ps vita jordan gaming summit
TRANSCRIPT
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Slide 1
Portable Entertainment
Development - the console
approach
2011 Jordan Gaming Summit
Paul Holman
Vice President, SCEE Research & Development
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Slide 2
PSP™ (PlayStation®Portable) = PSP
PlayStation®3 = PS3
PlayStation®Suite = PS Suite
PlayStation®Vita = PS Vita
PlayStation®Certified = PS Certified
Abbreviations
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Slide 3
• Welcome
• PS Vita Overview
• Traditional Console Development
• PS Suite
• Demo
• Q&A
Agenda
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Slide 4
Introducing PS Vita
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Slide 5
“Designed for the Ultimate Portable Entertainment Experience”
5 inch OLED screen: engineered for extremely low power
consumption
PlayStation®Vita
Launches from 22nd February 2012: • €249.99 (RRP) for the Wi-Fi model • €299.99 (RRP) for 3G/Wi-Fi
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Slide 6
Hardware
• Standard Iconic PlayStation Buttons
• Dual Analog Sticks
• Front Touch Screen
• Rear Touch Pad
• Front & Rear Camera
• Motion Sensors
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Slide 7
• PS Vita card
– 2 GB or 4 GB
– May contain some writable memory • (-5..10% for save data, patches etc)
• memory card
– Cards will be large to support a variety of downloaded content
• Single Submission for both formats
Storage and Distribution
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Slide 8
• Wi-Fi and 3G/Wi-Fi Models
– 3G/Wi-fi model has GPS
• Wi-Fi models can still determine location
using less precise methods
Connectivity
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Slide 9
• Custom SOC
• 4x Arm9 Core
• High performance 32-bit cores
• Advanced branch prediction
• Full cache coherency between cores
• NEON integer and floating Point SIMD Engine
• POWERVR SGX543MP4+ GPU
• Multi-core
• Dynamic Load Balancing
• Tile Based Deferred Rendering (TBDR)
• Earliest possible rejection of non visible pixels
Hardware
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Slide 10
• PS Vita has lots of main RAM
– 256MB is available to developers
• PS3 has 256MB of main RAM, but not all of
that is available to applications
Platform Comparison: Main Memory
0 50 100 150 200 250 300
Vita
PS3
PSP
Main RAM MB
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Slide 11
• Plenty of CDRAM (also called VRAM) – 128MB total
– Some of this is used for buffers
– Textures and Vertex Data can also live in main RAM • Similar to PS3
Platform Comparison: CDRAM
0 50 100 150 200 250 300
Vita
PS3
PSP
VRAM MiB
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Slide 12
• PS Vita is a portable device
• Power use and battery life are as important as performance
• PS Vita performance will not be as high as PS3 because of this
• Some phones claim 1.5GHz+ speeds – This is not sustained and rarely, if ever, actually
reached for more than a couple of seconds
Platform Comparison: Clock Speeds
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Slide 13
Platform Comparison: Screen
• High Resolution
• High Pixel Density
• Efficient MSAA • Multi-Sample Anti-
Aliasing => improves
image quality
PSP = 480x272
PS Vita = 960x544
720p = 1280x720
720p
PSP
PS Vita
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Slide 14
Other Features
• Social Networking
• Designed from ground up as a social networking
device
• Location Based Gaming
• Location Services
• near
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Slide 15
Developing for PS Vita
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Slide 16
• Programmers code in C/C++/Assembler
• Gain maximum performance from low-level libraries and hardware access
• Dedicated Development Hardware: – PSP DevKit: €1,200
– PS3 DevKit: €1,700
– PS Vita: TBC (Competitive)
(1) Traditional Console Approach
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Slide 17
• Developers code in C#
• Code runs on a virtual machine – provides direct binary compatibility across a range of devices
• Development using a Windows PC and either
– A consumer PS Vita
– OR a PlayStation™Certified Android Phone/Tablet device (more details later!)
– OR PC Simulator
(2) New PlayStation®Suite Approach
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Slide 18
“Traditional “ Approach PlayStation Suite
Concept Approval
Yes
Lightweight (EULA)
Programming Language C/C++/Assembler C#
Technical Support Included in costs of development
hardware. Very strong technical
support, consultancy & training.
