Sony Slashes PS3 Development Costs
Fees halved. Developers cheer. Gamers cross fingers.

PS3 Software Development Kit (SDK)
19 Nov 2007
Link to this: http://news.spong.com/article/14286
In a bid to attract more quality games to its next-gen PlayStation 3, Sony has halved the fees for PlayStation 3 software development kits (SDKs).
Here's what we're told, "Sony Computer Entertainment Incorporated (SCEI) has announced today that prices for the development package for the PlayStation 3 will be reduced to EUR 7500 in Europe here (£5,357) and JPY 950,000 in Japan and $10,250 in North America.
"As more and more new titles are developed for the PS3 format, SCEI will significantly reduce the price of the Reference Tool in order to contribute to the cost saving measures of the development community."
Sony has introduced a range of new programming tools from SN Systems, with such as ProDG and SN tool suite, in its ongoing campaign to lure more third party developers into the PS3 fold. The technically nosey of you can check out the details over here.
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We now expect the following to occur:
Anti-Sony voices will scream that the sky is falling in because Sony has had to cut the price to developers and is therefore on its knees begging.
Pro-Sony voices will scream that SDKs are not money-making tools in the first place - and that what Sony is doing is not only making development easier in price for third-parties, it is also giving extant devs more for the kit they already have.
The rest of us will sagely say, "We just want some good games please. And does the new SDK also ensure that third-party game-test and Sony's internal approvals testing are both on the same page? We hope so".
Comments on this News
8 comments on-line.
No problems, they're both big numbers, but your proportions were off based on the figures I found. The Xenos still comes out ahead, but not by such a large magin.
Again, from Wikipedia, both GPUs can do AA on chip.
RSX: Maximum anti-aliasing sample rate: 8.8 GigaSamples per second
Xenos: Maximum anti-aliasing sample rate: 16 gigasamples per second
So Xenos does AA twice as fast as RSX, but not really "for free" just not in software.
The unified shader architecture just means that the Xenos is more efficient because each shader pipeline can do both vertex and pixel shaders so if one type is in high demand, they can be farmed out to more pipelines wheras the RSX may stall due to not having enough pipelines for the required type.
However, the RSX is faster at processing shader instructions 100B/s versus 48B/s for the Xenos so the problem shouldn't arise too often. All in all, they are probably pretty close in terms of performance again.
And in addition, the Xenos has 10Mb DRAM on the daughter card for faster processing without having to hit the main memory. I cant find any figures for the RSX, so I'd have to assume it doesn't have this type of memory.
However, half of the PS3's memory is clocked to the CPU speed of 3.2 GHz with the rest clocked at 700 MHz, the same as all of the 360's memory. This is the reason for having a non-unified architecture. It means things like physics, AI and any part of the graphics processing the Cell is doing can be performed on fast memory leaving the "slower" memory to the RSX.
Note that the Cell can make use of both banks of memory, so can prepare data for the RSX to work on without having to send it directly to the GPU its self, this very similar to the way the 360 will work with its unified memory. The only issue with the banked approach is that it's more difficult to dynamically allocate memory between the CPU and the GPU, but the speed of the CPU-specific memory can make up for that in some part.
All in all, graphically, the systems are pretty much the same with the PS3 winning in some places and the 360 winning in others. Sure the PS3's architecture may be more difficult to get the same performance from, but it also has a higher theoretical maximum performance due to the Cell.
Until devs get more familiar with the Cell/RSX combo, the 360 will be the lead platform for multi-platform releases due to its install base and ease of use. However, the process is already starting with a lot of the code written for the "supercomputer" applications the Cell is being put to being sent to IBM and Sony and from them to the 3rd party devs through Sony's code sharing initiatives.
First comment
Posted by DoctorDee
When games cost millions (or tens of millions) of dollars to produce, a saving of $10,000 up front is hardly going to be the deciding factor over whether a project gets greenlighted or not. But every little helps I guess.
Latest comment
Posted by tyrion
SuperSaiyan4 wrote:
Emm had a nose around and found a someone on gamespot forums talking about it also, yet could not find the information relating to 'Per frame' I could have been incorrect and actually meant in the millions and not thousands.
No problems, they're both big numbers, but your proportions were off based on the figures I found. The Xenos still comes out ahead, but not by such a large magin.
SuperSaiyan4 wrote:
But in relation to hardware technology the 360 GPU offers FREE Anti Aliasing 2x on a HDTV and 4x on a SDTV from what I read a while back.
Again, from Wikipedia, both GPUs can do AA on chip.
RSX: Maximum anti-aliasing sample rate: 8.8 GigaSamples per second
Xenos: Maximum anti-aliasing sample rate: 16 gigasamples per second
So Xenos does AA twice as fast as RSX, but not really "for free" just not in software.
SuperSaiyan4 wrote:
The 360 GPU is able to do HDR+AA at the same time whilst also offering a unified shader which the PS3 cannot do since it the RSX relies more on the CELL and work in conjuction with each other hence the cost side of things.
The unified shader architecture just means that the Xenos is more efficient because each shader pipeline can do both vertex and pixel shaders so if one type is in high demand, they can be farmed out to more pipelines wheras the RSX may stall due to not having enough pipelines for the required type.
However, the RSX is faster at processing shader instructions 100B/s versus 48B/s for the Xenos so the problem shouldn't arise too often. All in all, they are probably pretty close in terms of performance again.
SuperSaiyan4 wrote:
Both systems have a total of 512mb of memory however the 360 has unified memory the PS3 does not, the PS3 also has more system memory allocated to the interface i.e. 96mb as apposed to 32mb with the 360.
And in addition, the Xenos has 10Mb DRAM on the daughter card for faster processing without having to hit the main memory. I cant find any figures for the RSX, so I'd have to assume it doesn't have this type of memory.
However, half of the PS3's memory is clocked to the CPU speed of 3.2 GHz with the rest clocked at 700 MHz, the same as all of the 360's memory. This is the reason for having a non-unified architecture. It means things like physics, AI and any part of the graphics processing the Cell is doing can be performed on fast memory leaving the "slower" memory to the RSX.
Note that the Cell can make use of both banks of memory, so can prepare data for the RSX to work on without having to send it directly to the GPU its self, this very similar to the way the 360 will work with its unified memory. The only issue with the banked approach is that it's more difficult to dynamically allocate memory between the CPU and the GPU, but the speed of the CPU-specific memory can make up for that in some part.
All in all, graphically, the systems are pretty much the same with the PS3 winning in some places and the 360 winning in others. Sure the PS3's architecture may be more difficult to get the same performance from, but it also has a higher theoretical maximum performance due to the Cell.
Until devs get more familiar with the Cell/RSX combo, the 360 will be the lead platform for multi-platform releases due to its install base and ease of use. However, the process is already starting with a lot of the code written for the "supercomputer" applications the Cell is being put to being sent to IBM and Sony and from them to the 3rd party devs through Sony's code sharing initiatives.
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