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Introduction to PS2

Introduction to PS2

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Introduction to PS2

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  1. Introduction to PS2 Introduction to PS2 SCEE Technology Group SCEE Technology Group 1 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  2. Topics Topics • Brief history of SCE • Designing next generation game hardware • Overview of PS2 hardware • Comparing PS2 and PC hardware 2 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  3. Sony Computer Entertainment Sony Computer Entertainment SCE Europe (includes Aus, NZ, Mid East, Southern Africa) America Japan 3 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  4. PS2 Sales PS2 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 4 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  5. History of PS2 History of PS2 • Not long after PlayStation launched in December 1994, work began on a follow up machine • The goal was to develop a machine using the must cutting edge technology available since console hardware is not upgraded • This machine would be designed from the ground up to be a dedicated video game architecture 5 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  6. Hardware Performance Hardware Performance • Console • PC + Graphic Cards Time 6 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  7. Fixed Hardware Fixed 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 7 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  8. PlayStation PlayStation vs vs PlayStation 2 PlayStation 2 PlayStation (Dec. 1994) PlayStation 2 (Mar. 2000) 33Mhz 32bit 2MB 1MB 1K N/A Z Sorting 3x3 fixed point 24 CD-ROM Frequency Bus Bandwidth Main Memory VRAM I-Cache D-Cache Display Priority Geometry Voice Channels Media 300Mhz 128bit 32MB 4MB 16K 8K Z Buffer 4x4 floating point 48 CD/DVD-ROM 8 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  9. Designing PS2 Designing 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 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  10. PS2 Development Environment PS2 Development Environment The TOOL The TOOL • TOOL = PlayStation 2 with more RAM, and network TV TV Controllers Controllers • A separate Linux/Windows box runs the compilers and debuggers – Connects over the network to the TOOL LAN LAN • Use Linux-based tools (provided), or 3rd-party Windows development tools PC PC 10 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  11. PS2 Memory PS2 Memory 8K Data 16K Instruction 16K Scratchpad 32MB RDRAM CPU 8K Frame 8K Texture Graphics Synthesizer 4MB Embedded 4K Data 4K Instruction 16K Data 16K Instruction Vector Unit 0 Vector Unit 1 11 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  12. PS2 Architecture PS2 Architecture IOP: Input Output Processor SPU2: Sound Processor SPU2 IOP EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 EE: 128bit Emotion Engine VU0/VU1: Vector Units FPU: Floating Point Unit GS: Graphic Synthesiser DMA: Direct memory access IPU: Image processing Unit 12 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  13. Caches And Scratchpad Caches And Scratchpad EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 • PS2 has small caches • Dynamic data is not in the cache for long periods of time I$ D$ 8K SPR 16K 16K EE CORE 13 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  14. Vector Units Vector Units EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 • Two floating point vector unit processors with embedded memory • A vector unit can do 4 multiplies and 4 adds in a single instruction and can transform about 36M verts/sec • Argued that the PS2 architecture has shifted the PC paradigm with the emergence of Vertex Shaders 14 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  15. Graphic Synthesiser Graphic Synthesiser EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 Primitives per second: •150M points •50M textured sprites •75M untextured triangles •37.5M textured triangles Some Features: •Very high fill rate •Alpha blending •Bi-linear filtering •Efficient scissoring 15 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  16. GS Fill Rate GS Fill Rate EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 • 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 • • 16 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  17. GIF Connection For VU1 GIF Connection For VU1 EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 • Vector Unit 1 has a direct path from local memory to the GIF • Has more internal memory to support double buffering of input and output data • Enables fast transformation and output to GS 17 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  18. Vector Unit 0 Usage Vector Unit 0 Usage EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 • Suggested for taking some work off the CPU and help reduce Instruction Cache misses • Use Vu0 in micro mode to help parallelism with CPU 18 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  19. VIF Data VIF Data Compression/Decompression Compression/Decompression EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 8bit • VIF provides decompression of compressed models Compression reduces memory size of model X Y Z • X Y Z 1.0 32bit 19 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  20. IOP and SPU IOP and SPU CD, HDD, Pad, USB, I-link, TCP/IP SPU2 2MB IOP 2MB 32bit Bus EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 20 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  21. DMA Controller DMA Controller EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache EE CORE VIF VU0 VIF GIF FPU VU1 • • • 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 21 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  22. DMA Transfers DMA Transfers Device 1 Device 2 Device 3 Device 4 I$ D$ SPR EE CORE 32MB RDRAM DMA Controller • EE Core issues start signal to DMAC • Data is transferred in units of 8-QW slices while arbitrating with other DMA channels 22 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  23. Display Lists and DMA Chains Display Lists and DMA Chains DMA Chain Texture Matrix Ref Ref Call Vertices Object Matrix Matrix Instance Texture Ret Vertices Instance Instance Instance Instance Instance 23 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  24. Texture And Geometry Streaming Texture And Geometry Streaming EE SIF IPU DMAC 128bit Bus Memory 32MB GS 4MB cache VIF VIF GIF FPU EE CORE VU0 VU1 • Vector Units continue to process data while texture transfer is occurring in the background 1.2GB/sec max bandwidth (24MB/Pal Frame) • 24 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  25. Rendering Pipeline Rendering Pipeline Calculate Animation • CPU + Coprocessor VU0 +-*/ Traverse Scene • Traverse DMA list Transform to 2D +-*/ • VU1 Rasterisation • GS 25 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  26. Differences between PS2 and PC Differences 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 parts are close to each other in memory • Optimisation is easier – Fixed hardware means optimisation works on all PS2 consoles 26 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  27. Comparing With PC Architecture Comparing With PC Architecture Memory 32MB Memory 512MB Cache 512K CPU DMAC Caches GIF VU1 VU0 Graphic Card 128MB EE Core GS 4MB 27 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  28. PC Architecture PC Architecture • Not a fixed platform • PC code makes use of large caches to compensate for poor bus bandwidth • PC bus limits geometry performance • Hi resolution stresses graphics card performance compared to T.V. 28 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  29. PS2 PS2 Architecture Architecture • 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 texture requirements are much less 29 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  30. 1st Attempt at PS2 Coding 1st Attempt at PS2 Coding IOP SPU IPU Memory DMA Bus: 2.4GB/sec Geometry and Texture VU0 CPU VU1 GS FPU Transformation and Lighting in Parallel with CPU 30 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  31. Utilising Full Power of PS2 Utilising Full Power of PS2 IOP SPU IPU Memory DMA Bus: 2.4GB/sec Geometry Texture VU0 CPU VU1 GS FPU Transformation and Lighting Animation, Physics and A.I. 31 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  32. PS2 Performance Analyser PS2 Performance Analyser 32 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  33. Network Gaming on PS2 Network Gaming on PS2 • Network Adaptor – Affordable peripheral – HDD interface & 100/10 Ethernet port – Over 1 million sold in U.S. 33 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  34. Summary Summary • The PS2 is very flexible and powerful • Keeping data moving in parallel is the key to keeping the PS2 processors fed with data • DMA is the most crucial thing to understand to get performance on PS2 34 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

  35. Questions Questions • Want to become a PS2 Developer? – Visit www.ps2-pro.com • SCEE Technology Group – Visit www.technology.scee.net 35 ©2003 Sony Computer Entertainment Europe Introducing PS2 to PC Programmers - SCEE Technology Group

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