Support is forum based
“Field of Use” Games (some exceptions) Games or Non-Games Application
Graphical Performance High (low level libraries available, high
levels of control)
Lower (runs on virtual machine ) but OK
for most genres
Sales Channel Either as a PS Vita card and/or via
main PlayStation®Store for PS Vita
PlayStation Suite area of PS Store for
PS Vita and PlayStation Certified
devices
Summary
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Slide 19
Developing for PS Vita:
“Traditional” Option
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Slide 20
PlayStation®Vita Approach
• PS Vita was not created in isolation by hardware engineers in Japan
• Huge amounts of input from our 1st party as well as 3rd party studios (inc T&M partners) from a very early stage
• Feedback included: – Input mechanisms and gameplay features
– Hardware – SOC: CPU and GPU
– Software – Libraries and API design and implementation
– Tools – design and implementation
• All aspects of PS Vita has been developed from the ground up with developers in mind
• In a very real sense it has been created by developers for developers
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Slide 21
– Really nice platform on which to develop
– Hardware development kit is very nice
– Iteration time, tools, and documentation are
great
– Performance is excellent
Friendly development platform
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Slide 22
Game Development on PlayStation
• Largely C or C++ (some assembler)
• Windows based development environment
– Cross compile to a hardware “target”
• Tools integrated with Visual Studio
• Performance tools from SN Systems
• Free Technical Support & Training
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Slide 23
• A diverse range of titles
– Biggest AAA Games down to mini games
• For the big games
– Can reuse a lot of existing PS3/Xbox assets
– Simplify models, shaders, textures etc
– Have to write a platform specific layer • Most developers are already cross platform
• Write once use in many games
Titles using the traditional SDK
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Slide 24
PS Vita Development Kit
• DevKit is designed to be self contained • Connect via USB to PC, but reachable across Ethernet
• PS Vita kit is a single unit which closely resembles format of retail unit
• Important for testing of location based services and input features such as
Motion sensors
• Extra memory allowing finished games to run in debug mode
• Extra trace lines and counters for performance analysis
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Slide 25
• Custom Development Tools
– Uses Visual Studio IDE on Windows
– Single Integrated Performance tuning tool for
Graphics and CPU/Memory
Development Tools
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Slide 26
Programming Model
• No unnecessary complications
• Tile-based processing handled behind the scenes
• Leaving you a familiar API interface
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Slide 27
Shader Model 3.x+
• Familiar format of
– Vertex / Fragment Shaders
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Slide 28
Shader Model 3.x+
• Familiar format of
– Vertex / Fragment Shaders
– Geometry
– Textures
– Render Targets
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Slide 29
Shader Model 3.x+
• Familiar format of
– Vertex / Fragment Shaders
– Geometry
– Textures
– Render Targets
• Reduce asset size, but keep same visual fidelity
• Can be up and running in a few weeks
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Slide 30
Other Libraries to Simplify Development
• Vector Maths and Geometry
• Rigid Body Physics Simulation
• Animation
• Facial Recognition
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Slide 31
Dynamic Lighting
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Slide 32
Rich Environment Detail
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Slide 33
Water Effects
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Slide 34
Post Processing
Motion Blur Colour Correction
Bloom Depth Of Field
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Slide 35
Deferred Rendering
PhyreEngine™ Space Station Sample
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Slide 36
Deferred Rendering
PhyreEngine™ Space Station Sample
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Slide 37
PhyreEngine™
• PlayStation optimised game engine as source
• PSP (version 2.6), PS Vita (version 3.0), PC & PS3 (2.7 and 3.0)
• Used in flOw™, GripShift™, Savage Moon, Flower and Burn Zombie Burn! and
more than 60 other titles globally
• Provided as source
• Portable, reusable
• Free to use, either full or in part
• Partner Programme
• Integrating with middleware to ensure developers can choose the best solutions
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Slide 38
• AiLive
• Allegorithmic
• Audiokinetic
• Blitz Tech
• CRI
• Epic Games
• Firelight Technologies (FMOD)
• GameSpy Technology
• Havok
• NaturalMotion
• Nvidia
• Premium Agency
• RAD Game Tools
• RakNet
• SpeedTree
• Terminal Reality
• Trinigy
• Umbra
• Vicious Cycle
• Web Technology
Tools & Middleware Partners
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Slide 39
