<ul><li>Praveen AP </li></ul><ul><li>CS 247 </li></ul><ul><li>San Jose State University </li></ul>
 
Introduction <ul><li>First Generation 1972 </li></ul><ul><li>We are in seventh Generation, since 2004 </li></ul><ul><ul><l...
Xbox  360 <ul><li>Best Hardware for next generation games </li></ul><ul><li>Homogenous hardware architecture for the pipel...
 
Procedural Synthesis <ul><li>Dynamically generating lower level geometry data from statically stored higher level scene da...
Procedural Synthesis… <ul><li>Images are compressed and stored in memory and are decompressed by GPU while rendering </li>...
Procedural Synthesis… <ul><li>Approximating a higher order curve with a network a flat surfaces </li></ul><ul><li>Higher o...
GPU <ul><li>Graphics Processing Units: Renders  graphics from vertex data </li></ul><ul><li>48 combined vector and scalar ...
Power Processing Elements PPEs <ul><li>Three cores, each core is a PPE </li></ul><ul><li>3.2 GHz </li></ul><ul><li>64KB L ...
 
Caching <ul><li>32KB L1 2-way set associative instruction cache </li></ul><ul><li>32KB L1 4-way set associative  write thr...
 
PS  3 <ul><li>One PPE </li></ul><ul><li>Eight SPEs (one SPE is for backup) </li></ul><ul><li>Element Inter connect BUS EIB...
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
<ul><li>What have you decided ? </li></ul><ul><li>At the last minute sony realized that cell GPU was not up to the level s...
[1]Andrews, J; Baker, N Xbox 360 System Architecture: Volume 26, Issue 2, March-April  2006  Page(s):25 - 37. IEEE. [2] Ar...
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Architectural Analysis of Game Machines

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Architectural Analysis of Game Machines

  1. 1. <ul><li>Praveen AP </li></ul><ul><li>CS 247 </li></ul><ul><li>San Jose State University </li></ul>
  2. 3. Introduction <ul><li>First Generation 1972 </li></ul><ul><li>We are in seventh Generation, since 2004 </li></ul><ul><ul><li>HD DVD </li></ul></ul><ul><ul><li>Blue Ray </li></ul></ul><ul><ul><li>Bluetooth </li></ul></ul><ul><ul><li>SD Card </li></ul></ul><ul><ul><li>Streaming </li></ul></ul>
  3. 4. Xbox 360 <ul><li>Best Hardware for next generation games </li></ul><ul><li>Homogenous hardware architecture for the pipeline </li></ul><ul><li>Three cores and two threads per core </li></ul>
  4. 6. Procedural Synthesis <ul><li>Dynamically generating lower level geometry data from statically stored higher level scene data </li></ul><ul><li>Optimal use of system bandwidth and memory </li></ul><ul><li>Shift burden from art to programming and to the hardware </li></ul>Images -> Polygons -> Vertices -> Memory On Rendering Memory - > Vertex data -> GPU -> Monitor Vague. Limited and repetitive models
  5. 7. Procedural Synthesis… <ul><li>Images are compressed and stored in memory and are decompressed by GPU while rendering </li></ul><ul><li>Compression ratio: </li></ul><ul><li>Stored scene data / Rendered vertex data </li></ul>Tree Leaf Wind Vector Descriptions
  6. 8. Procedural Synthesis… <ul><li>Approximating a higher order curve with a network a flat surfaces </li></ul><ul><li>Higher order curves are stored in main memory and then transferred to CPU where they are tessellated and finally fed to GPUs. </li></ul><ul><li>Tessellation is done at real time and allows the software to control LOD (Level of Detail) </li></ul><ul><li>Farther Objects: Low LOD </li></ul><ul><li>Closer Objects: High LOD </li></ul>
  7. 9. GPU <ul><li>Graphics Processing Units: Renders graphics from vertex data </li></ul><ul><li>48 combined vector and scalar ALUs </li></ul><ul><li>Superscalar instruction encodes vector, scalar, texture load and vertex fetch in one instruction </li></ul><ul><li>10MB of eDRAM which has built in logic for functions like zcompare, anti -aliasing </li></ul><ul><li>Occlusion determination through Z prepass </li></ul>
  8. 10. Power Processing Elements PPEs <ul><li>Three cores, each core is a PPE </li></ul><ul><li>3.2 GHz </li></ul><ul><li>64KB L 1 Cache </li></ul><ul><li>Host Thread and Data Generation thread </li></ul><ul><li>Uses SMT (Simultaneous Multithreading) to handle two threads of execution </li></ul><ul><li>(therefore, for 3 cores 6 threads can run parallel) </li></ul>
  9. 12. Caching <ul><li>32KB L1 2-way set associative instruction cache </li></ul><ul><li>32KB L1 4-way set associative write through data cache </li></ul><ul><li>1MB L2 cache </li></ul><ul><li>Producer – Consumer </li></ul><ul><li>Traditional: Main memory – GPU </li></ul><ul><li>Xbox: CPU – GPU </li></ul><ul><li>L2 stores in case of over production of data from CPU </li></ul><ul><li>Write streaming & Read streaming modes </li></ul><ul><li>Avoids thrashing by locking </li></ul>
  10. 14. PS 3 <ul><li>One PPE </li></ul><ul><li>Eight SPEs (one SPE is for backup) </li></ul><ul><li>Element Inter connect BUS EIB </li></ul><ul><li>Direct Memory Access Control DMAC </li></ul>
  11. 30. <ul><li>What have you decided ? </li></ul><ul><li>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 </li></ul><ul><ul><li>Not designed for console GPU. It was designed and optimized for PC GPU </li></ul></ul><ul><li>Xbox GPU was co designed by Microsoft and ATI. So they were able to optimize its capabilities for video game playing. </li></ul><ul><li>Eventually procedural synthesis in xbox 360 looks some what better than reality synthesizer in ps3 </li></ul><ul><li>Both models have some defects that can be ignored. </li></ul><ul><li>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. </li></ul><ul><li>Last but not least, price plays the big role in selecting the product. </li></ul>
  12. 31. [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/

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