• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

IBM CELL Developer Blog - comments on CELL & Gaming

ripped from B3D and http://www.gametomorrow.com/blog/
3D Gaming
This would make watching TV a lot more like playing a video game.
Feeding such a device would require a huge amount of real-time processing to reconstruct the 3D scenes on the capture and delivery side. Once the data has been received by the viewing device I don’t think it would be a very difficult to render. In fact I think the PS3 could handle such a task given enough network bandwidth.

Cell Servers helping Handhelds
We have conducted experiments in our lab where Cell servers were used to feed wireless handheld visual devices (PDAs). We found that we could software render and compress hundreds of frames per second using only a single Cell processor. The limiting factor became how many compressed frames we could push across the 802.11b wireless link. The prototype handheld system encoded the user’s inputs (GPS, Digital compass, Joystick, etc.) and shipped them to the Cell server where the software renderer rendered the correct 3D view of the world, compressed the resulting 2D image and delivered it back to the handheld client. With simple JPEG like compression and 802.11b wireless we were able to deliver 15 frames/sec to the handheld device. Given this result I believe that with Cell SMP servers and more aggressive compression, like H.264, persistent world 3D online games could be played with very low power handheld clients. These handheld clients would not need power hungry 3D GPUs or large amounts of memory, instead they would only need to decompress and display streams of 2D images. Why send megabytes of 3D geometry to handheld gaming devices for storage and processing and then constantly update it every frame when the server can compute and send the finished 5KB frame?


Cells Physics possiblilities
I’m curious as to what people thing about the importance of realistic physical simulation in next-gen gameplay. Sony was very interested in improving gameplay with better physics in the next gen console. We conducted an assessment of rigid body dynamics on the Cell and were very pleased with the results, but I think rigid body is only the tip of the iceberg. Simulation of a variety of material such as cloth will be enabled by Cells compute power and memory subsystem. I think this may provided added dimensions to gameplay e.g. grabbing of uniforms when playing sports games. The recent post in Gamasutra seems to suggest that Sony believes phyiscs is important enough to include in the PS3 SDK.


Raytracing and Raycasting using the CELL
First let me introduce myself. My name is Barry Minor and I have been on the Cell processor project since the fall of 2000. Before Cell I developed 3D graphics processors for IBM and Diamond under the FireGL brand.

Cell has been a great project and from the beginning we have focused the architecture around graphics and video processing. Once we had the architecture locked down I started writing a real-time ray-caster for Cell optimized around height-maps. As the design of the renderer progressed it became very apparent that Cell was not just good but stellar at such tasks. We found that we could ray-cast 720P images (1280×720) of complex scenes at frame rates greater than 30 frames/sec with a single Cell processors (50x a G5 VMX processor) and double that rate with a two way SMP configuration. Cell has the potential to move a new class of previously off-line rendering algorithms to real-time speeds thereby pushing us beyond polygon rasterization.

I think you will initially see hybrid approaches where backgrounds are rendered with ray-casting and foregrounds are rendered with GPU rasterized polygons but with the focus of people like Philipp Slusallek full blown real-time ray-tracing on Cell will be a reality.
 
I’m curious as to what people thing about the importance of realistic physical simulation in next-gen gameplay. Sony was very interested in improving gameplay with better physics in the next gen console. We conducted an assessment of rigid body dynamics on the Cell and were very pleased with the results, but I think rigid body is only the tip of the iceberg. Simulation of a variety of material such as cloth will be enabled by Cells compute power and memory subsystem. I think this may provided added dimensions to gameplay e.g. grabbing of uniforms when playing sports games. The recent post in Gamasutra seems to suggest that Sony believes phyiscs is important enough to include in the PS3 SDK.

man, that sounds fan-fuckin-tastic! Madden '07, baby! :D
 
This developer seems to be confused. CELL is just a bunch of typical Sony hype, remember the EMOTION ENGINE ??? LOLZ Toystory my ass! I would point him in the direction of TXB forums where several technical minded members can set him straight regarding how Sony wasted 2 billion dollars on an inferior procesor that is extremely lacking in GP power, THE MOST IMPORTANT POWER IN CPU'S.
 
