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Developing Technology for
Ratchet and Clank Future: Tools of 
Destruction 
Mike Acton, Engine Director
 <macton@insomniacgames.com>
with
Eric Christensen, Principal Programmer
 <ec@insomniacgames.com>
Sideline: How is the programming 
divided?
●
Tech Team (Engine)
●
Tools Team
●
Multiplayer Gameplay
●
Singleplayer Gameplay (per Game)
Sideline: What is game code like?
●
Gameplay systems 
– Using simple C++
●
Engine systems
– Even simpler C++ and C
– For C/C++, heavy use of PPU/SPU intrinsics
– Plenty of hand­optimized SPU assembly
●
Only runs on the PS3. 
– Not cross­platform, not­portable.
Our Approach
●
“Manual Solution” ­ “Very optimized codes but at 
cost of programmability.” ­­ Marc Gonzales, IBM
●
That's us. The “solutions” often cost more than the 
problem when lack of experience is factored in.
●
And with experience, programming becomes 
easier.
●
Remember: 16ms. 
What we started with...
●
Resistance, Launch title 2006
– Collision detection on 2 SPUs
– Physics, SPU managed jobs
– Special FX, SPU managed jobs
– Geometry culling, SPU managed jobs
– Low­level Animation, SPU managed jobs
–  ...and lots more!
●
Resistance did take advantage of the Cell, but...
– We could still do much better.
Today
●
The Cell is no longer new
– The concepts were never really that new, but still...
– We've had a couple of years with the architecture.
– We're accustomed to the platform and tools.
Problems developing on Cell?
●
Cache and DMA data design?
– No. Manual design. Make it simple, keep it simple.
●
Branch prediction, branch­free coding?
– No. Target branch­free, add few branches for 
performance.
●
In­order processing?
– No. Accustomed to it. Easier to optimize anyway.
●
No load­>store forwarding on PPU?
– No. Annoying, but focus is on the SPUs anyway.
Problems developing on Cell?
●
Decomposing into parallel code?
– No. Well, sometimes, but we can work it out.
●
Compilers? 
– No. GCC compilers for SPU and PPU – Have issues, 
but manageable. And getting better.
●
Debugger?
– SN debugger (win32). Typical issues, nothing huge.
– gdb.
●
Bandwidth?
– No. Very good bandwidth for good data.
Problems developing on Cell?
●
How about language? Do we need a better one?
– (Dear Jim, the language is not the issue.)
– Another language or yet another library to “solve” the 
Cell “problem”? WTH?
– The solution is not to hide the issues,
– The solution is to understand the issues.
– Understand the data and the code will follow.
– Pointless anyway. Can't wait.
Problems developing on Cell?
●
Performance analysis tools?
– Sony's tools. Could always be better. But improving all 
the time.
– IBM's tools. spu_timing and simulator are handy.
– Nomatter what, performance is our responsibility tools 
are just that – tools. 
– There's no “make game fast” button.
– The best analysis tool by far?
●
Your brain.
Our Real Problems
●
Time. 
– Development time and manpower.
●
Training. And more training. 
– Iteration time.
●
Build times. Problem, but we're looking at it.
●
Development kit. Started using PS3/Linux for iteration.
Our Real Problems
●
Over­design, unnecessary complexity.
– Mature code usually gets smaller, faster and simpler.
●
Solutions that cause more problems then they 
solve.
– For example...
SPU Management, Why, Oh Why? 
●
Trying to find a single SPU job manager is a lost 
cause. i.e. SPURS
●
Dynamic job management is just like dynamic 
memory mangement (but time vs. space)
●
... and we wouldn't use malloc/free, why would 
want to use a job manager/scheduler?
More SPURS? 
●
SPURS, 1000+ of jobs per 16ms
– Doing what?
– Single objects with code?
– Bad practice in general.
●
Real, good data is very manageable.
– Know inputs and outputs
– Know what reads when and where
– Know what writes when and where
– Write it down. Seriously. Do it. On paper. With a pen.
Away from SPURS? 
●
Resistance used a mix of job management and 
manual. We're moving toward much more manual 
control.
●
But what about middleware?
– Red herring. 
– Use mix of PPU and SPU libraries. Pass whatever data 
is needed.
What's been our strategy for RCF?
●
Put more on the SPUs, less on the PPU.
●
Less PPU/SPU synchronization.
●
Better dataflow organization.
●
Better SPU code design.
●
Concentrating on major engine systems
 Sideline: Basic Philosophies
●
Not porting to the Cell, designing for the Cell.
– SPUs are the core of the Cell, the PPU is a minor player.
●
THE DATA IS EVERYTHING.
– Good code = Data transformation kernel
●
Small
●
Fast
●
Does nothing more than it needs to,
●
No extra complexity
More on the SPUs, less on the PPU
●
The SPUs are not coprocessors. 