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Slide 40
Some stats
• 55.5 Million PS3s
– As of 30th September 2011
• 80% of users connected from PS3
• Over 1.91 billion items downloaded
– As of October 2011
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Slide 41
Evolution of PlayStation®Network
• Back in 2006 a very limited feature set
• Now grown into a fuller featured network
services platform
• We still allow our developers to use their
own services if they want
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Slide 42
Introducing PlayStation®Vita
• Wi-Fi - 802.11b/g/n
– WEP, WPA-PSK, WPA2-PSK
• Location
– Built in GPS (3G/Wi-Fi model only)
– Wi-Fi location service support
• All the existing PlayStation Network features, and more
– Increasing community on the console and in games
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Slide 43
• Allows users to discover each others:
– Locations
– 5 Recently played games
– Gifts that was registered with the above 5 recently played games
• Exposes users to unknown games
• Increases titles popularity
near
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Slide 44
• Does not have location information
• Made out of 3 parts: – Condition: Unit, Radius,
duration, receiver restriction, probability
– Information: Icon, name and description
– Body part: up to 100KB of binary data
• 1 per game
Gifts
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Slide 45
• Gifting challenges to nearby users
• Instead of items, place challenges
• Award user with in-game rewards if the
challenge is completed
• Gifting in-game items
• Place one or multiple items in the gift
Use cases
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Slide 46
Party
• Group players together – Different party groups for a game/genre
– Discuss the game through text and voice chat
– Doesn’t need players to be playing the same game at once
• Party provides – Online player grouping for friends
– Cross title experience
– Voice chat and messaging between party members
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Slide 47
LiveArea™ and Activity
Game mode
Live
mode
Index mode
Tap
Flick Flick
Tap
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Slide 48
LiveArea Zones
Content
Information Zone
--> Live Item
Communication Zone
-->Activity from publisher
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Slide 49
LiveArea and Activity
• An updatable interface for launching games
• A way for players of games to discuss their
progress
• Updatable through game APIs
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Slide 50
System Activity
• Automatically added:
– Game start
– Trophy acquisition
– Store purchase
– Store rating
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Slide 51
Publisher Updates
• Ability for publishers to push data to both
zones
– Maintenance announcements
– Informing users of new DLC
– Online gaming events
– News about game to encourage users to
continue playing
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Summary
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Slide 53
Summary
• Created from the ground up for developers
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Slide 54
Summary
• Created from the ground up for developers
• Rich set of interfaces
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Slide 55
Summary
• Created from the ground up for developers
• Rich set of interfaces
• Hardware does the hard work
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Slide 56
Summary
• Created from the ground up for developers
• Rich set of interfaces
• Hardware does the hard work
• Shader Model 3.x+
• Powerful and intuitive tools
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Slide 57
Summary
• Created from the ground up for developers
• Rich set of interfaces
• Hardware does the hard work
• Shader Model 3.x+
• Powerful and intuitive tools
• Developer Friendly
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Slide 58
Developing for PS Vita:
PlayStation Suite
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Slide 59
• “Application Store” Model – An open environment
» New approach for SCE, targeting all ranges of developers (traditional developers to independent developers)
– Casual games as well as non-game applications
» Lightweight content approval process
– Distinct from existing PSN content but available on all PS Certified devices
• PlayStation Suite SDK – Cross platform / cross device, binary level compatibility
– Helping to address device fragmentation issues
Concept
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Slide 60
“PlayStation Certified” is a logo to identify devices
that are able to run PS Suite content
• Primarily smart phones and tablets
– Not just Sony devices
– Not just Android devices – PS Vita
– Not just future devices – PS3* etc.
PlayStation Certified
* Still under evaluation
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Slide 61
• Target the full range of Developers – Homebrew all the way up to professional
• PS Suite SDK – C# as primary programming language
– Program will sit on top of a virtual machine which is supported by PS Certified Android devices, PS Vita etc.
