PSM Unity: Difference between revisions
(Created page with "Category:Software<noinclude>Category:Main</noinclude> <div style="float:right">left</div> <div style="color: #000000; background-color: #e5e4...") |
m (SilicAndPina moved page Unity to PSM Unity: should differentiate between PSM unity and VITA unity.) |
||
(10 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
[[Category:Software]]<noinclude>[[Category:Main]]</noinclude> | [[Category:Software]]<noinclude>[[Category:Main]]</noinclude> | ||
<div style="float:right">[[File:Unity-icon0.png|left]]</div> | <div style="float:right">[[File:Unity-icon0.png|left|thumb|Unity logo inside the device]]</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}}"> | ||
Line 11: | Line 11: | ||
== PSM Development Assistant for Unity == | == PSM Development Assistant for Unity == | ||
Vita app. | |||
{| 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;" | ||
Line 21: | Line 23: | ||
| 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;" |'''Size''' | |||
| 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}} || - || - | | 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 || - || - || - || - || - || - | |||
|- | |||
| 1.02 || [[03.100.000_CEX|3.10]] || gp || - || - || - || - || - || - | |||
|- | |- | ||
| 1. | | 1.03 || [[03.120.000_CEX|3.12]] || gp || - || - || - || - || - || - | ||
|- | |- | ||
| 1.06 || [[03.300.000_CEX|3.30]] || gp || {{dts|2014|10|17}} || {{md5|1673FA51A732347C4B8319986DB79BA3}} || {{sha1|D73875D9FFC51F61AD55E0C16C756C8071703AE6}} || - || - | | 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] || - || - | |||
|- | |||
| 1.06 || [[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] || - || - | |||
|- | |- | ||
|} | |} | ||
*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 | ||
== Unity SDK == | |||
Computer app. | |||
{| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;" | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Version''' | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''PSM Development Assistant version''' | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Hash MD5''' | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Hash SHA1''' | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Links''' | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Size''' | |||
| style="background-color:#FFFFFF; color:#123AAA;" |'''Notes''' | |||
|- | |||
| 4.3.4f1 || 1.05 || {{md5|ae713bbdca0ecbcfbaf451d765cc0d20}} || {{sha1|5d0f96a3c5a060930f01a639b842a1ffa8e5b222}} || [http://beta.unity3d.com/download/psm_official_release/UnitySetup_update-4.3.4f1.exe beta.unity3d.com] || 488 MB || There may also be another version which is 436 MB but the difference is unknown. | |||
|- | |||
| 4.3.7p3 || 1.06 || {{md5|a8c4f3e57bf884140734eb4413b1347f}} || {{sha1|bbe7e70c97bc99565adf7f634a07b6cab89d9762}} || [http://beta.unity3d.com/download/psm_official_release_hotfix2/UnitySetup_update-4.3.7p3.exe beta.unity3d.com] || 488 MB || | |||
|} | |||
== CPU == | == CPU == | ||
The CPU has 3 hardware threads available to the application. <br /> | |||
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. <br /> | |||
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 == | == Graphics == | ||
PowerVR-based graphics core. Shaders are written in Cg. Textures are compressed using [[DXT]] or [[PVRTC]] (PVRTC is currently not supported by Unity).<br /> | |||
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.<br /> | |||
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;" | ||
|- | |- | ||
Line 66: | Line 91: | ||
| Buffers (sub-system allocations) || -32 MB | | Buffers (sub-system allocations) || -32 MB | ||
|- | |- | ||
| Available to App || 184 MB | | {{cellcolors|lightblue|black}} Available to App || {{cellcolors|lightblue|black}} 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;" | ||
|- | |- | ||
Line 85: | Line 109: | ||
| Buffers (screen and commands) || -25 MB | | Buffers (screen and commands) || -25 MB | ||
|- | |- | ||
| Available to App || 87 MB | | {{cellcolors|lightblue|black}} Available to App || {{cellcolors|lightblue|black}} 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) | |||
* Left and right shoulder buttons (digital) | |||
*Directional input and × ○ □ △ buttons (digital) | * Left and right analog sticks (x/y axis) | ||
*Left and right shoulder buttons (digital) | * On-screen touch input + rear touch pad | ||
*Left and right analog sticks (x/y axis) | * Compass / Gyro / Accelerometer / Location | ||
*On-screen touch input + rear touch pad | * Front and rear camera | ||
*Compass / Gyro / Accelerometer / Location | * Speaker and microphone | ||
*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.<br /> | |||
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 == | ||
Unity for PSM reuses the same graphics driver used in the "Unity PS Vita" <br /> | |||
This ensures that a high-performance rendering path is available also with Unity for PSM.<br /> | |||
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. <br /> | |||
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). | |||
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. | |||
which usually produce a pink color output (and the compilation error output written to the device log). | |||
Latest revision as of 09:25, 26 May 2018
Unity for PSM is a runtime and development tools suite for the PlayStation®Mobile platform/business model.
