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Sony Computer Entertainment Inc. Develops System for Computer Entertainment Content Creation in the Broadband Network Era

Key Content and Technology Providers Collaborate to Demonstrate the Future of
           E-Cinema and Real-Time Digital Creation at SIGGRAPH 2000

    NEW ORLEANS, July 24 /PRNewswire/ -- Sony Computer Entertainment Inc.
(SCEI) announced today its strategic vision for the evolution of computer
entertainment in the broadband network era.  Just as the PlayStation(R)2
computer entertainment system ushered in a new era of consumer-based computer
entertainment, the company looks to escalate the evolution of digital cinema
and high definition content development through a real-time development system
designed for a broadband network environment.  This system will provide the
world's greatest content creators in film, TV broadcast and interactive
entertainment access to a new community for digital creation and distribution.
    Continuing to illustrate its role as an entertainment visionary, the
company will unveil real-time technology demonstrations with leading strategic
partners in the areas of content creation, servers, video, sound and
middleware to drive future broadband experience in computer entertainment and
e-cinema, the future of in-theater entertainment through a broadband network.
Key demonstrations will be conducted during SIGGRAPH 2000 expo, the leading
international conference on computer graphics (CG) and interactive techniques,
held July 25-27 in New Orleans.
    In cooperation with partner companies from the entertainment industry,
such as film, production and interactive entertainment, Sony Computer
Entertainment's vision is to provide the next step in high-resolution CG
technology for the evolution of computer entertainment and e-cinema
demonstrating how powerful new technologies will enhance creativity in the
production of digital content.  This vision, a theme reinforced through Sony
Computer Entertainment's booth at SIGGRAPH 2000, can be realized through a new
real-time development system based on an enhanced version of the architecture
found in its cutting-edge product, PlayStation 2 computer entertainment
system, called GScube(TM).
    The new development system, GScube, is to evolve into a graphics
"visualizer" for broadband network applications.  The GScube prototype
includes 16 sets of graphics units, which are a combination of the
EmotionEngine(TM) CPU, developed jointly by Sony Computer Entertainment Inc.
and Toshiba Corporation, and an enhanced architecture of the company's
world-renowned graphics rendering processor, Graphics Synthesizer(R), that
includes a 32MB embedded frame buffer memory, eight times the capacity of the
4MB embedded graphics memory of the PlayStation 2 computer entertainment
system.  The GScube will offer unrivaled real-time graphics power and
capabilities with an overall image quality of 1920 x 1080 resolution, with a
progressive scan of 60 frames-per-second, which is beyond the interlaced scan
of the digital HDTV standard.
    This powerful architecture will initially provide 10 times the performance
of the PlayStation 2 computer entertainment system, with future iterations of
the technology potentially exceeding this 100 fold.  The combination of the
GScube and high-end broadband servers, such as the soon-to-be announced next
generation SGI(TM) Origin(TM) series server, create an optimal environment for
the creation, manufacturing and distribution of computer entertainment
content, while charting the path towards realizing real-time generated
e-cinema productions.
    In collaboration with the content creation community, Sony Computer
Entertainment plans to initiate the roll out of the GScube development system
this winter.

    SIGGRAPH 2000 "E-Cinema" Experience - Fusion of Games and Movies
    The company's booth at SIGGRAPH 2000 offers a glimpse of the framework for
the future evolution of the networked digital entertainment market.  This
environment is divided into quadrants each demonstrating specific applications
utilizing the GScube development system.  These areas include the main
theater, an advanced theater experience using a Digital Projection Inc.
LIGHTNING 15sx projector based on core DLP(TM) technology by Texas
Instruments, and a "backstage" technology area comprising of broadband network
content production, distribution and an in-home experience through a "living
room of the future" display.  Some content will be demonstrated and viewed
through a newly developed, 24-inch high-definition monitor that handles
1920 x 1080 resolution at 60 frames-per-second progressive scan.  Sony
Corporation designed this monitor for use in the high-end broadcasting and
editing markets.

    Key Partners
    This massive SIGGRAPH 2000 demonstration could not have been realized
without the support and efforts of key strategic partners, including the
following (listed by category):

    Content Creators
    -- Eon Entertainment
    -- Manex Visual Effects/Manex Entertainment Inc.
    -- PDI/Dreamworks
    -- Silicon Studio, Ltd.
    -- Square USA, Inc./Square Co., Ltd.
    -- Warner Bros.

