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999317 Posts in 39213 Topics- by 30620 Members - Latest Member: blockerz

April 23, 2014, 05:13:08 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)PlayStation Development Suite
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Author Topic: PlayStation Development Suite  (Read 9094 times)
InfiniteStateMachine
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« Reply #45 on: November 04, 2012, 09:33:17 PM »

Yeah that's what I hate most about the SDK. You have to target sony androids as well. It puts this virtual controller on the screen to make up for the lack of one.

Also because of the android targeting you can only use 92MB of the 512 the Vita actually has. Also Sony is really dragging their feet on adding texture compression. They do somewhat sympathize though. They've even shown interest in making the SDK work on the PS3.

I'm guessing the mini flash games aren't hitting it because people don't see it making a lot of money compared to other easier points of entry.

I'm doing it mainly because I love the hardware. I always wanted to develop on a game-focused portable with good tactile input. Also I ride the bus/train a lot these days.
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Ouren
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« Reply #46 on: November 05, 2012, 12:59:13 AM »

We're working on two games for PSM currently.
A new title, and a port of an older game that someone made a long time ago that I really enjoy.

The SDK is simple enough, and Sony is really great to work with.
Just ask Sarah Thomson, Nick Suttner or Shane Bettenhausen on twitter if you need help with anything.
They are very open to working with you to make your game happen.

https://twitter.com/SarahLuvsVGames
https://twitter.com/nsuttner
https://twitter.com/shanewatch
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J-Snake
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« Reply #47 on: November 05, 2012, 02:47:02 PM »

Oh thanks, I will keep it mind.
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InfiniteStateMachine
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« Reply #48 on: November 05, 2012, 04:22:04 PM »

Shane works for Sony now?? I was wondering what happened to him.
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InfiniteStateMachine
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« Reply #49 on: November 21, 2012, 06:41:27 PM »

So you are now required to pay for a license to use the developer forums or test your code outside the simulator.

considering how the simulator can run code that the Vita can't I've applied for a license. Unfortunately it's been about 24 hours and I still havent gotten acceptance for my application. I'm taking the next 3 days off for development. Murphys law.

Wolfgang I noticed you are having issues with multiple devices as well. Unless I mixed up your psm developer name.
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Ouren
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« Reply #50 on: November 22, 2012, 10:28:15 PM »

That's me over there!
I think I figured it out.
The keychain thing can work, it's just a matter of downloading the Development Assistant on that second unit.
I'll let you know what I discover when we get the second Vita in. I'll be posting the whole thing.
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InfiniteStateMachine
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« Reply #51 on: November 23, 2012, 07:39:40 AM »

3 days and still no pass on my license. My status is still applying though


alex mcdev did point out that it looks lik sony might be forcing them to release when they arent ready so i do sympathize with the development team. I just wish it didnt prevent me from being able to test on my vita.
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InfiniteStateMachine
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« Reply #52 on: November 23, 2012, 07:03:04 PM »

they replied to me and said it would take 3 to 10 days.
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BasicMind
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« Reply #53 on: November 26, 2012, 01:34:39 AM »

We had a lot of problems with the PSS for a 3D game we were working on.

Mainly the C# virtual machine is really crap. All CPU maths takes far to long, using their model loaders and code, we were getting really poor performance at about 1500 - 2000 vertices before seeing framerate drops.

We had some support from Sony which really just went along the lines of, "Yeah we know about that!"

That was in June/July. I don't think Its anything todo with C# but really just the VM implementation.

On the plus side, thought it was a good SDK. And for 2D I suspect it would have been ok.
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InfiniteStateMachine
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« Reply #54 on: November 26, 2012, 02:17:40 AM »

did you have branching in your shaders? That dropper performance significantly for me.

I havent had any issues with the VM itself so far.
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BasicMind
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« Reply #55 on: November 26, 2012, 03:30:20 AM »

No branching, if there was it was of the [1,0] variety. I think we managed to increase the vertex count by optimizing the models, but it wasn't by an significance.

The problems were on the vita itself. the simulator was fine as it makes no attempt to simulate :D
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InfiniteStateMachine
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« Reply #56 on: November 26, 2012, 01:38:13 PM »

yeah I had the same problems at first. In my case it was the branching shader. I got about 10-20x the performance but on that same note I wasn't drawing very much at all.

I haven't really tried to throw a ton of polygons at it yet so it's possible I haven't seen that performance hit yet. I'll certainly keep an eye out for it.

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moi
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« Reply #57 on: November 26, 2012, 03:12:58 PM »

it's converting c# code to android so yeah, don't expect it to run like if it was a professional vita devkit
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InfiniteStateMachine
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« Reply #58 on: November 26, 2012, 04:16:10 PM »

that's only on android though. IIRC Vita just runs its own version of the Mono VM with hooks to its OS calls and OpenGL


That would be why you have to use the pre-processor to make different code for the Vita and Android versions sometimes.
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moi
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« Reply #59 on: November 26, 2012, 06:22:34 PM »

that's only on android though. IIRC Vita just runs its own version of the Mono VM with hooks to its OS calls and OpenGL
didn't know that...
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