[PD] pd on ps3
Danks, Mark
MDanks at ea.com
Wed Nov 22 04:22:17 CET 2006
I'll chime in, although I can't say too much about this due to NDA issues...
There is no reason you couldn't have the DSP networks running on the SPUs. You wouldn't want to bother with having a full fledged PD instance on the SPU (it wouldn't fit anyways). However, if you rewrote the ~ objects to generate a network which could DMA and process on the SPUs you would be good to go. Just keep the main PD exe on the PPU.
On a random note, I actually got PD and GEM running on a PS2 a few years ago...it is possible.
Mark
> -----Original Message-----
> From: pd-list-bounces at iem.at [mailto:pd-list-bounces at iem.at] On Behalf Of
> Chris McCormick
> Sent: Tuesday, November 21, 2006 6:25 PM
> To: Cyrille.Damez at laposte.net
> Cc: pd-list at iem.at
> Subject: Re: [PD] pd on ps3
>
> On Tue, Nov 21, 2006 at 08:45:19PM +0100, Cyrille.Damez at laposte.net wrote:
> > Le Mardi 21 Novembre 2006 04:43, Chris McCormick a écrit :
> > > 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.
> >
> > I doubt it. I haven't really looked at PDa, but I suspect it is still
> too big
> > to fit in a SPE local memory (256Kb code+data).
> > Moreover, the SPEs are stream processors: you can't just throw at them
> code
> > written for a general purpose cpu and expect them to run it efficiently.
>
> So probably better for something like running individual externals
> (or a couple) than running a whole copy of Pd. As someone said, Pd's
> architecture might need a little bit of help to utilise that facility
> then.
>
> Chris.
>
> -------------------
> chris at mccormick.cx
> http://mccormick.cx
>
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