Architectural Analysis of Game Machines
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Architectural Analysis of Game Machines

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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
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  • 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)
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  • 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
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  • PS 3
    • One PPE
    • Eight SPEs (one SPE is for backup)
    • Element Inter connect BUS EIB
    • Direct Memory Access Control DMAC
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    • 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 http://arstechnica.com/articles/paedia/cpu/xbox360-1.ars/2 [3] Xbox 360 specification http://hardware.teamxbox.com/articles/xbox/1144/The-Xbox-360-System-Specifications/p1 [4] Sony Playstation portal http://www.us.playstation.com/ps3 [5] Nicholas BlanchFord – Cell Architecture http://www.blachford.info/computer/Cell/Cell0_v2.html [6] PlayStation 3 Specification details http://playstation.about.com/od/ps3/a/PS3SpecsDetails_3.htm [7] Wii Specification details http://www.wiiconsoles.co.uk/wii_hardware_specification.asp [8] Roughly Drafted http://www.roughlydrafted.com/2008/01/31/video-gameconsoles- 2007-wii-ps3-and-the-death-of-microsofts-xbox-360/ [9] Sales Information http://vgchartz.com/