Kangu said:
This developer seems to be confused. CELL is just a bunch of typical Sony hype, remember the EMOTION ENGINE ??? LOLZ Toystory my ass! I would point him in the direction of TXB forums where several technical minded members can set him straight regarding how Sony wasted 2 billion dollars on an inferior procesor that is extremely lacking in GP power, THE MOST IMPORTANT POWER IN CPU'S.

Yeah, I would really get non-bias feedback from the likes of a place called Team Xbox Forums...
 
HomerSimpson-Man said:
Yeah, I would really get non-bias feedback from the likes of a place called Team Xbox Forums...

This guy is one of the developers, what the hell would he know? He probably fell for the Sony smoke and mirrors himself.
 
HomerSimpson-Man said:
Yeah, I would really get non-bias feedback from the likes of a place called Team Xbox Forums...
I believe that post is meant to be a joke. If not, then my sarcasm detector is malfunctioning.
 
Kangu said:
This guy is one of the developers, what the hell would he know? He probably fell for the Sony smoke and mirrors himself.

Please say you are kidding. You do know that developing the ACTUAL chip does count for something right?
 
I just find it humorous that around the net, and especially at the aforementioned forums people are extremely quick to dismiss the Cell processor as nothing more than Sony smoke and mirrors.

I'm not saying BLVE PLZ or whatever, but there does exist the possiblity that the collective engineering knowledge of IBM, Toshiba and Sony as well as their billions of dollars produced something that might just be remarkable. People shouldn't be so dissmisive is all.
 
I swear, GAF must have some sort of lead lined server that prevents people from seeing sarcasm. Aye carumba.
 
One thing I am adamant about is the CELL is not smoke in mirros when it comes to server performance, it should be a beast. consoles main cpu ....we'll see, but server performance better kick ass or IBM is fucked :).
 
Point 1 has me confused.
Point 2 is bullshit.
Point 3, could do that on the gpu for some years already, this is just an alternative.
Point 4 is valid.
 
Apenheul said:
Point 2 is bullshit.

You think? I don't know. The only concern I'd have is responsiveness to input. They've publically demoed a client-server terrain app, with the Cell server taking input from, and feeding 720p images back to, a G5 client, over a gigabit network @ 30fps. Of course, wireless isn't gigabit, but you wouldn't require the same bandwidth (smaller resolution), and there are avenues for better compression as he mentioned. Again, though, I wonder about the responsiveness. I think this is certainly something Sony's looking into for PSP-PS3 relations..some games could work better with more lag than others (turnbased etc.)

Apenheul said:
Point 3, could do that on the gpu for some years already

Academically speaking, yes, but he's talking about what can actually be done in games - games haven't used GPUs for physics as far as I'm aware, or at least not to any significant extent, or to an extent that would facilitate the kind of physics he's talking about. You need your CPU or another chip to do that, since you'll really want your GPU for graphics only.
 
gofreak said:
You think? I don't know. The only concern I'd have is responsiveness to input. They've publically demoed a client-server terrain app, with the Cell server taking input from, and feeding 720p images back to, a G5 client, over a gigabit network @ 30fps. Of course, wireless isn't gigabit, but you wouldn't require the same bandwidth (smaller resolution), and there are avenues for better compression as he mentioned. Again, though, I wonder about the responsiveness. I think this is certainly something Sony's looking into for PSP-PS3 relations..some games could work better with more lag than others (turnbased etc.)

Regardless of the potential for games, this is one of the fundemental concepts of Sony's vision of Cell in the consumers home.

One or more Cell servers that receive, process, and store a person/family's digital content/media that is then streamed throughout the house to a variety of appliances through either wires or wifi with the content scaled on demand to each satelite device's specific display/interface capabilities.
 
TheInkyVoid said:
Regardless of the potential for games, this is one of the fundemental concepts of Sony's vision of Cell in the consumers home.

One or more Cell servers that receive, process, and store a person/family's digital content/media that is then streamed throughout the house to a variety of appliances through either wires or wifi with the content scaled on demand to each satelite device's specific display/interface capabilities.

