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New PS3 middleware - image optimizer

OPTPiX iMageStudio Graphics Optimizer For PS3 Announced

Japanese tool creator Web Technology Corp. has announced that it will develop a new OPTPiX iMageStudio image tweaking/creation graphics optimizer tool for the PlayStation 3.

The new OPTPiX iMageStudio is intended to fulfil requirements for a highly dynamic and optimal image production and editing environment on the PlayStation 3. Major features include color reduction and image conversion functions, and a platform-adapted remote display function that enables remote displays on TV monitors via the development tool. The OPTPiX Plugin SDK will also be provided to expand iMageStudio's capability for users' own file formats and filter functions.
http://www.webtech.co.jp/istudio/ps3/

some pictures here
http://www.webtech.co.jp/istudio/ps3/f_s3tc.html

Is this to improve image quality in games?

New PS3 Tools
RGBA8888! S3TC! DXT and DDS!
by Anoop Gantayat

January 30, 2006 - Finally, some PS3 news! No, we don't have details on the supposed February demo event, nor do we have any new bits on Metal Gear Solid 4. Instead, we have the tinest of updates on the PS3 development front.

Web Technology, a Japan-based company that provides development tools, has announced the availability of its Optix ImageStudio graphics tools for the PlayStation 3. The toolkit will be available starting 2/1 at a cost of 360,150 yen per license (that's over $3,000, in case you were getting any ideas). Developers using Ver.5 of the PS2 version of the toolkit can upgrade at 147,000 yen.

The PS3 version of Optix Image Studio adds support for PS3 format 32-bit RGBA8888 images, direct editing and conversion for S3TC compressed textures (DXT1 - 5) and support for PS3 DDS files. If you know what any of that means, please let us know.
 
I remember when S3's S3TC was announced for Dolphin (GameCube) as being part of the ArtX-designed Flipper GPU. it was touted as a major advantage over PS2 which had no texture compression.
 
It was an advantage, given their similar architectures – ie. a small amount embedded RAM on the GPU. I believe PS2 had more bandwidth, so eventually it got was able to do 'okay' via multiple passes. If PS2 had had this as well though ... the thing would have truly been a monster!




IÂ’m curious about this though. Why would they bother adding this to middleware unless itÂ’s supported? Granted, the PS3 HW is obviously beefy enough to handle decompression in SW, but it still seems strange to bother adding it to a middleware suite.

If there is HW decompression, that could be a real boon to devs. When you consider the amount of RAM on the PS3, and then couple it with this, the texture variety possible would be incredible.

In the short term, it could also yield a nice benefit as well. While devs are taking the time to learn the ins and outs of the system, they can save some bandwidth, etc. using this until their engines are more robust.
 
Onix said:
Does PS3 have HW decompression for S3TC compressed textures?

RSX is nvidia chip... Their chips have been supporting DXT/S3TC on PC for who knows how long. There's no reason why PS3 wouldn't have it...
 
Then does the 360 support this as well?

If not, this should make it easier to make some really nice texturing ... even with shitty engines :lol

Seriously though, this will help Sony and their 'Wow Factor' initiative.







BTW - Did the original X-box support it?
 
Onix said:
Then does the 360 support this as well?

If not, this should make it easier to make some really nice texturing ... even with shitty engines :lol

Seriously though, this will help Sony and their 'Wow Factor' initiative.

All modern nVidia and ATI chips support DXT/S3TC. It's been around for a long time. Heck even PSP supports it, just half assed and not worth mentioning. And yes Xbox supports it... Nothing new here. Move on. It's just an ad.
 
Now that you mention it, I do vaguely remember when the X-box specs were first announced ... I was thinking ... "ha ha, Nintendowned" :D

I guess I never gave much thought to it after ... and generally attributed the X-box's great texturing to its RAM advantage.
 
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