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PhyreEngine™
The new hotness
Rich Forster
SCEI Euro R&D
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Introduction
• What is it?
• It’s a game engine including
– Modular run time
– Art pipeline
– Example game templates
– Samples and docs
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PhyreEngine™ Titles
• GripShift
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PhyreEngine™ Titles
• fl0w + expansion pack
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PhyreEngine™ Titles
• Colin McRae: DiRT
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Agenda
• Overview
• Technology
• Terrain Engine
• Roadmap
Overview
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PhyreEngine™ Genesis
• Built on pre-existing technologies
– PSSG for core graphics
– Multi-stream for sound
– Bullet, Havok and AGEIA for physics
• Added value from R&D projects
– Also using PSSG for rendering
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Run-time
• Cross platform
– Optimized for multi-core especially PS3
• Modular design
– Extractable and reusable components
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Provided as source
• Gives control to the user
• Extend and customize
• Transparency
– See how it works
– Debugging
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Art pipeline
• Ships with exporters for Maya and Max
– Supported by PhyreEngine™ team
• Compatible with most COLLADA tools
• PhyreStation asset processing tool
– Workspace model for assets
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Example game templates
• Self-contained sample projects
– Include full source and art work
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Samples and Documentation
• 70+ samples
– Each documented at code level
• Full reference manuals
– Inline API documentation
• Conference materials
• White papers
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Low-Cost Development Platform
• Enables PC development
– OpenGL and Direct3D
– Simple recompile for PLAYSTATION®3
• Run on Debugging Stations
– With SN’s tools
• Artist tools
– Debug station viewer
Technology
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SPU or Multi-Thread
• Geometry processing
– Skinning, morphing, culling, compression
• PhyreEngine™ handles streaming
• Can develop from non-SPU code
• Many already implemented
– 60 stream, 31 packet
– Each can be integrated into any other engine
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SPU or Multi-Thread
• Animation
– Blending
– Procedural generation
– Controllable time flow
• Uses frame coherence
– Persistent data stores playback position
– Enables prefetch of required animation data
– Prefetch handled by PhyreEngine™
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SPU or Multi-Thread
• Scene management
– Graph traversal and update
– Portal visibility
• Converts a scattered memory pattern
– Into a format easily processed by an SPU
• SPU implementations of common nodes
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Lighting
• HDR
– 8 or 16 bit with example HDR resolves
• Shadows
– Maps (inc. dual paraboloid and parallel split)
– Volumes – dynamic generation
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Physics
• Integration with existing physics engines
– Bullet
– Havok
– AGEIA
– Basis for your own
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LOD and Effects
• Level of detail
– Support for geometry and shaders
• Particle Systems
– Based on XML description
– Offline code generation for SPU and PPU/PC
– Author in PhyreStation
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PhyreStation
• PhyreEngine™ asset processing tool
– Interactive
• Preview, debugging
– Automated
• Refactoring, optimization
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Workspace Model
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Graph Editors
• Geometry and animation
Terrain Engine
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Terrain Engine
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Freeform mesh based terrain
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Features
• Streaming textures and geometry
– Large worlds - without tiled textures!