Yeah, it'll be very interesting to see how this plays out. Specifically in terms of PSP too though, but for other media also asides from games. For example, if there's ever an accessory that allows PS3 to act as a PVR for example, it'd be pretty cool if you could set up regular recording schedules, and have the recordings formatted etc. and streamed to your PSP every day before you go out or whatever. Or to be able to access your music/video on your PS3 over the net using your PSP.

Still, I do very much hope for some awesome looking "streamed" PS3/PSP games, lag permitting. The amount of power per pixel you could throw out for a PSP would be phenomenol.
 
Apenheul said:
Point 1 has me confused.
Point 2 is bullshit.
Point 3, could do that on the gpu for some years already, this is just an alternative.
Point 4 is valid.
1 is something KK and others have discussed for a while. Using Cell-based STBs or TVs to allow you to manipulate something your watching in 3D. Hard to figure out exactly what they mean until they show something tangible. Of the 4 points, that's the one I find to be bs.

2 is most certainly not bullshit. They've already done this with the terrain renderer. There's no GPU. The Cell uses 7SPEs to raycast, and 1SPE to do JPEG compression on the image. It was then sent over a network connection to a G5, which put it to screen. The only difference being they used a wired connection instead of a wireless, but the concept is the same. This is why he mentions using H.264 instead, since you'll increase efficiency over a set connection. Believe. :)

3 can't be done on GPUs very well yet. The GP capabilities of most GPUs is paltry. Only very recently (like next-gen GPUs) have we approached the point where the FLOPS on a GPU can be practical for doing stuff like this. Even then, we're still not seeing it. He's talking about cloth physics, not cloth animation. Stuff like in SC and DOA isn't even scratching the surface computationally of what he's talking about. Then again, what he's talking about I don't see happening in any sports game. I'd like to be proven wrong, but I don't see it. But I think the lotsa ducks demo had some of this type of interaction when the cannonballs were being fired back and forth. But I'd be very suprised if those worthless hacks at EA ever tried anything that ambitious.

4 is related to 2, as I mentioned. I'd like it only for the possibilities of a next-gen flight sim that's connected to some satellite server that lets you fly anywhere in the world in a MMO atmosphere, with terrain looking as realistic as possible everywhere you go, and having accurate depth to boot. But...I don't think flight sims sell well enough for this to come to fruition though. Maybe Namco could do a limited version of this for the next-gen Ace Combat...maybe. PEACE.

EDIT: Not sure if you thought Point2 was bs b/c of latency reasons, or computational reasons. My bad if it's the former, I was referring to the latter. Yes, for latency reasons, it's gonna be limited to non-gaming apps, or games where responsiveness is not important.

EDIT2: Goddammit, gofreak already beat me to Point2. ;) Meh.
 
Pimpwerx said:
3 can't be done on GPUs very well yet. The GP capabilities of most GPUs is paltry. Only very recently (like next-gen GPUs) have we approached the point where the FLOPS on a GPU can be practical for doing stuff like this. Even then, we're still not seeing it. He's talking about cloth physics, not cloth animation. Stuff like in SC and DOA isn't even scratching the surface computationally of what he's talking about. Then again, what he's talking about I don't see happening in any sports game. I'd like to be proven wrong, but I don't see it. But I think the lotsa ducks demo had some of this type of interaction when the cannonballs were being fired back and forth. But I'd be very suprised if those worthless hacks at EA ever tried anything that ambitious.
.


I agree....yeah, this is not the pre-calculate stuff we have been seeing since Sega Model 2...they are talking about simulating the real physics and movement of materials which is not at all trivial, let me tell you....

We have not seen widespread use of this level of physics simulation in games sofar...

ps-meeting-2005-fun-with-slides-part-iii-20050722101618555.jpg


It seems Sony is emphasizing the fact they want to transition from Key Frame animation and motion capture (pre calculated stuff) to Real-time physics simulation with PS3

ps-meeting-2005-fun-with-slides-part-iii-20050722101621211-000.jpg
 
client server stuff would make a nice GPS system.

But then what happens if your kid starts playing GT5 at home while you're being navigated to a business meeting? Maybe it'd work with the CELLs sitting in a workstation at navigation HQ. Bit like VOD
 
It's quite amazing to me how you guys find this information. I know it's public domain now, but, wow, it's like you are internet bloodhounds.

