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Brief History of
Graphics Devices
Tat Iwamoto
2014
Around 1980

•

1977: Apple II

•

1983: NES
Apple II
•

1977: $1,298 to $2,638

•

MOS Technology 6502 @ 1MHz

•

4KB to 48KB RAM

http://www.vectronicsappleworld.com/
http://www.vectronicsappleworld.com/
NES / Family Computer
•

Famicom
•

•

1983: ¥14,800

Nintendo Entertainment System
•

1985: $299

•

Ricoh 2A03 CPU: MOS6502@1.79MHZ

•

Ricoh 2C03 Picture Processing Unit: Custom @5.37MHz

•

2KB Work RAM + 2KB VRAM
http://133fsb.wordpress.com/
NTSC 480i
•

Vertical: 192 lines
•
•

•

29.97Hz, 525 lines, interlace
240 active / field, ~10% overscan

Horizontal: about 160 color pixels
•
•

•

Composite color subcarrier 3.579545MHz
227.5 color phase / line, 16% blanking, 

~10% overscan

Roughly 1M Pixels / second
Wow, I can show Video!
•

Designed simply to show of video on TV

•

To generate NTSC video signals
•

Full bitmap required a lot of memory / bandwidth
•

DRAM was expensive

•

Reduced color resolution

•

Sprite tables
Around 1980 was…
Dawn of Interactive Graphics Devices
Generating Video Signal Itself Was a
Challenge for both computer and
consumer devices
Very different price point
Around 1990

•

1987: IBM PS/2 VGA

•

1994: PlayStation
IBM PS/2 w/VGA
•

1987: $1,695 to $10,995

•

CPU:
•

•

8086 8MHz to 80386 20MHz

VGA:
•

640x480 16/16M colors

•

256 KB VRAM
http://john.ccac.rwth-aachen.de
http://john.ccac.rwth-aachen.de
PlayStation
•

1994: ¥39,800

•

CPU:
•
•

•

MIPS R3000 @33.8688MHz
Geometry transformation engine

GPU:
•
•

•

256×224 16M Color
Rasterization & shading

1MB SGRAM
PC Evolution
•

More bandwidth for video memory!

