Linked by Thom Holwerda on Mon 24th Jun 2013 15:20 UTC, submitted by sheokand
Games Pretty cool stuff: the PlayStation 4 apparently runs on a version of FreeBSD 9.0 modified by Sony and renamed to 'Orbis OS'. Second generation developer kits use GNU GRUB to boot, and allow you to boot into a graphical or a console mode. Not much else is known at this point, but it's a fun bit of information, and perhaps a boon to homebrew developer and hackers.
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RE[9]: Best case, worst case
by moondevil on Wed 26th Jun 2013 09:47 UTC in reply to "RE[8]: Best case, worst case"
Member since:

Perhaps because OpenGL is widespread in mobile devices

Only thanks to Apple. Before the iPhone, it only existed in a few selected Symbian devices implemented as a software render. If you wanted performance you needed to use something else.

, and even though it is not the API of choice in the PS3 it's still available as an option there as well.

An option that nobody actually uses when they care about performance and the PS3 is just one console among many.

Reply Parent Score: 3

benytocamela Member since:

Yes, at some point there were almost no OpenGL devices. But that's true for anything else as well.

OpenGLish rendering libraries are used by iOS, Android, and Blackberry (I think it's also used for the Wii U and DS?). A substantial share of mobile gaming. Perhaps that's what led to the perception of GL's widespread adoption.

Edited 2013-06-26 18:13 UTC

Reply Parent Score: 2

RE[11]: Best case, worst case
by moondevil on Thu 27th Jun 2013 11:22 in reply to "RE[10]: Best case, worst case"
moondevil Member since:

OpenGL was already considered dead by the gaming industry with only the CAD industry keeping the standard alive.

When OpenGL 3.0 came out, the very few that still had hopes, felt that the OpenGL ARB betrayed the whole API design to the desired of CAD/CAM companies.

Around this time several things happened more or less at the same time, that contributed in some form or the other, to the OpenGL revival:

- Apple made a native SDK using OpenGL ES with proper hardware support

- Games on iPhones started selling really well

- Khronos took over OpenGL steering board

- A few AAA game studios joined Khronos, thus bringing the message that it was worth investing into OpenGL

- The subsequent OpenGL standards really improved the situation and were well received.

However how things look in the standard game consoles look different, specially because developers want a more fine grained control over the hardware.

For example, on the PS2 you prepare command buffers that are sent via DMA to the emotion engine. Those of us that bought PS2Linux had partial access to the documentation.

Just some information from the archived web site, the PS2 Linux kit DVDs have much more documentation.

More information is sadly behind NDAs.

EDIT: Added information about PS2Linux.

Edited 2013-06-27 11:27 UTC

Reply Parent Score: 3

RE[10]: Best case, worst case
by dnebdal on Thu 27th Jun 2013 14:04 in reply to "RE[9]: Best case, worst case"
dnebdal Member since:

If you're porting some small game that doesn't actually require anything like the full native performance of a PS4 (since it was developed to do fine on cellphones), using OpenGL instead of rewriting the rendering code starts looking like a decent solution.

If you're writing a full-price game for the XBone and PS4, inventing in separate native engines make more sense.

Both are valid business plans, and I suspect we'll see a lot of the former this generation.

Reply Parent Score: 2