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RSXGL - RSX Graphics Library for PS3 is Now Ready for Developers


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110w ago - Sony PlayStation 3 hacker KaKaRoToKS has announced today that the RSX Graphics Library for PS3 known as RSXGL by Alex Betts is now ready for use by developers.

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From his blog: RSXGL Working and Usable

Hi everyone!

When the PS3 homebrew scene started, a lot of people were complaining that it wasn’t possible to write 3D games for the PS3 because of its lack of OpenGL library.

Almost a year ago, Alex Betts thought he would tackle this problem and he started working on RSXGL... an implementation of the OpenGL 3.1 specification written from scratch targeting the PS3′s RSX.

Anyone in their right mind would say that it’s impossible, that it’s too much work, but Alex spent the last year working on it, alone, until it became usable. You can read some news about it here.

For some reason though, no one used it to build their own apps. Maybe the status of the project was scaring them, it was said to be incomplete, there was no GLSL support, etc...

I am writing today to tell you that RSXGL is perfectly usable! It supports online GLSL compilation, as well as any feature you might want. As proof, I have written a new hardware accelerated engine for the EFL using RSXGL and it worked great!

Alex and I spent a lot of time testing and fixing all the issues that were in RSXGL that were made visible by the EFL’s GL engine and I am happy to say that it’s working now. Expedite is able to run most of its tests at 50 to 60 fps on 1080p resolution (instead of the average of 5 to 10 fps it had on 720p before).

You can see performance tests right here (Running some tests from expedite) :

Software rendering: dl.dropbox.com/u/22642664/expedite_psl1ght.log

[Register or Login to view code]

RSXGL rendering: dl.dropbox.com/u/22642664/expedite_rsxgl.log

[Register or Login to view code]

Please give RSXGL a try. Also, you can get the latest EFL version from my repository, which includes the gl engine for PS3. Now, any EFL application will be automatically hardware accelerated thanks to RSXGL. I hope we can see some new games (or old GL games being ported) soon!

RSXGL : github.com/gzorin/RSXGL
EFL : github.com/kakaroto/e17

Enjoy!




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Neo Cyrus's Avatar
#3 - Neo Cyrus - 167w ago
Well elser1, you don't need to be an expert to know that it is obsolete. The fact is by the time the PS3 was released it was already outdone, it wasn't a full 7800 GTX, it was a crippled version. Supposedly the original PS3 design had no GPU, it used two Cells instead, I don't know if that was just a rumour or a fact. The RSX is outpowered by several generations... the 7000 generation itself which it's a part of, 8000, 9000, GTX 200, GTX 400, GTX 500 and soon GTX 600. Before the PS4 is released there will likely be a GTX 700 series.

For what it's worth the 8000 and 9000 series are the exact same technology and the GTX 400 and 500 series are almost identical in architecture. But the fact of the matter is that it was too weak right off the bat which is ridiculous for something that is supposedly designed to last many years.

At this point the RSX is so old and alien compared to modern GPUs that it's not comparable at all, it comes nowhere near even scratching the surface of how powerful modern ones are. Just look at how hard the engineering team of RAGE has to work and struggle to make RAGE pretty much the only game out there on the PS3 which has both nice graphics and runs at 60 frames a second. It's incredible stress on the developers being limited so much.

Anyway, that's why I believe it's not possible for Sony to delay the PS4 until 2016 as they keep saying they'll do. At latest it will have to be 2013, which in my opinion is already years late.

elser1's Avatar
#2 - elser1 - 167w ago
i'm no expert but my friends say the ps3 is obsolete and outdated. i see there pc game graphics and i see why they say that. the 7800 nvidia was good in its day but even my old pc has better graphics card than that... but i still like my ps3 and thanks for this info..

PS3 News's Avatar
#1 - PS3 News - 167w ago
Today Sony PlayStation 3 hacker durandal has released OedipusRSX PS3 RSX Reality Synthesizer documentation for other developers to improve graphics utilized in PS3 homebrew applications and games.

Download: [Register or Login to view links] / [Register or Login to view links] (Mirror)

Below is some background on the PS3 RSX 'Reality Synthesizer' via [Register or Login to view links], as follows:

The RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) codeveloped by Nvidia and Sony for the PlayStation 3 game console.

Unless otherwise noted, the following specifications are based on a press release by Sony at the E3 2005 conference, slides from the same conference, and slides from a Sony presentation at the 2006 Game Developer's Conference.

Specifications:

  • 500 MHz on 90 nm process (shrunk to 65 nm in 2008 and to 40 nm in 2010)
  • Based on NV47 Chip (Nvidia GeForce 7800 Architecture)
  • 300+ million transistors
  • Multi-way programmable parallel floating-point shader pipelines
  • Independent pixel/vertex shader architecture
  • 24 parallel pixel-shader ALU pipes clocked @ 550 MHz
  • 5 ALU operations per pipeline, per cycle (2 vector4 , 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU)
  • 16 floating-point operations per pipeline, per cycle
  • 8 parallel vertex pipelines @ 500 MHz
  • 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)[citation needed]
  • 10 FLOPS per pipeline, per cycle
  • Floating Point Operations: 251.2 Gigaflops [(24*16* 550)+(8*10*500)]
  • 74 billion shader operations per second [(24 Pixel Shader Pipelines*5 ALUs*550 MHz) + (8 Vertex Shader Pipelines*2 ALUs*500 MHz)]
  • 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
  • 24 filtered samples per clock
  • Maximum texel fillrate: 12.0 GigaTexels per second (24 textures * 500 MHz)
  • 32 unfiltered texture samples per clock, (8 TA x 4 texture samples)
  • 8 Render Output units / pixel rendering pipelines
  • Peak pixel fillrate (theoretical): 4.0 Gigapixel per second
  • Maximum Z sample rate: 8.0 GigaSamples per second (2 Z-samples * 8 ROPs * 500 MHz)
  • Maximum Dot product operations: 28.6 billion per second
  • 128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
  • 256 MB GDDR3 RAM at 650 MHz
  • Access to additional 256 MB XDR RAM
  • 128-bit memory bus width
  • 22.4 GB/s read and write bandwidth
  • Cell FlexIO bus interface
  • 20 GB/s read to the Cell and XDR memory
  • 15 GB/s write to the Cell and XDR memory
  • Support for PSGL (OpenGL ES 1.1 + Nvidia Cg)
  • Support for S3TC texture compression

Finally, according to a rumor via [Register or Login to view links], [Register or Login to view links] of Gitbrew's (irssi, /connect -ssl irc.gitbrew.org) Sony PlayStation 3 Hacking Team also gave [Register or Login to view links] the coveted PS3 CEX-DEX.zip file [Register or Login to view links] from PS3 hacker [Register or Login to view links].

To quote: BTW Mathieulh I know you gave [Register or Login to view links] (Durandal Dokuchayev) that CEX-DEX ZIP, that it wasn't you that bundled that up, and you were not supposed to do so either

[Mathieulh] (mathieulh@oper.gitbrew.org): mathieu
[Mathieulh] &#otheros #opers &#pspdev
[Mathieulh] *.gitbrew.org :Gitbrew
[Mathieulh] is a Deus on Gitbrew
[Mathieulh] is logged in as Mathieulh
[Mathieulh] is using a secure connection
[Mathieulh] idle 00:02:07, signon: Tue Aug 30 13:52:59
[Mathieulh] End of WHOIS list.

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