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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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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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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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引用:
原帖由 rockmansky 于 2008-9-18 00:44 发表
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。。
说你不懂你果然还真是不懂啊,源代码的packege神
PSGL=支持Libgcm的OpenGL?笑死人不偿命啊

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引用:
原帖由 rockmansky 于 2008-9-18 13:13 发表

小白,看仔细点我是这个意思不?
上面已经提到psgl同时支持 opengl 和 libgcm
说简单点 ps3 如果只靠一个由硬件层生成的libgcm来搞游戏,那它是找死.
所以psgl必须也只能同时支持opengl .而ps3没了libgcm 照样可以用opengl 来搞.而离开了ps3的libgcm就啥都不是了.
而基于此搞的psgl离开了ps3 那这东西不就变相等于opengl
我说,小菜鸟,你认识做PS3的人么?

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引用:
原帖由 rockmansky 于 2008-9-18 13:21 发表

认识几个?怎么说
认识几个还这么菜?:D
要不就是你认识的都菜到——"说简单点 ps3 如果只靠一个由硬件层生成的libgcm来搞游戏,那它是找死."——这个程度?:D

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引用:
原帖由 rockmansky 于 2008-9-18 13:28 发表

谢谢
如果你有libgcm的全全资料的话,你发资料来看看来说明一下,你质疑就要你拿出东西..
笑话,我来质疑你?我吃饱了撑我:D
知道什么是NDA么?知道什么是SCE / NVIDIA CONFIDENTIAL么?

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该进来的都进来了,作为"PS3用的是什么API? 真是OpenGL么?"的主题扫盲贴,我很欣慰啊 :D

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引用:
原帖由 Allspark 于 2008-9-18 14:39 发表

LZ的本意是告诉大家这个底层玩意比上层接口更高级
为啥SQ里砖家辈出呢?
接近底层就高级了?术语里的高级低级根本就是中性词,偏有些人喜欢自HIGH,滑稽...就好比以前SQ还认为倭人用汇编堆游戏就比欧美的懒 ...
原来你就是满嘴是粪的YY小狸猫么?哈哈,大号永久关闭了?

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引用:
原帖由 火彩 于 2008-9-18 15:34 发表

按照伟大楼主的理论,这个叫做lidgcm的“库”,是与位于PS3 LEVEL 1层存在的操作系统处于同样的地位。
好强大呀!
哟,您也是IT界的?你果然和YY小狸猫一样很会YY啊,难道是我肚里的蛔虫么

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引用:
原帖由 rockmansky 于 2008-9-18 15:24 发表
然后在扯出个底层libgcm接口
我一开始不就是说这个么?就你没看明白,愣是扯什么PSGL啊

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下班了看看,回帖的小狸猫们真多呀
引用:
原帖由 火彩 于 2008-9-18 15:56 发表


很强大是不是?
按照楼主的理论libgcm应该是和这最底层的内核在同一层的吧。
底层和操作系统有什么关系?
狗屁不通的,我在用户态写程序,难道就不可以写ASM,不可以写底层了?
如果你真的好奇,那我就告诉你,PC的D3D是内核层,而PS3/XO都是用户层。

别卖弄你那些东西。。。跟这个主题p关系没有。。。

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引用:
原帖由 McLovin 于 2008-9-18 18:04 发表


战区很久没有让我这么欢乐了.
MB的下班一看我变成做UI的了,真欢乐啊啊

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引用:
原帖由 Allspark 于 2008-9-18 15:59 发表
俺和IT完全不沾边还没LZ那么鹾,只能频频挥舞界王拳了事。
LZ的逻辑:神机的OS也是自成一体,内核不是基于LINUX,当然浏览器和MOZILA更不沾边喽。图形接口直接不屑OPENGL。那是“娱乐级”的。
你除了扯蛋还会做什么?

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引用:
原帖由 nordics 于 2008-9-18 17:45 发表
楼主好象是jojo12的小棉袄吧。
你才是JOJO12!你全家都是JOJO12!!

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