
The PS2, does however, have a large Direct Memory Access bandwidth, which will allow the developers to provide a high amount of textures into the game. But, if they choose to do this, the game's framerate will drop substantially. This is due to the PS2's, as stated before, limited texture memory capacity. And, of course, any extra lighting or texture layers will slow down the framerate more. It is expected, that if all the Gamecube features are included, the PS2 version will run at less than the Gamecube's framerate.
http://www.n-sider.com/articleview.php?articleid=201
The Playstation 2 architecture has also come under extreme scrutiny, with major developers such as Konami and Capcom voicing their dissapointment with the difficult PS2 development environment. Critics point at the system's limited 4MB embedded VRAM as a major problem in creating game worlds with rich, detailed textures and anti-aliased visuals. And it appears the critics have some valid concerns.
The Gamecube looks to have the PS2's number in several key areas. The most glaring difference between the two machines is the Gamecube's ease of development. Also, with Nintendo focusing solely on games for their model, third-party publishers may be attracted to the NGC as software ratios could easily be higher than those on the PS2. Sony's machine does have it's own advantages. The earlier release date and wealth of 3rd party support practically guarantees Sony large installed base by the time Nintendo launches in July of 2001 in Japan. Hardware wise, the NGC's bottleneck-free memory architecture and emphasis on amazing texture display along with attainable polygon numbers should ensure the Gamecube can out perform the PS2 by a healthy margin...
http://www.gamasutra.com/features/20011207/paul_pfv.htm
1. Difficult development environment. I would have to say that PS2 is difficult to program due to the machine's multiple processor architecture. Most of the other programmers on the team were able to concentrate only on the CPU (EE), since we were using Renderware for the graphics. Working on audio, I did a lot of multithreaded coding for the secondary processor (IOP), which was roughly a tenth of the speed of the EE.
The audio code for the IOP was quite low-level and with our bare-bones Linux environment and tempermental debugger, I was left to debug most of my code via printf's.
The Sony example code was easy to get running early on for the prototype, but required deep understanding to modify for requirements such as streaming with dynamic loading. I believe I fell prey to the classic problem of attempting to extend the life of a prototype well beyond it's natural service life. As a result, I found myself with difficult bugs late in the project which required reengineering sections of the core code.
http://www.shopping.com/xPR-Sony_Playstation_2~RD-7885262468
An industry programmer told me that while the Playstation 2 has a graphics chip that is very fast, there's a pipe (speaking figuratively of course) that creates a bottleneck in performance. Thus, the PS2 has this powerful graphics processor that's starving because it's not being fed enough information. It's no wonder that developers hate this machine. Even Hideo Kojima (creator of the Metal Gear series) mentioned in an interview his headache over development for the console.