Editing PSM Unity
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[[Category:Software]]<noinclude>[[Category:Main]]</noinclude> | [[Category:Software]]<noinclude>[[Category:Main]]</noinclude> | ||
<div style="float:right">[[File:Unity-icon0.png|left | <div style="float:right">[[File:Unity-icon0.png|left]]</div> | ||
<div style="color: #000000; background-color: #e5e4e2; border: 1px solid #808000; padding: 5px; {{box-shadow|4px|4px|8px|#b0b090}}"> | <div style="color: #000000; background-color: #e5e4e2; border: 1px solid #808000; padding: 5px; {{box-shadow|4px|4px|8px|#b0b090}}"> | ||
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== PSM Development Assistant for Unity == | == PSM Development Assistant for Unity == | ||
{| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | {| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | ||
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| style="background-color:#FFFFFF; color:#123AAA;" |'''Hash SHA1''' | | style="background-color:#FFFFFF; color:#123AAA;" |'''Hash SHA1''' | ||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Links''' | | style="background-color:#FFFFFF; color:#123AAA;" |'''Links''' | ||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Notes''' | | style="background-color:#FFFFFF; color:#123AAA;" |'''Notes''' | ||
|- | |- | ||
| 1.00 || [[03.000.000_CEX|3.00]] || gd || {{dts|2013|11|26}} || {{md5|D207A1663E4778BE4CC8818506D05DE4}} || {{sha1|CD3A66939E2E4DBF698314921A49C13A66315C78}} || [https://mega.co.nz/#!y91mVSbR!mAu8cnI29XojMrVqorg0RaphMqPoCXsyxXg0lFwBL1c mega.co.nz] | | 1.00 || [[03.000.000_CEX|3.00]] || gd || {{dts|2013|11|26}} || {{md5|D207A1663E4778BE4CC8818506D05DE4}} || {{sha1|CD3A66939E2E4DBF698314921A49C13A66315C78}} || [https://mega.co.nz/#!y91mVSbR!mAu8cnI29XojMrVqorg0RaphMqPoCXsyxXg0lFwBL1c mega.co.nz] || - | ||
|- | |- | ||
| 1.01 || [[03.010.000_CEX|3.01]] || gp || - || - || | | 1.01 || [[03.010.000_CEX|3.01]] || gp || - || - || - || - || - | ||
|- | |- | ||
| 1.02 || [[03.100.000_CEX|3.10]] || gp || - || - || | | 1.02 || [[03.100.000_CEX|3.10]] || gp || - || - || - || - || - | ||
|- | |- | ||
| 1.03 || [[03.120.000_CEX|3.12]] || gp || - || - || | | 1.03 || [[03.120.000_CEX|3.12]] || gp || - || - || - || - || - | ||
|- | |- | ||
| 1.04 || [[03.150.000_CEX|3.15]] || gp || - || - || | | 1.04 || [[03.150.000_CEX|3.15]] || gp || - || - || - || - || - | ||
|- | |- | ||
| 1.05 || [[03.150.000_CEX|3.15]] || gp || {{dts|2014|07|12}} || {{md5|1FAA126521DFABFF9032EBB12F79D2CF}} || {{sha1|A78E54CE19D7E015AE8D6684EF8E7F8866CD94B6}} || [https://mega.co.nz/#!DttyWBaS!oj3jB-yCalXGv9qikaPrRn4G3ZJ5DIAZ5VEq2v0hLHY mega.co.nz] | | 1.05 || [[03.150.000_CEX|3.15]] || gp || {{dts|2014|07|12}} || {{md5|1FAA126521DFABFF9032EBB12F79D2CF}} || {{sha1|A78E54CE19D7E015AE8D6684EF8E7F8866CD94B6}} || [https://mega.co.nz/#!DttyWBaS!oj3jB-yCalXGv9qikaPrRn4G3ZJ5DIAZ5VEq2v0hLHY mega.co.nz] || - | ||
|- | |- | ||
| 1.06 || [[03.300.000_CEX|3.30]] || gp || {{dts|2014|10|17}} || {{md5|1673FA51A732347C4B8319986DB79BA3}} || {{sha1|D73875D9FFC51F61AD55E0C16C756C8071703AE6}} || [https://mega.co.nz/#!L9NXnAKY!t6eOo5jMaCSsy8kxS5uLYkutlAsziy-HzK4SCRHbpws mega.co.nz] | | 1.06 || [[03.300.000_CEX|3.30]] || gp || {{dts|2014|10|17}} || {{md5|1673FA51A732347C4B8319986DB79BA3}} || {{sha1|D73875D9FFC51F61AD55E0C16C756C8071703AE6}} || [https://mega.co.nz/#!L9NXnAKY!t6eOo5jMaCSsy8kxS5uLYkutlAsziy-HzK4SCRHbpws mega.co.nz] || - | ||
|- | |- | ||
|} | |} | ||
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*http://www.psdevwiki.com/ps4/Template:Media_Services:PSM_Development_Assistant_for_Unity | *http://www.psdevwiki.com/ps4/Template:Media_Services:PSM_Development_Assistant_for_Unity | ||
== | == CPU == | ||
The CPU has 3 hardware threads available to the application. | |||
Unity uses at least 2 (main and rendering), so creating more than one additional worker thread from managed code is not likely to yield any additional benefit. | |||
But this of course depends on how the application itself is behaving. For example, a GPU-limited application might have plenty of CPU time to spare. | |||
== Graphics == | |||
PowerVR-based graphics core. Shaders are written in Cg. Textures are compressed using [[DXT]] or [[PVRTC]] (PVRTC is currently not supported by Unity). | |||
PowerVR-based graphics core. Shaders are written in Cg. Textures are compressed using [[DXT]] or [[PVRTC]] (PVRTC is currently not supported by Unity). | Screen resolution is 960 × 544. | ||
Screen resolution is 960 × 544. | |||