•

Full bitmap color / High resolution /
Progressive
•

•

Better text legibility

Dedicated RGB video connector
•

For higher resolution display
Consumer Device Evolution
•

Hardware acceleration
•
•

•

3D graphics
Movie playback

Output remains NTSC
Around 1990 was…
Divergence of Evolution
•

PC for office productivity
•

•

High res / memory bandwidth

Consumer for multimedia
•

Dedicated hardware / SD resolution
Around 2000

•

GeForce 2

•

PlayStation2
GeForce 2
•

2000: $400 (Pro)
•

Obviously, you need a DesktopPC with AGP 4x, too

•

VRAM: 64MB 128bit DDR-DRAM @400MHz 6.4GB/s

•

Core: @200MHz
•

Direct 3D 7

•

Hardware Transform & Lighting

•

800MOp/s, 800MPixel/s, 1600MTexel/s
http://www.ixbt.com/
Playstation2
•

2000: ¥39,800

•

Memory: 32 MB Direct RDRAM

•

CPU "Emotion Engine”
•

•

64bit MIPS+Vector Units @294.912 MHz

GPU "Graphics Synthesizer”
•

VRAM 4 MB 2560bit eDRAM @147.456 MHz 48GB/s

•

20M-75M Polygon/s
Around 2000 was…
Seeing convergence
•

PC
•

More bandwidth for fill and texture

•

HW feature advances rapidly
•

•

Largely driven by DirectX

Consumer
•

Still SD resolution

•

Feature advance getting caught up by PC

•

More fill bandwidth with specialized memory
Around 2005
•

GeForce 7

•

Radeon X1xxx

•

PlayStation3

•

Xbox 360
Geforce 7
•

2005: $400 (7800GT)
•

Obviusly, you need a DesktopPC with PCIe 16x, too

•

VRAM: 256MB 256bit GDDR3-DRAM @1000MHz 32GB/s

•

Core: @400MHz
•

Direct 3D 9.0c

•

Vertex and Pixel Shader Units

•

8GPixelOp/s, 6.4GROP/s, 8GTexel/s, 0.7GVertexOp/s
Radeon X1xxx
•

2005: $400 (X1800XL)
•

Obviusly, you need a DesktopPC with PCIe 16x, too

•

VRAM: 256MB 256bit GDDR3-DRAM @1000MHz 32GB/s

•

Core: @500MHz
•

Direct 3D 9.0c

•

Vertex and Pixel Shader Units

•

8GPixelOp/s, 8GROP/s, 8GTexel/s, 1GVertex/s
http://www.3dnews.ru/
PlayStation3
•

2006: $599 (60GB)

•

CPU: “Cell Broadband Engine”
•
•

•

1x PPE, 7x SPEs @3.2 GHz
Memory: 256 MB 32bit XDR-DRAM @3.2GHz 25.6GB/s

GPU: RSX “Reality Synthesizer”
•

VRAM: 256MB 128bit GDDR3-DRAM @700MHz 22.4GB/s

•

Core: @550MHz
•

Vertex and Pixel Shader Units

•

13.2GPixelOp/s, 4.4GROP/s, 13.2GTexel/s, 1.1GVertexOp/s
Xbox 360
•

2005: $399 (Premium)

•

Memory:
•

•

CPU “Xenon”
•

•

512 MB 128bit GDDR3-DRAM @700 MHz 22.4GB/s

PowerPC x3 @3.2 GHz

GPU “Xenos”
•

VRAM 10MB eDRAM @700MHz 32/256(ROP) GB/s

•

Core: @500MHz
•

Unified Shader

•

24GShaderOp/s, 4GROP/s, 8GTexel/s,
anandtech.com
Around 2005 was…
Convergence of Desktop PC and Home
Console Graphics
•

Taken over by PC GPU technology

•

Home TV now HD
Around 2010

•

Direct3D 11 GPU

•

iPhone4
PC GPU
•

GeForce GTX480
•
•

•

2010: $499
1.3TFLOPS, 177.4GB/s

Radeon HD5870
•
•

•

2009: $379
2.7TFLOPS, 153.6GB/s

Features:
•

Direct3D 11

•

GPGPU (OpenCL, Compute Shader)

ixbt.com
iPhone 4
•

2010: $600 (?)

•

Memory 512MB LPDDR2-DRAM @200MHz 3.2GB/s

•

CPU: ARM Cortex-A8 @1GHz

•

GPU: PowerVR SGX535 @200MHz
surflightroy.net
Around 2010 was…
Desktop PC no longer relevant
•

Continues to grow performance but…

•

Evolving into dinosaur territory

Rise of mobile devices
•

iPhone only launched in 2007 !

•

Industry focus shifted

•

Absorbing technology from PC

•

Integrated into small form factor / low power
2013
•

iPhone 5S / iPad Air
•

•

Champion devices

Snapdragon 800
•

Powering the competing devices
2013 was…
•

Mobile GPU migrated to new architecture
•
•

Adreno 2xx to 3xx

•

Tegra3 to 4

•
•

PowerVR SGX to R6xxx

Mali T4xx to T6xx

Catching upto DX10/11 level features
2014
•

Feature mostly caught up to desktop

•

Higher performance per Watt

•

Pressure to lower price point
Summary
•

1980: Barely driving video output. More bandwidth!

•

1990:
•
•

•

PC wants more bandwidth for office
Consumer wanted multimedia

2000:
•

PC start embracing 3D graphics & multimedia

•

Consumer push for bandwidth but still on SD

•

2005: Converge to PC technology

•

2010: Mobile devices emerge. Smaller form factor, lesser power

•

2013: Mobile devices catch up with PC features

•

2014: Mobile leads evolution
Also be Aware of…
•

Price point of the product
•

•

Determines the market for the device

Logic board pictures
•

Big logic board with many parts 

== expensive
Conclusion
•

Focus for graphics hardware kept
shifting
•

Bandwidth vs HW features

•

To small and low power
!

