[PD] pd on ps3

Hans-Christoph Steiner hans at eds.org
Tue Nov 21 21:41:22 CET 2006


On Nov 20, 2006, at 10:43 PM, Chris McCormick wrote:

> On Mon, Nov 20, 2006 at 12:06:03AM +0100, Cyrille.Damez at laposte.net  
> wrote:
>> Le Dimanche 19 Novembre 2006 15:20, marius schebella a écrit :
>>> Thanks,
>>> that seems to answer the question... If there is no full access  
>>> to the
>>> hardware it will not be possible to use the advantages of the  
>>> fast chip.
>>> so no Pd as a superfast ps3-game. although pd might already run with
>>> limitations of speed an features.
>>> marius.
>>
>> What's interesting (for us pd users) in the PS3 is more the 7 SPEs  
>> (the cell's
>> coprocessors) than the graphics card, unless you wanted to use  
>> GEM. This
>> thing has massive floating point processing power.
>> As far as I know, the Yellow Dog-based PS3 Linux distro will ship  
>> with gcc for
>> the main CPU and for the SPEs, so porting pd on it would make a  
>> lot of sense,
>> but it would be more complicated to do it right than just  
>> recompiling the
>> vanilla sources.
>
> I wonder if it would be possible to compile PDa to run inside each of
> the 7 SPEs and a main Pd to control them from the main CPU. That would
> be some pretty huge parallel DSP action.

PDa is meant for integer-only processors, it looks like the SPEs are  
floating point DSPs, so plain Pd would probably be more appropriate.

.hc

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