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Continuous Level of Detail
• Continuous LOD
– Similar to mesh-based
clipmaps
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Terrain blocks
• High level culling by scene graph
• PhyreEngine™ modifier system packets
• Polygon culling by modifier
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Levels of detail
• Specific modifiers for each LOD
• Input:
– Streams defining required LOD data
• Outputs:
– Tessellated geometry
– Index data
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Levels of detail
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Development
• Initially developed on Windows
– Using Cell SDK Vectormath library
• SPU version = 5 minutes
– Included code in SPU cpp file
– Compiled…
– Linked…
– Ran
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Performance
• 1040 cycle quad generation loop
• 200M quads/SPU/s
Initialization
Subdivision
Geomorph
Fix up
Cull
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Workflow
• Model low res meshes – 100 tris/quads
– Use as building blocks
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Workflow
• Import and arrange in terrain editor
– Subdivided to produce hi res terrain
• Export sections for sculpting
– Deform in 3D
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Workflow
• Export grid sections for texture editing
– Simultaneously edit diffuse, bump and gloss
– Can also bake lighting due to unique texturing
Recent Additions
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PhyreEngine™ 2.0
• Particle systems in PhyreStation
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PhyreEngine™ 2.0
• SPU render post processing examples
SSAO Depth Of Field
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PhyreEngine™ 2.0.1
• Initial terrain engine example
• Bullet physics integration
• HLSL example in Direct3D renderer
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PhyreEngine™ 2.0.1 - April
• White Papers
– Polygon culling and modifiers in general
– GCM memory management
– SPU features
• Scene management and culling
• Job framework
• Fragment program patching
• Texture post processing
Roadmap
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PhyreEngine™ 2.1 - June
• New game template
– Racing game using terrain engine
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PhyreEngine™ 2.1 - June
• Full terrain engine and tools
• First release of foliage technology
– Examples and initial tools
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PhyreEngine™ 2.2 - August
• Further integration of foliage system
• PhyreStation updates
– Advanced level editing
– Shader editing & optimization
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PhyreEngine™ 2.3 - November
• Scripting Engine beta
– SPU based bytecode VM
– PC tools and PPU library
– Simple visual editor
Summary
50 of 50
Summary
• Actively developed and supported
• Already proven in chart-topping titles
– Across several genres and multiple platforms
• Freely available for PLAYSTATION®3
developers
– With cross platform support
51 of 50
Questions?

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PhyreEngine The new hotness

  • 1. PhyreEngine™ The new hotness Rich Forster SCEI Euro R&D
  • 2. 2 of 50 Introduction • What is it? • It’s a game engine including – Modular run time – Art pipeline – Example game templates – Samples and docs
  • 3. 3 of 50 PhyreEngine™ Titles • GripShift
  • 4. 4 of 50 PhyreEngine™ Titles • fl0w + expansion pack
  • 5. 5 of 50 PhyreEngine™ Titles • Colin McRae: DiRT
  • 6. 6 of 50 Agenda • Overview • Technology • Terrain Engine • Roadmap
  • 8. 8 of 50 PhyreEngine™ Genesis • Built on pre-existing technologies – PSSG for core graphics – Multi-stream for sound – Bullet, Havok and AGEIA for physics • Added value from R&D projects – Also using PSSG for rendering
  • 9. 9 of 50 Run-time • Cross platform – Optimized for multi-core especially PS3 • Modular design – Extractable and reusable components
  • 10. 10 of 50 Provided as source • Gives control to the user • Extend and customize • Transparency – See how it works – Debugging
  • 11. 11 of 50 Art pipeline • Ships with exporters for Maya and Max – Supported by PhyreEngine™ team • Compatible with most COLLADA tools • PhyreStation asset processing tool – Workspace model for assets
  • 13. 13 of 50 Example game templates • Self-contained sample projects – Include full source and art work