●
The PPU is already (always) a bottleneck.
●
We now have in­house expertise, so...
– Now we're sharing it more among our team.
– We even have a weekly “SPU Ninja” class
●
Targetting SPUs first.
●
Building data for the RSX
Less PPU/SPU Synchronization
●
On the heels of the collision detection system,
– More deferred updates
– Less immediate mode requests
●
Grouping data by type 
– Handling similar types together
●
Decoupling engine from gameplay systems
●
Moving dataflow management to the SPUs
Sideline: Sequential Consistency  
●
Load/Store ordering is the basis of lock­free 
coding. 
●
Yes, the compiler can re­order. So what?
●
Common hardware can too. i.e. Not a new issue.
●
Hardware: x86 (sfence,lfence); PPC (lwsync)
●
Compiler:
– Single large basic block (asm or inline asm)
– 3 blocks, with enforced order (external compile units)
– Link­time optimization screws with this.
Better Dataflow Organization
●
One system at a time, we're...
– Defining the inputs and outputs
– Defining exactly what memory is read and written to
– ...and when.
– Decoupling systems so they can be tested independently.
●
We're doing this systematically.
– There is no silver bullet.
●
A well­defined dataflow is necessary for the Cell, 
and is a skill that we'll use for the next­generation.
Better SPU Code Design
●
Fixing dodgy scalar code.
●
Small, fast and custom to the SPU.
●
SPU intrinsics often get us most of the way.
●
But sometimes we need hand­optimized ASM.
– Some places have a fear of asm, why?
– This is balanced with flexibility.
●
Large transformations split into individual pipeline 
stages.
Sideline: Dynamic Code Loading
●
On SPU, Code is data
●
Double buffer / stream same as data
●
Very easy to do (No need for special libraries)
– Compile the code
– Dump the object as binary
– Load binary as data
– Jump to binary location (e.g. Normal function pointer)
– Pass everything as parameters, the ABI won't change.
Concentrating on Major Systems
●
As opposed to unique gameplay code
●
The trivial stuff is long done. Now it's about 
EVERYTHING.
●
Understanding that SPUs don't significantly affect 
the core design:
– Whatever the PPU can do, the SPUs can do better.
– Memory impact is (mostly) contained to system
●
i.e. PPU systems impact others via cache
●
But TLB is an issue either way.
– Code and data size can be managed. 
Example: Physics, Before
●
Heavy PPU Synchronization
●
SPU was used as a co­processor
●
SPU “packets” were built on the PPU
– For small jobs, this often took more time than the 
processing!
●
SPU code was scalar port
●
Many stage pipeline with PPU synchronization at 
each stage.
●
Scattered data (No dataflow design)
Physics, Now
●
Pipeline well defined, SPU­driven
– e.g. Code uploading is controlled by SPU
●
SPU processing completely asynchronous
●
Data well­organized and defined.
●
No (or minimal) PPU intervention
●
Also, will be:
– Re­organizing data for better SIMD processing
– Prefer si_* intrinsics and asm to spu_* intrinsics
– Better local store management for bigger jobs.
Other Stuff
●
Shader­like code
●
RSX data generation on SPUs
– Which also allows for less synchronization
●
More deferred mode systems.
– Programmers are getting more used to the model
– e.g. Even collision detection, which had both in 
Resistance. 
Special Effects
●
Some procedural effects data. Generate the data 
needed by the RSX.
●
Particle effects system:
– Now, building core kernels that are shared among 
different types of effects
– Now, grouping effects by type
– Now, asynchronous effect processing
– Now, optimizing code and data for the SPUs
– Example: Random point on sphere
Almost The End
●
The issues that the Cell brings to the fore are not 
going to go away.
●
Teams need practice and experience.
●
Modern systems still benefit from heavy 
optimization.
●
Design around asynchronous processing.
●
Don't be afraid to learn and change.
●
Also see: CellPerformance.com
How do we build a great team?
●
Smart, driven people.
●
Practice.
●
Training
– Parallel Programming
– Low­level Optimization
– Data Design
The Insomniac Tech Team
●
Al Hastings
●
Mike Day
●
Reddy Sambavaran
●
Eric Christensen
●
Mark Lee
●
Jonny Garrett
●
Joe Valenzuela
●
Carl Glave
●
Terry Cohen
●
Rob Wyatt
●
YOU?
Random Stuff to Fill Time
●
Auto­SIMDization. No value e for games.
●
Auto­parallelization. Dead­end.
●
How much parallelism is in games?
– A whole lot. Will be able to fill 32 Cells.
●
What do we want in Cell v2?
– Half precision floats (full native math)
– Bit interleave instruction. Maybe dot product too.
– Full 128 bit shifts and rotates.
– Fill out the integer instruction sets.

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