Also, some of your speculation about PSP-PS3 communication is very interesting. I wonder if that will actually come to fruition.
 
Kleegamefan said:
It seems Sony is emphasizing the fact they want to transition from Key Frame animation and motion capture (pre calculated stuff) to Real-time physics simulation with PS3

Keyframe animation is never going to go away. You can't simulate character animation. The game industry is already well on the way to moving to motion blending keyframe/mocap with simulation. Shadow of the Colossus is a good example of this.
 
Pimpwerx said:
2 is most certainly not bullshit. They've already done this with the terrain renderer. There's no GPU. The Cell uses 7SPEs to raycast, and 1SPE to do JPEG compression on the image. It was then sent over a network connection to a G5, which put it to screen. The only difference being they used a wired connection instead of a wireless, but the concept is the same. This is why he mentions using H.264 instead, since you'll increase efficiency over a set connection. Believe. :)

I should have stated I thought this was bullshit because of latency issues. I've read some wild ideas here and there when someone thought it was possible to do VNC on a PSP and thus making doom 3 run on PSP because you could compress the rendertarget every frame and send it over WiFi. Or at least that's what I made out of what he tried to explain. But indeed, for non-realtime applications, or maybe batch pre-processing this is neat. But still, we're able to do this only because of Cell?

Pimpwerx said:
3 can't be done on GPUs very well yet. The GP capabilities of most GPUs is paltry. Only very recently (like next-gen GPUs) have we approached the point where the FLOPS on a GPU can be practical for doing stuff like this. Even then, we're still not seeing it. He's talking about cloth physics, not cloth animation. Stuff like in SC and DOA isn't even scratching the surface computationally of what he's talking about. Then again, what he's talking about I don't see happening in any sports game. I'd like to be proven wrong, but I don't see it. But I think the lotsa ducks demo had some of this type of interaction when the cannonballs were being fired back and forth. But I'd be very suprised if those worthless hacks at EA ever tried anything that ambitious.

That's probably what John Carmack was talking about. Games don't need that kind of physics, they don't make the game more enjoyable or intense. The topic explicitly mentions CELL & Gaming and this is again something questionably relevant for gaming. Other than that, cloth physics are very well doable on GPU, they're even doable on current PC cpu's if you want as long as you don't drive the polycount to insane levels. In the end it's about the lighting precision which makes the surface look smooth.

Pimpwerx said:

Peace to you too :)
 
Apenheul said:
That's probably what John Carmack was talking about. Games don't need that kind of physics, they don't make the game more enjoyable or intense.

No more so than, say, reflection-mapping or bump-mapping do. :p Whether it's more impressive visuals or more believable interaction between objects in the game world, anything that makes the experience more immersive can add intensity and contribute to the player's enjoyment. You can also build entertaining gameplay around a complex physics model, which is just as valid an experience as building a game around visual elements like lighting (as is the case in Doom 3). As far as I'm concerned, Carmack missed the mark with those comments, and you're doing the same when you echo them.
 
Apenheul said:
That's probably what John Carmack was talking about. Games don't need that kind of physics, they don't make the game more enjoyable or intense.

I guess I'll tread on this dead horse. As a gamer (and not a highly respected programmer of pretty FPS engines) Id very much like to see more processing power dedicated to enabling developers to create more believable game worlds, more so than even fancier lighting and shading techniques. I think advancements in simulating cloth, hair, wind, flora, dynamic water and fire, improvements in rag doll, dynamic explosions, changing terrain (mud/snow etc.), destructable properties and environments and so on are very important to enhancing visuals as well as gameplay. If this is the direction Cell is taking (and it seems to be) Im all for it. How much advancment will be achieved by developers with the hardware is still purely speculation, but it looks like the step in the right direction from where I sit.
 
hukasmokincaterpillar said:
I guess I'll tread on this dead horse. As a gamer (and not a highly respected programmer of pretty FPS engines) Id very much like to see more processing power dedicated to enabling developers to create more believable game worlds, more so than even fancier lighting and shading techniques. I think advancements in simulating cloth, hair, wind, flora, dynamic water and fire, improvements in rag doll, dynamic explosions, changing terrain (mud/snow etc.), destructable properties and environments and so on are very important to enhancing visuals as well as gameplay. If this is the direction Cell is taking (and it seems to be) Im all for it. How much advancment will be achieved by developers with the hardware is still purely speculation, but it looks like the step in the right direction from where I sit.

