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[业评] 白菜扫盲贴之2:PS3用的是什么API? 真是OpenGL么?

另开一贴吧。
很多白菜以为PS3用的是OpenGL,为什么呢?因为索尼不说。
http://www.cg.tuwien.ac.at/event ... huis-talkeg2006.ppt
略有提及,含糊其辞。翻开21页:
"Beyond High Level APIs,  A low level graphics API exists...proprietary"
什么意思呢?就是“除了PSGL之外,我们还有一个底层的API。。。不告诉你。”
好了我也不多说了。


本帖最近评分记录
  • McLovin 激骚 +1 其实这并不代表什么 2008-9-17 21:05
  • hourousha 激骚 +1 libgcm,加你一骚 2008-9-17 19:56

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一个底层的API,就是DX



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本帖最近评分记录
hourousha 激骚度 +1 libgcm,加你一骚 2008-9-17 19:56

TNND, 站着说话不腰疼嘛。。。小心晚上有人敲你门 :D


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CG

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http://www.inalogic.com/post/cho ... cs-api-for-the-ps3/
在某人的提示下,我翻到一个blog诶

Choosing your graphics API for the PS3
Every game created for one of the three game consoles begins on the PC. So it is convenient if we can use the same graphics API on PCs and console platforms. Developers can run console games on PCs as long as they can turn off or replace console specific features that cannot run on PCs. Development on the original Xbox and the latest Xbox 360 has always benefited from DirectX also available on PCs. Now, thanks to Sony’s choice to support a variation of OpenGL there is a common graphic API for the PS3 and PCs.

In addition, PS3 developers have another graphics API they can choose from. They can use libgcm, a low level API that offers more control over the RSX hardware. It is also faster. Of course, how much faster depends on how it is use. With libgcm, greater control over the rendering process means more responsibilities rest on the developers to send the right information down the rendering pipeline. For a game project, it is tempting to go for the faster option that is libgcm. Whether the project uses libgcm or not is up to its developers and how they feel about it. However, there are some points to consider when choosing the graphics API for PS3 development.

The libgcm API is only available on the PS3. You cannot run it on the PC. If you use the OpenGL API on the PC and the PS3 you can benefit from a number of things. There is a lot of code common to all platforms. It is a good thing if you can compile and execute that code on the PC to iterate faster when you are debugging. Also with the OpenGL API, you can leave it up to the developers on the team to choose from running the engine on the PC or the PS3 (at least for a while). This is very important as there are many fields involved in game development and not all of them need a full console setup right at the beginning of the project. Consider also the time it take to compile the game on PC(influenced by the compiling tools) load it on the PS3 (influenced by engine and the size of the data) before you get the first frame. It can be very time consuming if you have to repeat this process over and over to work on a feature or find a bug. Multiply that by the number of developers on the project and you start loosing efficiency.

Should you choose between libgcm and OpenGL? Fortunately you don’t have to. Sony has opened the PSGL code to PS3 developers and it is based on libgcm, the low level graphics API. So developers should be familiar with both. Because OpenGL has a long history on the PC, it is usually convenient to start using it for PC and PS3 development. However, developers must also be prepared to use libgcm (assume control of graphics memory management and pipeline control) if they expect to get the best out of the RSX and the development tool chain.

Understanding the strength of both libgcm and PSGL is important before your start your game project. Graphics are very important not just for the final product but for the process of game development. Every developers rely on graphics to validate their task inside the game. Similarities between OpenGL on PC and PSGL on PS3 and the dependence of PSGL on libgcm should leave enough options to make the best compromises for the game.

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路过打酱油

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libgcm和PSGL并行可选并且libgcm更加底层 ?SONY给NV的3000W美刀看来也不是没用处的嘛……

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就是openGL

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难为lz 去goolge 了一下,你在好好看看libgcm 这东西具体是指啥?
copy一个自己都不明白的东西,就又来扫了
知道 libgcm 具体指的是什么东西??

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1.Ps3 Sdk 内 包含了OpenGL ES
2.libgcm is a library providing direct access to the RSX hardware and is used by some developers (probably most these days) to get maximum performance.
3.而基于支持libgcm的psgl 你就认为这东西与opengl完全无关,而且这psgl 完全可以与dx或opengl相提并论,成为第三大api是不是?

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Lee2是天师的马甲么?

狗狗出一些自己不懂的名词就开始自high的本领如出一辙啊

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Sony 用 OpenGL ES 并在里面加点自己特有的东西(libgcm),就是所谓的psgl
然后lz来告诉我们 libgcm 这个低层api 是如何,如何。而支持这个libgcm的psgl 然后就成了完全与opengl 无关的api了。。

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引用:
原帖由 piglet 于 2008-9-18 00:24 发表
Lee2是天师的马甲么?

狗狗出一些自己不懂的名词就开始自high的本领如出一辙啊
非也,据说是业内~

不知道是不是以前的racingpht

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看不懂。

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