Architectural Analysis of Game Machines
Upcoming SlideShare
Loading in...5

Architectural Analysis of Game Machines






Total Views
Views on SlideShare
Embed Views



3 Embeds 9 6 2 1


Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
Post Comment
Edit your comment

Architectural Analysis of Game Machines Architectural Analysis of Game Machines Presentation Transcript

    • Praveen AP
    • CS 247
    • San Jose State University
  • Introduction
    • First Generation 1972
    • We are in seventh Generation, since 2004
      • HD DVD
      • Blue Ray
      • Bluetooth
      • SD Card
      • Streaming
  • Xbox 360
    • Best Hardware for next generation games
    • Homogenous hardware architecture for the pipeline
    • Three cores and two threads per core
  • Procedural Synthesis
    • Dynamically generating lower level geometry data from statically stored higher level scene data
    • Optimal use of system bandwidth and memory
    • Shift burden from art to programming and to the hardware
    Images -> Polygons -> Vertices -> Memory On Rendering Memory - > Vertex data -> GPU -> Monitor Vague. Limited and repetitive models
  • Procedural Synthesis…
    • Images are compressed and stored in memory and are decompressed by GPU while rendering
    • Compression ratio:
    • Stored scene data / Rendered vertex data
    Tree Leaf Wind Vector Descriptions
  • Procedural Synthesis…
    • Approximating a higher order curve with a network a flat surfaces
    • Higher order curves are stored in main memory and then transferred to CPU where they are tessellated and finally fed to GPUs.
    • Tessellation is done at real time and allows the software to control LOD (Level of Detail)
    • Farther Objects: Low LOD
    • Closer Objects: High LOD
  • GPU
    • Graphics Processing Units: Renders graphics from vertex data
    • 48 combined vector and scalar ALUs
    • Superscalar instruction encodes vector, scalar, texture load and vertex fetch in one instruction
    • 10MB of eDRAM which has built in logic for functions like zcompare, anti -aliasing
    • Occlusion determination through Z prepass
  • Power Processing Elements PPEs
    • Three cores, each core is a PPE
    • 3.2 GHz
    • 64KB L 1 Cache
    • Host Thread and Data Generation thread
    • Uses SMT (Simultaneous Multithreading) to handle two threads of execution
    • (therefore, for 3 cores 6 threads can run parallel)
  • Caching
    • 32KB L1 2-way set associative instruction cache
    • 32KB L1 4-way set associative write through data cache
    • 1MB L2 cache
    • Producer – Consumer
    • Traditional: Main memory – GPU
    • Xbox: CPU – GPU
    • L2 stores in case of over production of data from CPU
    • Write streaming & Read streaming modes
    • Avoids thrashing by locking
  • PS 3
    • One PPE
    • Eight SPEs (one SPE is for backup)
    • Element Inter connect BUS EIB
    • Direct Memory Access Control DMAC
    • What have you decided ?
    • At the last minute sony realized that cell GPU was not up to the level so they purchased nvidia ‘s 7800 GTX GPU. The main drawback of this GPU is
      • Not designed for console GPU. It was designed and optimized for PC GPU
    • Xbox GPU was co designed by Microsoft and ATI. So they were able to optimize its capabilities for video game playing.
    • Eventually procedural synthesis in xbox 360 looks some what better than reality synthesizer in ps3
    • Both models have some defects that can be ignored.
    • Xbox 360 , PS 3 low end can be considered. Xbox 360 is the best one if you just plan to play games other than watching movies.
    • Last but not least, price plays the big role in selecting the product.
  • [1]Andrews, J; Baker, N Xbox 360 System Architecture: Volume 26, Issue 2, March-April 2006 Page(s):25 - 37. IEEE. [2] Ars Technica Technical Forum [3] Xbox 360 specification [4] Sony Playstation portal [5] Nicholas BlanchFord – Cell Architecture [6] PlayStation 3 Specification details [7] Wii Specification details [8] Roughly Drafted 2007-wii-ps3-and-the-death-of-microsofts-xbox-360/ [9] Sales Information