I find that Carmark comment a bit narrow minded. A person like Hideo Kojima pretty much is looking for what you just said, he want's a lively more interactive world, and the physics possibilities seems right up his alley and he's going to follow through with what he wants for Metal Gear Solid 4. He's putting the money where his mouth is and even talented individuals like Carmack won't sway his dreams, they have different goals with what they want in their gaming designs.
 
Yusaku said:
Keyframe animation is never going to go away. You can't simulate character animation. The game industry is already well on the way to moving to motion blending keyframe/mocap with simulation. Shadow of the Colossus is a good example of this.

In twenty years, I'm pretty sure physics processors will have no problem analyzing and figuring out the animations that humans make on their own.

Everyone here needs to go watch that Spore demo at GDC again.
 
HomerSimpson-Man said:
I find that Carmark comment a bit narrow minded. A person like Hideo Kojima pretty much is looking for what you just said, he want's a lively more interactive world, and the physics possibilities seems right up his alley and he's going to follow through with what he wants for Metal Gear Solid 4. He's putting the money where his mouth is and even talented individuals like Carmack won't sway his dreams, they have different goals with what they want in their gaming designs.


Thank you. I love it when guys can see past a pure graphics only future. Physics will be the next big thing to have in games if used right. I think physics can be just as important as graphics next-gen.
 
Apenheul said:
cloth physics are very well doable on GPU
Cloth's rather boring if it doesn't collide with stuff, and running a multi-body collision system in a vertex shader seems a little unlikely in even the next generation of GPUs.
 
Juice said:
In twenty years, I'm pretty sure physics processors will have no problem analyzing and figuring out the animations that humans make on their own.

Everyone here needs to go watch that Spore demo at GDC again.

That's fine if you're making some 100% simulation of a boring human. I'd like to think in 20 years there'll still be a market for characters with personality and well...character.
 
Yusaku said:
That's fine if you're making some 100% simulation of a boring human. I'd like to think in 20 years there'll still be a market for characters with personality and well...character.

Which you'd be able to achieve by tweaking the parameters of the simulation to assign the limbs and joints different weights, degrees of motion, elasticity, etc.
 
Tellaerin said:
Which you'd be able to achieve by tweaking the parameters of the simulation to assign the limbs and joints different weights, degrees of motion, elasticity, etc.

You'd think that, but it doesn't work that way. It's kind of like asking a computer to compose a piece of music.
 
hukasmokincaterpillar said:
I guess I'll tread on this dead horse. As a gamer (and not a highly respected programmer of pretty FPS engines) Id very much like to see more processing power dedicated to enabling developers to create more believable game worlds, more so than even fancier lighting and shading techniques. I think advancements in simulating cloth, hair, wind, flora, dynamic water and fire, improvements in rag doll, dynamic explosions, changing terrain (mud/snow etc.), destructable properties and environments and so on are very important to enhancing visuals as well as gameplay. If this is the direction Cell is taking (and it seems to be) Im all for it. How much advancment will be achieved by developers with the hardware is still purely speculation, but it looks like the step in the right direction from where I sit.


Quoted for truth. Physics simulation is key to improve gameplay AND graphics, even more so than high resolution and programmable shaders. I'm so sick to travel in fake environments that are just high res textures and bump maps. Believability comes first than prettiness in my gaming needs.
 
Yusaku said:
You'd think that, but it doesn't work that way. It's kind of like asking a computer to compose a piece of music.

Actually, as an artist, I would think that. In the case of exaggerated animations, there's always going to be an element of human creativity involved--you'd have to watch the character animate, then go back and manually tweak the appropriate values until you've got something that looks right when it moves, and that's something that requires human judgment. It'll probably mean less of a workload than traditional keyframe animation, though, and that's not a bad thing IMO.
 
Top Bottom