== Memory == | == Memory == | ||
The physical memory available in the PS Vita is 256MB of system memory, and 128MB of video memory. | |||
Not all of this is available to a "Unity for PSM" application - below is a breakdown of how much is reserved, for what, and how much is available to the application. | The physical memory available in the PS Vita is 256MB of system memory, and 128MB of video memory. | ||
Not all of this is available to a "Unity for PSM" application - below is a breakdown of how much is reserved, for what, and how much is available to the application. | |||
=== System Memory === | === System Memory === | ||
{| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | {| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | ||
|- | |- | ||
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| Buffers (sub-system allocations) || -32 MB | | Buffers (sub-system allocations) || -32 MB | ||
|- | |- | ||
| | | Available to App || 184 MB | ||
|- | |- | ||
|} | |} | ||
=== Video Memory === | === Video Memory === | ||
{| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | {| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | ||
|- | |- | ||
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| Buffers (screen and commands) || -25 MB | | Buffers (screen and commands) || -25 MB | ||
|- | |- | ||
| | | Available to App || 87 MB | ||
|- | |- | ||
|} | |} | ||
The numbers above are theoretical limits. It's good practice to allow for a few MB of unused buffer space, to not run out of memory while running the application. | |||
The memory listed as "Available to App" is used not only for scripts, but also for any kind of additional game data, such as meshes, physics/collision structures, etc. | |||
== Input / Output == | == Input / Output == | ||
The PS Vita has these input / sensor capabilities, all which are available from a "Unity for PSM" application | |||
* Directional input and × ○ □ △ buttons (digital) | The PS Vita has these input / sensor capabilities, all which are available from a "Unity for PSM" application | ||
* Left and right shoulder buttons (digital) | |||
* Left and right analog sticks (x/y axis) | *Directional input and × ○ □ △ buttons (digital) | ||
* On-screen touch input + rear touch pad | *Left and right shoulder buttons (digital) | ||
* Compass / Gyro / Accelerometer / Location | *Left and right analog sticks (x/y axis) | ||
* Front and rear camera | *On-screen touch input + rear touch pad | ||
* Speaker and microphone | *Compass / Gyro / Accelerometer / Location | ||
*Front and rear camera | |||
*Speaker and microphone | |||
== Runtime == | == Runtime == | ||
Application code runs in a Mono 'sandboxed' environment where only managed (C# / UnityScript / Boo) code is allowed. | |||
Application code runs in a Mono 'sandboxed' environment where only managed (C# / UnityScript / Boo) code is allowed. | |||
The Mono runtime uses Just-In-Time (JIT) compilation of application (user) scripts. | The Mono runtime uses Just-In-Time (JIT) compilation of application (user) scripts. | ||
== Rendering == | == Rendering == | ||
This means that the classic fallback shader mechanism provided in Unity is not available on PSM. | Unity for PSM reuses the same graphics driver used in the "Unity PS Vita" | ||
An unsupported shader (a shader with a programming error, or otherwise fails to compile) will simply be replaced with the Default Shader, which usually produce a pink color output (and the compilation error output written to the device log). | This ensures that a high-performance rendering path is available also with Unity for PSM. | ||
But the graphics driver behaves quite differently in one key aspect : A shader instance is only compiled when it's actually used - | |||
i.e. right before rendering the material from which it is referenced. | |||
This means that the classic fallback shader mechanism provided in Unity is not available on PSM. | |||
An unsupported shader (a shader with a programming error, or otherwise fails to compile) will simply be replaced with the Default Shader, | |||
which usually produce a pink color output (and the compilation error output written to the device log). | |||
And because this step can sometimes be computationally intensive, shaders already compiled are cached, and can be reused on subsequent application runs | |||
(provided the shader hasn't changed). | |||
One benefit of compiling shaders at runtime is that Unity for PSM also supports the older Unity "fixed function" shaders. |