It’s no secret that the Cell processor makes the PlayStation
3 a very powerful machine, but its complex architecture
also makes it difficult for developers to program their games. While Sony is
likely doing its best to improve software tools, some developers are longing
for lower-level detail on the Cell.
IBM, one of the creators of the Cell architecture, is
stepping in and giving developers tips on how to better harness the PS3
processor. According to Next
Generation, IBM engineers are participating at a game developer’s
workshop at High Moon Studios in Carlsbad, Calif. with Vivendi Games
studios' Radical Entertainment and Swordfish to learn the ins and outs of the
multi-core Cell.
High Moon chief technical officer Clinton Keith says that that
IBM's expertise goes beyond what Sony's support can offer in regard to the
Cell. “We’ve been talking to Sony for almost two years now, but they didn’t
create the Cell,” he said.
“They created the architecture for the PS3 and they’ve
created a lot of the developer libraries. We’ve had access to those [Sony]
engineers… but they’re not the hardware engineers,” continues Keith. “We want
to hit [the Cell] on all fronts. We’re talking to the guys [IBM] who designed
this chip and have been working on it for five years now.”
As part of the workshop, programming teams will use software
development kits from IBM’s Global Engineering Solutions labs to create the
best Cell-based game development algorithm. The teams will share their
knowledge and findings from their work on the processor.
Sony’s Phil Harrison said that the current PS3 launch window
titles use “less
than half” of the system’s computational power, and that “nobody will ever
use 100 percent of [the PS3’s] capability.”
Developers haven’t kept quiet on the challenges for making
games on the Cell. John Carmack, lead programmer of the Quake and DOOM 3D
engines, has expressed
his thoughts, saying, “I think the decision to use an asymmetric CPU by
Sony was a wrong one. There are aspects that could make it a winning decision,
but they’re not helpful to the developers … It’s not like the PlayStation 3 is
a piece of junk or anything. I was not a fan of the PlayStation 2 and the way
its architecture was set up. With the PlayStation 3, it’s not even that it’s
ugly--they just took a design decision that wasn’t the best from a development
standpoint.”
Japanese developer Hideo Kojima shares Carmack’s sentiment,
though his team was able to achieve stunning results on the PS2 with Metal Gear Solid 3. “Overall I think it
is difficult, of course. But if it's easy and simple, then how can you
differentiate from other games?” posed Kojima. “Other
people will do the same thing as you. Therefore, we're trying to use [the
Cell's] difficulty to create something different.
“If I say too much, Mr. Kutaragi might get really upset. I
think that the PS3 is difficult to work with, but so was the PS2.”