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Re:Release: Fully operational dlclose exploit + Linux for PS... by iamcreasy on Monday April 04, 2016 @01:01PM (#11423438)
After Xbox dev mode, I think Sony needs to be more open about their console development.

This might just be stepping stone in the right direction.

Re:Release: Fully operational dlclose exploit + Linux for PS... by mtgx on Monday April 04, 2016 @01:55PM (#11423869)
Before announcing the PS4, I was hoping Sony would adopt Linux, mainly because I think it would've done a great service to the Linux community by having games that run well on Linux, but I think it would've also helped Sony in the long run. Microsoft is already banking on "DirectX gaming" for both Windows and Xbox. Sony should've had a similar strategy. They should go all-in with Linux and Vulkan with future consoles.
Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @01:19AM (#11428026)
Sony had their flirts with Indies and Linux and walked away from it.

The Playstation had Net Yaroze, which was almost comparable the usual devkit. A collector's item nowadays.

The PS2 had PS2 Linux, which required special RGB monitors with sync on green, but it provided almost the same access to the hardware as the devkits. The main difference was the amount of available RAM, only PS2GL and the higher level PS2 official graphics API were available. The low level one wasn't accessible.

The PS3 provided a very limited support for Linux. The graphics hardware was exposed as a plain framebuffer. Then came the firmware update that wiped Linux out of the PS3.

The PS Vita did offer a Mono based SDK, but after the initial release, they went silent. You can still access the web site, though.

The PS4 already exposes two graphics APIs much more powerful than Vulkan, with the developers being quite experienced on them.

If you search SCEE and GDC Vault web sites there are plentiful documents and sessions, NDA free, how the console market works.

Re:Release: Fully operational dlclose exploit + Linux for PS... by gobusto on Tuesday April 05, 2016 @08:37AM (#11429850)
There was also the PS2 version of Yabasic, which was included on the demo disc that came with the console.

If I recall correctly, this was done to avoid some kind of tax on "entertainment devices" in Europe; Sony argued that the ability to write BASIC programs made it a "computer", rather than an entertainment device.

Text could be entered using either a pad or a USB keyboard, and programs could be saved to memory cards. Some magazines even included user-submitted games on their cover disc, and the official UK magazine included a page or two of code each month which eventually built up to a playable game.

There were a few differences from the original Yabasic - gradient triangles were added, audio functionality was removed, etc. I'm told that the source code is available online somewhere, since the original Yabasic was GPL-licensed, but a quick Google search didn't turn up anything useful.

For those who are interested, a friend of mine has re-implemented the PS2 version in Javascript: http://www.mrdictionary.net/yabasic/

Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @09:32AM (#11430185)
Yeah, I didn't pay much attention to it beside the day I bought the PS2.

Eventually I got hold of the PS2 Linux package, but getting monitors with sync on green wasn't that easy.

Re:Release: Fully operational dlclose exploit + Linux for PS... by pandaman on Tuesday April 05, 2016 @01:57AM (#11428164)
I have not used PS2 Linux but I am curious how was it possible to limit the low level graphics API? Did they not let you run VU1 code? The retail games were just writing registers on GS from VU1 (and few smart ones were also streaming textures directly to GS). There was no API involved other than kicking DMA chains to feed VU1 (and that was just writing a pointer into a user register anyway).
Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @03:53AM (#11428636)
You didn't have direct hardware access from Linux, the access was exposed via an abstraction library which was a bit higher level than what the devkit allowed for.

Then there was PS2GL which was built on top of that, also not quite like the GL version on the devkit. But both shared the same fate of not being used that much.

Re:Release: Fully operational dlclose exploit + Linux for PS... by kayamon on Wednesday April 06, 2016 @01:33AM (#11436812)
Hi, This is not true - PS2 Linux provided full hardware access to the graphics hardware via the SPS2 library, which just mapped a bunch of hardware registers into your userland address space.

The IOP chip was restricted but that wasn't really a big deal for most purposes, as it was generally only used for I/O.

Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Wednesday April 06, 2016 @06:12AM (#11437798)
Hi, maybe you could have bothered to read the other post from me?

https://news.ycombinator.com/item?id=11433163

Re:Release: Fully operational dlclose exploit + Linux for PS... by pandaman on Tuesday April 05, 2016 @10:12AM (#11430492)
So you could not write VU code? Sounds pretty useless if true.
Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @02:42PM (#11433163)
On the contrary, the goal was to give enthusiasts a taste of what programming a games console might look like, not offer devkits for free.

In any case, it seems my memory was playing tricks on me.

The higher level APIs I am talking about was SPS2 and then there was Libps2dev as well.

The VU were actually available, I completely forgot about it.

You can delve into the old site, some guys did manage to mirror it, before Sony pulled the plug.

http://ps2linux.no-ip.info/playstation2-linux.com/coding-on-...

Personally I think the main reason for Sony's delusion with the community was that instead of trying to make games, many were using their PS2Linux kits to turn the PS2 into routers, cheap GPUs or cheap PCs.

The community was never as vibrant as the XNA one in terms of game coding.

Re:Release: Fully operational dlclose exploit + Linux for PS... by pandaman on Tuesday April 05, 2016 @04:45PM (#11434248)
Well, if you could program VU1 you had as much low level API as anybody else, that's my point.

As for the whole Linux support - I remember Kutaragi pushing the PS2 to become a home computer. Even its devkits (T10000s) were looking like PCs and had a "workstation" mode. PS3's "other OS" seems to be a vestige of this policy.

Re:Release: Fully operational dlclose exploit + Linux for PS... by Sanddancer on Monday April 04, 2016 @06:52PM (#11426385)
What advantage would any of that have over FreeBSD? They've already got a kernel that gets them all of that, so why change that that isn't broken?
Re:Release: Fully operational dlclose exploit + Linux for PS... by jhasse on Monday April 04, 2016 @08:12PM (#11426823)
It would be easier for developers to port their Linux games to the PS4.
Re:Release: Fully operational dlclose exploit + Linux for PS... by feld on Monday April 04, 2016 @08:43PM (#11426965)
How? A console is a very specialized device. The GPU access is vastly different from what you get when you use accelerated drivers on Linux/FreeBSD, for example.

If you can compile it on Linux, you can probably compile it on FreeBSD. Sorting out the rest is not OS specific, it's a completely different beast.

Re:Release: Fully operational dlclose exploit + Linux for PS... by iamcreasy on Monday April 04, 2016 @10:30PM (#11427394)
> The GPU access is vastly different from what you get when you use accelerated drivers on Linux/FreeBSD, for example.

Can you elaborate on this one. How are they different?

Re:Release: Fully operational dlclose exploit + Linux for PS... by cmrx64 on Tuesday April 05, 2016 @12:16AM (#11427750)
You don't use OpenGL etc, you use their proprietary graphics API.
Re:Release: Fully operational dlclose exploit + Linux for PS... by iamcreasy on Tuesday April 05, 2016 @04:18AM (#11428726)
Looks like Sony is far far away from developing something like XBox dev mode.
Re:Release: Fully operational dlclose exploit + Linux for PS... by feld on Wednesday April 06, 2016 @10:25AM (#11438937)
You're pushing raw data to the GPU which is directly executed. I've heard there's a ~15% performance increase doing it this way, but you could never do this with a general purpose OS due to the huge security problems it creates.
Re:Release: Fully operational dlclose exploit + Linux for PS... by Sanddancer on Monday April 04, 2016 @08:22PM (#11426872)
FreeBSD has a Linux compatibility module that works for most binaries, and source should be just a recompile in almost all cases.
Re:Release: Fully operational dlclose exploit + Linux for PS... by matt_wulfeck on Monday April 04, 2016 @05:48PM (#11425987)
I understand that these PS4s use a BSD, so I think Sony has adopted "unix" in technology but not the Linux philosophy. It's totally closed off.
Re:Release: Fully operational dlclose exploit + Linux for PS... by iamcreasy on Monday April 04, 2016 @02:29PM (#11424158)
I was really hopeful when they switched to x86 architecture. But it has been over 2.5 years. Nothing yet.

They have lowered the price of dev kit, they approach more indie developers then every before, they even have a indie fund. But they would have more games if they try the other way around - if they could somehow lower the barrier for game developers to approach them.