– Includes 3D graphics libraries for games and UI Toolkit for non-game application development
• Nominal fee to cover some of our platform operational costs
SDK Licensing
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Slide 62
• Objectionable content – Guidelines and takedown procedures
• Review / Approval – Exploring the balance between quick iteration times and a curated experience
• Publishing Process – Self service, single submission
Content Submission and Approval
Process
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Slide 63
• Separate storefront that spans platforms
• Focus on content discovery and promotion
• Revenue share will be competitive with other platforms
• In-game purchases will be allowed (with revenue share)
• Capability to tune for market conditions » Sales metrics
» Price adjustment
• Return policy is under discussion
PS Suite area of PlayStation Store
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Slide 64
• Community-driven, forum-based support
• Sharing-friendly – Create demos, samples, or libraries and freely share
them with anybody
– Talk about PS Suite development openly and freely
with anybody on forums, blogs, etc.
Developer Community
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Slide 65
• Closed Beta release (“tech preview”) - November 2011
» Includes core technology and all libraries
» Android version
» PC-based Simulator for use without an Android device
» Gather feedback from the community
• Open for business - date to be announced
Roadmap
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Slide 66
Technical Overview
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Slide 67
• Main programming language is C# » Modern, high-level programming language
» Runs on a Mono virtual machine which provides direct binary compatibility across devices
» Compile a single .exe file, then run it on any of the supported devices without modification
• Native code is not allowed » Provides better security, more predictable output, and cross-platform
portability
» Performance is excellent for a wide range of games and applications
• SCE may support other languages in the future » Based on user feedback and if it makes sense…
Programming language
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Slide 68
• Devices shown (the same .exe is running on every device!) – PC Simulator
– PS Vita
– Sony Ericsson Xperia Arc
• Tools
• PS Suite Studio (IDE)
• PS Suite UI Composer
Demo
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Slide 69
PS Suite Studio (IDE)
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Slide 70
PS Suite UI Composer (UI Design Tool)
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Slide 71
Screenshot – PC Simulator
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Slide 72
• Runs on a Mono™ virtual machine
• A custom implementation of the Common Language Infrastructure (ECMA-335)
» http://www.ecma-international.org/publications/standards/Ecma-335.htm
• Base Class Library (BCL) is API compatible with the core of the Portable Library project with some extensions to provide a better developer experience
» http://msdn.microsoft.com/en-us/library/gg597391.aspx
• Supported items » Basic types like Array, String, Collections
» File I/O
» Threading
» Sockets
» Http
» Xml
» Etc...
Virtual machine
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Slide 73
• Style is very straightforward
– Class-structured
– Simple
– Easy to understand
PS Suite API
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Slide 74
• Imaging – Image Processing
– Font
• VectorMath – Vector/Matrix calculation
• Environment – Clipboard
– CommonDialog (TextInput, etc…)
– Shell
– SystemEvent
– SystemParameters
– Storage
• Graphics – OpenGLES 2.0 equivalent
• Audio – SoundEffect
– Bgm
• Input – Game Pad
– Touch
– Motion
– PersistentMemory
Core APIs
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Slide 75
• Developers can write their own custom shaders (vertex
and fragment)
• Enables modern graphics programming across all
platforms
• Basic shader samples are contained in the SDK
Shader language
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Slide 76
• Model – Model rendering/animation
• UI Toolkit – Widget set
• Physics – 2D-based physics library
High-level APIs
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Slide 77
Features coming in the future :
• Visual Studio integration
• 2D game engine
Features that are under discussion (not yet scheduled)
• Support for additional programming languages
• Low-level audio API
• Camera API
• Location API
Other features to be driven by community feedback
Technology Roadmap
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Slide 78
Conclusions
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Slide 79
• PS Vita is an exciting new platform for
developers
• Two complementary development paths:
– Traditional console approach
– PS Suite approach
• Which one will you choose ?
Conclusions
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Slide 80
Any Questions ?
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Slide 81
Useful Links
• [email protected] - 1st port of call in becoming a registered developer
• http://www.worldwidestudios.net/xdev - For registered developers who wish to propose titles to SCEE XDEV
• SCEA PubFund - Please contact your SCEE account manager who will reach out to SCEA Developer Relations who oversee PubFund (open to all developers globally)
• http://research.scee.net/ - SCEE R&D public site
• http://www.playstation.com/pss/closedbeta/ - PSS Closed Beta