  • 14. 14 of 50 Samples and Documentation • 70+ samples – Each documented at code level • Full reference manuals – Inline API documentation • Conference materials • White papers
  • 15. 15 of 50 Low-Cost Development Platform • Enables PC development – OpenGL and Direct3D – Simple recompile for PLAYSTATION®3 • Run on Debugging Stations – With SN’s tools • Artist tools – Debug station viewer
  • 17. 17 of 50 SPU or Multi-Thread • Geometry processing – Skinning, morphing, culling, compression • PhyreEngine™ handles streaming • Can develop from non-SPU code • Many already implemented – 60 stream, 31 packet – Each can be integrated into any other engine
  • 18. 18 of 50 SPU or Multi-Thread • Animation – Blending – Procedural generation – Controllable time flow • Uses frame coherence – Persistent data stores playback position – Enables prefetch of required animation data – Prefetch handled by PhyreEngine™
  • 19. 19 of 50 SPU or Multi-Thread • Scene management – Graph traversal and update – Portal visibility • Converts a scattered memory pattern – Into a format easily processed by an SPU • SPU implementations of common nodes
  • 20. 20 of 50 Lighting • HDR – 8 or 16 bit with example HDR resolves • Shadows – Maps (inc. dual paraboloid and parallel split) – Volumes – dynamic generation
  • 21. 21 of 50 Physics • Integration with existing physics engines – Bullet – Havok – AGEIA – Basis for your own
  • 22. 22 of 50 LOD and Effects • Level of detail – Support for geometry and shaders • Particle Systems – Based on XML description – Offline code generation for SPU and PPU/PC – Author in PhyreStation
  • 23. 23 of 50 PhyreStation • PhyreEngine™ asset processing tool – Interactive • Preview, debugging – Automated • Refactoring, optimization
  • 25. 25 of 50 Graph Editors • Geometry and animation
  • 28. 28 of 50 Freeform mesh based terrain
  • 29. 29 of 50 Features • Streaming textures and geometry – Large worlds - without tiled textures!
  • 30. 30 of 50 Continuous Level of Detail • Continuous LOD – Similar to mesh-based clipmaps
  • 31. 31 of 50 Terrain blocks • High level culling by scene graph • PhyreEngine™ modifier system packets • Polygon culling by modifier
  • 32. 32 of 50 Levels of detail • Specific modifiers for each LOD • Input: – Streams defining required LOD data • Outputs: – Tessellated geometry – Index data
  • 33. 33 of 50 Levels of detail
  • 34. 34 of 50 Development • Initially developed on Windows – Using Cell SDK Vectormath library • SPU version = 5 minutes – Included code in SPU cpp file – Compiled… – Linked… – Ran
  • 35. 35 of 50 Performance • 1040 cycle quad generation loop • 200M quads/SPU/s Initialization Subdivision Geomorph Fix up Cull
  • 36. 36 of 50 Workflow • Model low res meshes – 100 tris/quads – Use as building blocks
  • 37. 37 of 50 Workflow • Import and arrange in terrain editor – Subdivided to produce hi res terrain • Export sections for sculpting – Deform in 3D
  • 38. 38 of 50 Workflow • Export grid sections for texture editing – Simultaneously edit diffuse, bump and gloss – Can also bake lighting due to unique texturing
  • 40. 40 of 50 PhyreEngine™ 2.0 • Particle systems in PhyreStation
  • 41. 41 of 50 PhyreEngine™ 2.0 • SPU render post processing examples SSAO Depth Of Field
  • 42. 42 of 50 PhyreEngine™ 2.0.1 • Initial terrain engine example • Bullet physics integration • HLSL example in Direct3D renderer
  • 43. 43 of 50 PhyreEngine™ 2.0.1 - April • White Papers – Polygon culling and modifiers in general – GCM memory management – SPU features • Scene management and culling • Job framework • Fragment program patching • Texture post processing
  • 45. 45 of 50 PhyreEngine™ 2.1 - June • New game template – Racing game using terrain engine
  • 46. 46 of 50 PhyreEngine™ 2.1 - June • Full terrain engine and tools • First release of foliage technology – Examples and initial tools
  • 47. 47 of 50 PhyreEngine™ 2.2 - August • Further integration of foliage system • PhyreStation updates – Advanced level editing – Shader editing & optimization
  • 48. 48 of 50 PhyreEngine™ 2.3 - November • Scripting Engine beta – SPU based bytecode VM – PC tools and PPU library – Simple visual editor
  • 50. 50 of 50 Summary • Actively developed and supported • Already proven in chart-topping titles – Across several genres and multiple platforms • Freely available for PLAYSTATION®3 developers – With cross platform support