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Port XBMC to PS3 (PlayStation 3) to run on Linux ("Other OS") or natively on GameOS? - Printable Version +- XBMC Community Forum (http://forum.xbmc.org) +-- Forum: Development (/forumdisplay.php?fid=32) +--- Forum: Feature Suggestions (/forumdisplay.php?fid=9) +--- Thread: Port XBMC to PS3 (PlayStation 3) to run on Linux ("Other OS") or natively on GameOS? (/showthread.php?tid=21849) |
- Vlasbaard - 2007-12-21 15:57 Hmm. However, on page 5: d4rk Wrote:Without 3D acceleration, XBMC will barely run at 1-2 fps, which you can try by compiling the Linux port with SDL 2D instead of OpenGL. So will SDL be a viable solution? Ie., is there a reason to assume that SDL on the PS3 will be faster then on the PC, or is there somebody working on SDL XBMC performance? BTW, to the entire XBMC team, my eternal thanks for the best interface on any TV-based system ever. - Gamester17 - 2007-12-21 18:25 I think that maybe you missunderstand; there is "SDL 2D" that is without 3D hardware acceleration, then SDL emulates the 3D calls in software on the CPU which is why it is so slow = 1-2 fps), then there is "SDL 3D" which uses either OpenGL (Linux/Unix) or DirectX (Win32/Windows) that is with 3D hardware acceleration that is required to render smoothly at 60+ fps. XBMC for Linux will always require that you build using "SDL 3D" and that you have underlaying 3D hardware acceleration to render smoothly. What libps3rsx would replace is OpenGL (Linux/Unix) and DirectX (Win32/Windows), not SDL, SDL will still be used. SDL will not run faster or slower on the PS3 compared to a PC. Again, it is 3D accelerleration in hardware that XBMC requires. xbmc to ps3? - fiende - 2007-12-29 02:31 does anyone no how close they are to a beta or somthing ? must have it =) - dizzey - 2007-12-29 03:35 A beta for the ps3. </ironi>it's really close <ironi/> all that needs to be done is getting developers to start the project since no one has even started to port it for ps3 linux. - f4ion1 - 2007-12-31 20:06 dizzey Wrote:A beta for the ps3. </ironi>it's really close <ironi/> all that needs to be done is getting developers to start the project since no one has even started to port it for ps3 linux. lol Making XBMC PS3 friendly - The easy way - theMule - 2008-01-04 00:42 Hi, As someone who is interested in eventually running XBMC for linux on the Playstation 3, I have some suggestions on how this could be implemented (relatively) easily. As of right now, the big issue is lack of opengl support in linux on the PS3. It seems to me though that if some sort of "lite" gui mode were implemented, the xbmc gui could run fine without opengl. Perhaps just an alternate display path which uses only 2d SDL functions. The only place where acceleration is really required is for the actual video display and scaling. Code has already been written as part of spu-medialib to do colourspace conversion and scaling using the Cell SPEs on the PS3. http://wiki.ps2dev.org/ps3:spu-medialib They are also working on an XV driver which provides this acceleration. So XBMC could either use this code itself for accelerated video output on the ps3, or could simply optionally use XV as the video output path instead of the current opengl rendering path. (This would also have the advantage of working on older pc graphics hardware without opengl shader support.) Of course for full high def playback on the ps3, video decoding will also have to be optimized for the Cell, but this can happen upstream in ffmpeg. So to summarize, all that's really required from XBMC to eventually make the ps3 a great platform is a non-3d user interface mode, and xv video output (or slightly better, integration of ps3 accelerated output through spu-medialib directly). XV of course has the advantage that it can be developed/tested/used on standard PC hardware as well. - jmarshall - 2008-01-04 03:37 There's already an SDL-only path. It's bloody slow, and is not maintained. Feel free to take our code and do what you want with it. "SDL 2D" will only render at 1 or 2 frames per second... - Gamester17 - 2008-01-04 14:44 Gamester17 Wrote:I think that maybe you missunderstand; there is "SDL 2D" that is without 3D hardware acceleration, then SDL emulates the 3D calls in software on the CPU which is why it is so slow = 1-2 fps), then there is "SDL 3D" which uses either OpenGL (Linux/Unix) or DirectX (Win32/Windows) that is with 3D hardware acceleration that is required to render smoothly at 60+ fps. XBMC for Linux will always require that you build using "SDL 3D" and that you have underlaying 3D hardware acceleration to render smoothly.As you can read above, I have already tried to explain that in the existing "XBMC for PlayStation 3" thread. Wild thought! - cybbe - 2008-01-06 02:53 Hi, I haven't read every one of the 78 posts in this thread, and if the answer is in here, just point me to the right post... I see many comments in here on the problems for xbmc on ps3 in relation to the access of the 3D rendering within a linuxinstallation. I was just wondering... Is it totally impossible to find the "ps3-game-development-kit" out there. If someone had access to that kit, wouldn't he/she then be able to write programs with the full access of the ps3? In my "vision" I see the possibility to make a "game", that is to be started from the ps3 standard menu, (just like any downloaded game/demo)... this "game" would ofcourse not be a game, but a mediaplayer with full access to the HW of the ps3. I'm so bad with the technical details, so I have no "tools" to value this "vision". Any thoughts? //Cybbe - rodalpho - 2008-01-06 09:21 No, because PS3 titles are cryptographically signed, just like xbox360 games. That would only work if the console was fully cracked wide open like the xbox1, or if Sony agreed to let the XBMC team release their title as a commercial program. But since the code is under GPL and the GPL acts like a virus I'm not entirely sure how that would work. |