Which way does it evolve to next?

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Brief History of Graphics Devices

  • 1. Brief History of Graphics Devices Tat Iwamoto 2014
  • 2. Around 1980 • 1977: Apple II • 1983: NES
  • 3. Apple II • 1977: $1,298 to $2,638 • MOS Technology 6502 @ 1MHz • 4KB to 48KB RAM http://www.vectronicsappleworld.com/
  • 5. NES / Family Computer • Famicom • • 1983: ¥14,800 Nintendo Entertainment System • 1985: $299 • Ricoh 2A03 CPU: MOS6502@1.79MHZ • Ricoh 2C03 Picture Processing Unit: Custom @5.37MHz • 2KB Work RAM + 2KB VRAM
  • 7. NTSC 480i • Vertical: 192 lines • • • 29.97Hz, 525 lines, interlace 240 active / field, ~10% overscan Horizontal: about 160 color pixels • • • Composite color subcarrier 3.579545MHz 227.5 color phase / line, 16% blanking, 
 ~10% overscan Roughly 1M Pixels / second
  • 8. Wow, I can show Video! • Designed simply to show of video on TV • To generate NTSC video signals • Full bitmap required a lot of memory / bandwidth • DRAM was expensive • Reduced color resolution • Sprite tables
  • 9. Around 1980 was… Dawn of Interactive Graphics Devices Generating Video Signal Itself Was a Challenge for both computer and consumer devices Very different price point
  • 10. Around 1990 • 1987: IBM PS/2 VGA • 1994: PlayStation
  • 11. IBM PS/2 w/VGA • 1987: $1,695 to $10,995 • CPU: • • 8086 8MHz to 80386 20MHz VGA: • 640x480 16/16M colors • 256 KB VRAM http://john.ccac.rwth-aachen.de
  • 13. PlayStation • 1994: ¥39,800 • CPU: • • • MIPS R3000 @33.8688MHz Geometry transformation engine GPU: • • • 256×224 16M Color Rasterization & shading 1MB SGRAM
  • 14.
  • 15. PC Evolution • More bandwidth for video memory! • Full bitmap color / High resolution / Progressive • • Better text legibility Dedicated RGB video connector • For higher resolution display
  • 16. Consumer Device Evolution • Hardware acceleration • • • 3D graphics Movie playback Output remains NTSC
  • 17. Around 1990 was… Divergence of Evolution • PC for office productivity • • High res / memory bandwidth Consumer for multimedia • Dedicated hardware / SD resolution
  • 19. GeForce 2 • 2000: $400 (Pro) • Obviously, you need a DesktopPC with AGP 4x, too • VRAM: 64MB 128bit DDR-DRAM @400MHz 6.4GB/s • Core: @200MHz • Direct 3D 7 • Hardware Transform & Lighting • 800MOp/s, 800MPixel/s, 1600MTexel/s http://www.ixbt.com/
  • 20. Playstation2 • 2000: ¥39,800 • Memory: 32 MB Direct RDRAM • CPU "Emotion Engine” • • 64bit MIPS+Vector Units @294.912 MHz GPU "Graphics Synthesizer” • VRAM 4 MB 2560bit eDRAM @147.456 MHz 48GB/s • 20M-75M Polygon/s
  • 21.
  • 22. Around 2000 was… Seeing convergence • PC • More bandwidth for fill and texture • HW feature advances rapidly • • Largely driven by DirectX Consumer • Still SD resolution • Feature advance getting caught up by PC • More fill bandwidth with specialized memory
  • 23. Around 2005 • GeForce 7 • Radeon X1xxx • PlayStation3 • Xbox 360