Unity for PSM currently only runs on the PS Vita.
It's distinctively separate from the pre-existing "PSM SDK" . "PSM SDK" and "Unity for PSM" do not share tools or APIs.
PSM Development Assistant for Unity[edit | edit source]
Vita app.
Version | PS VITA FW | Category SFO | Creation Date | Hash MD5 | Hash SHA1 | Links | Size | Notes |
1.00 | 3.00 | gd | November 26, 2013 | md5:D207A1663E4778BE4CC8818506D05DE4 | sha1:CD3A66939E2E4DBF698314921A49C13A66315C78 | mega.co.nz | - | - |
1.01 | 3.01 | gp | - | - | - | - | - | - |
1.02 | 3.10 | gp | - | - | - | - | - | - |
1.03 | 3.12 | gp | - | - | - | - | - | - |
1.04 | 3.15 | gp | - | - | - | - | - | - |
1.05 | 3.15 | gp | July 12, 2014 | md5:1FAA126521DFABFF9032EBB12F79D2CF | sha1:A78E54CE19D7E015AE8D6684EF8E7F8866CD94B6 | mega.co.nz | - | - |
1.06 | 3.30 | gp | October 17, 2014 | md5:1673FA51A732347C4B8319986DB79BA3 | sha1:D73875D9FFC51F61AD55E0C16C756C8071703AE6 | mega.co.nz | - | - |
Unity SDK[edit | edit source]
Computer app.
Version | PSM Development Assistant version | Hash MD5 | Hash SHA1 | Links | Size | Notes |
4.3.4f1 | 1.05 | md5:ae713bbdca0ecbcfbaf451d765cc0d20 | sha1:5d0f96a3c5a060930f01a639b842a1ffa8e5b222 | beta.unity3d.com | 488 MB | There may also be another version which is 436 MB but the difference is unknown. |
4.3.7p3 | 1.06 | md5:a8c4f3e57bf884140734eb4413b1347f | sha1:bbe7e70c97bc99565adf7f634a07b6cab89d9762 | beta.unity3d.com | 488 MB |
CPU[edit | edit source]
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[edit | edit source]
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.
Memory[edit | edit source]
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[edit | edit source]
Name | Value |
Physical Memory | 256 MB |
Reserved | -8 MB |
Available to "Unity for PSM" | Available to "Unity for PSM" |
"Unity for PSM" executable | -32 MB |
Buffers (sub-system allocations) | -32 MB |
Available to App | 184 MB |
Video Memory[edit | edit source]
Name | Value |
Physical Memory | 128 MB |
Reserved | -16 MB |
Available to "Unity for PSM" | 112 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[edit | edit source]
The PS Vita has these input / sensor capabilities, all which are available from a "Unity for PSM" application:
- Directional input and × ○ □ △ buttons (digital)
- Left and right shoulder buttons (digital)
- Left and right analog sticks (x/y axis)
- On-screen touch input + rear touch pad
- Compass / Gyro / Accelerometer / Location
- Front and rear camera
- Speaker and microphone
Runtime[edit | edit source]
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.
Rendering[edit | edit source]
Unity for PSM reuses the same graphics driver used in the "Unity PS Vita"
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).
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.