    Broadband Server
    -- SGI

    Video Hardware
    -- Digital Projection Inc., An Imax Company - LIGHTNING 15sx projector
    -- DLP(TM), A Texas Instruments Technology
    -- Sony Corporation

    Sound
    -- DiMagic
    -- Yamaha

    Tools & Middleware Demonstration
    -- AiCube Co., Ltd.
    -- Criterion Software
    -- Intrinsic Graphics
    -- Softimage Co./Avid Technology

    Tools & Middleware Partners
    -- Alias/Wavefront
    -- Data Plus Co., Ltd.
    -- Kaydara
    -- Side Effects Software, Inc.

    "As Sony Computer Entertainment Inc. fused the technology of computers and
the world of entertainment to create and evolve a new market called 'Computer
Entertainment,' we are now pioneering the creation of real-time digital
entertainment through an extension of the technology of the PlayStation 2
computer entertainment system," said Ken Kutaragi, president and chief
executive officer, Sony Computer Entertainment Inc.  "At SIGGRAPH 2000 we are
unveiling a development system that will enable conventional and traditional
content creators to realize new methods to communicate storylines and
experiences through the digital network environment.  We embrace the software
development communities and hope that together, we can usher in the future of
entertainment currently not realized through existing technologies."
    Recognized as the undisputed global leader and company responsible for the
progression of consumer-based computer entertainment, Sony Computer
Entertainment Inc. (SCEI) manufacturers, distributes and markets the
PlayStation(R) game console and PlayStation(R)2 computer entertainment system.
SCEI, along with its subsidiary divisions Sony Computer Entertainment America
Inc. and Sony Computer Entertainment Europe Ltd., develops, publishes, markets
and distributes software, and manages the third party licensing programs for
these two platforms in the respective markets worldwide.  Headquartered in
Tokyo, Japan, Sony Computer Entertainment Inc. is an independent business unit
of Sony Corporation.

                 GSCUBE(TM) BASIC SPECIFICATIONS AND FEATURES

    GScube consists of 16 EmotionEngine and 16 Graphics Synthesizer I-32 and
each output are merged by Pixel Merger. GScube is controlled by a host
computer via high-speed interface.

    CPU                             128Bit "EmotionEngine(TM)" x 16
    System Clock Frequency          294.912MHz
    Main Memory                     Direct RDRAM
    Memory Size                     2GB (128MB x 16)
    Memory Bus Bandwidth            50.3GB/s (3.1GB/s x 16)
    Floating Point Performance      97.5GFLOPS (6.1GFLOPS x 16)
    3D CG Geometric Transformation  1.04Gpolygons/s (65Mpolygons/s x 16)

    Graphics                        "Graphics Synthesizer(R)I-32" x 16
    Clock Frequency                 147.456MHz
    VRAM Size                       512MB (embedded 32MB x 16)
    VRAM Bandwidth                  755GB/s (47.2GB/s x 16)
    Pixel Fill Rate                 37.7GB/s (2.36GB/s x 16)
    Maximum Polygon Drawing Rate    1.2 Gpolygons/s (73.7Mpolygons/s x 16)
    Display Color Depth             32bit (RGBA: 8 bits each)
    Z depth                         32bit
    Maximum Resolutions             1080/60p (1920x1080, 60fps, Progressive)
    Merging Functions               Scissoring
                                    Alpha Test
                                    Z Sorting
                                    Alpha Blending

    Sound                           "EmotionEngine(TM)" native audio
    Maximum Output Channel          16
    Sampling Frequency              48KHz
    Output Data Length              16bit
    Output Data Format              AES/EBU Digital Audio Format

    Other Specifications
    Host Interface                  Peak transfer rate 2.4 GB/s (approx.)
                                    Parallel bus 1024 bit for data/32 bit for
                                    control

    Physical Dimensions             424mm x 424mm x 424mm(WxDxH)
                                    fit in for 19-inch rack
    Weight                          106lbs (approx.)
                                    48Kg (approx.)
    Power Requirement               100-240V  50/60Hz


SOURCE Sony Computer Entertainment, Inc.




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    Molly Smith of Sony Computer Entertainment
    America, 650-655-6044, or pager, 888-501-7669, or
    molly_smith@playstation.sony.com; or Samantha Sackin of
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    Sony Computer Entertainment America