  • 24. Geforce 7 • 2005: $400 (7800GT) • Obviusly, you need a DesktopPC with PCIe 16x, too • VRAM: 256MB 256bit GDDR3-DRAM @1000MHz 32GB/s • Core: @400MHz • Direct 3D 9.0c • Vertex and Pixel Shader Units • 8GPixelOp/s, 6.4GROP/s, 8GTexel/s, 0.7GVertexOp/s
  • 25. Radeon X1xxx • 2005: $400 (X1800XL) • Obviusly, you need a DesktopPC with PCIe 16x, too • VRAM: 256MB 256bit GDDR3-DRAM @1000MHz 32GB/s • Core: @500MHz • Direct 3D 9.0c • Vertex and Pixel Shader Units • 8GPixelOp/s, 8GROP/s, 8GTexel/s, 1GVertex/s http://www.3dnews.ru/
  • 26. PlayStation3 • 2006: $599 (60GB) • CPU: “Cell Broadband Engine” • • • 1x PPE, 7x SPEs @3.2 GHz Memory: 256 MB 32bit XDR-DRAM @3.2GHz 25.6GB/s GPU: RSX “Reality Synthesizer” • VRAM: 256MB 128bit GDDR3-DRAM @700MHz 22.4GB/s • Core: @550MHz • Vertex and Pixel Shader Units • 13.2GPixelOp/s, 4.4GROP/s, 13.2GTexel/s, 1.1GVertexOp/s
  • 27.
  • 28. Xbox 360 • 2005: $399 (Premium) • Memory: • • CPU “Xenon” • • 512 MB 128bit GDDR3-DRAM @700 MHz 22.4GB/s PowerPC x3 @3.2 GHz GPU “Xenos” • VRAM 10MB eDRAM @700MHz 32/256(ROP) GB/s • Core: @500MHz • Unified Shader • 24GShaderOp/s, 4GROP/s, 8GTexel/s,
  • 30. Around 2005 was… Convergence of Desktop PC and Home Console Graphics • Taken over by PC GPU technology • Home TV now HD
  • 31. Around 2010 • Direct3D 11 GPU • iPhone4
  • 32. PC GPU • GeForce GTX480 • • • 2010: $499 1.3TFLOPS, 177.4GB/s Radeon HD5870 • • • 2009: $379 2.7TFLOPS, 153.6GB/s Features: • Direct3D 11 • GPGPU (OpenCL, Compute Shader) ixbt.com
  • 33. iPhone 4 • 2010: $600 (?) • Memory 512MB LPDDR2-DRAM @200MHz 3.2GB/s • CPU: ARM Cortex-A8 @1GHz • GPU: PowerVR SGX535 @200MHz
  • 35. Around 2010 was… Desktop PC no longer relevant • Continues to grow performance but… • Evolving into dinosaur territory Rise of mobile devices • iPhone only launched in 2007 ! • Industry focus shifted • Absorbing technology from PC • Integrated into small form factor / low power
  • 36. 2013 • iPhone 5S / iPad Air • • Champion devices Snapdragon 800 • Powering the competing devices
  • 37. 2013 was… • Mobile GPU migrated to new architecture • • Adreno 2xx to 3xx • Tegra3 to 4 • • PowerVR SGX to R6xxx Mali T4xx to T6xx Catching upto DX10/11 level features
  • 38. 2014 • Feature mostly caught up to desktop • Higher performance per Watt • Pressure to lower price point
  • 39. Summary • 1980: Barely driving video output. More bandwidth! • 1990: • • • PC wants more bandwidth for office Consumer wanted multimedia 2000: • PC start embracing 3D graphics & multimedia • Consumer push for bandwidth but still on SD • 2005: Converge to PC technology • 2010: Mobile devices emerge. Smaller form factor, lesser power • 2013: Mobile devices catch up with PC features • 2014: Mobile leads evolution
  • 40. Also be Aware of… • Price point of the product • • Determines the market for the device Logic board pictures • Big logic board with many parts 
 == expensive
  • 41. Conclusion • Focus for graphics hardware kept shifting • Bandwidth vs HW features • To small and low power ! Which way does it evolve to next?