Dragged, Kicking and Scre Aming:: Architec Ture and V Ideo Gam Es
Dragged, Kicking and Scre Aming:: Architec Ture and V Ideo Gam Es
Dra d S crea mi n
ck in g a n
K i nd Vide o Ga mes
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i t ec t u r e
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Mul ticore Ar
Summary of Topics:
Console Architecture
Techniques/Problems
The Future
Video Game Architecture
For the most part, same as computer:
Very operating system-linked.
With PCs, almost always have been games.
Mac Gaming is sparse, recently increased.
Linux users have to compile/make their own.
Console Games = primarily single-core processors…until
2005.
XBOX 360
• 3.2 GHz “Xenon” triple-core
PowerPC, 2 hardware threads per
processor
• 256 MB main RAM
• 500 MHz ATI “Xenos” GPU
-CPU accesses memory
through the GPU!
• GPU has 10 MB RAM embedded
frame buffer
XBOX 360 vs. Playstation 3
Triple-Core PPC Multicore Cell Engine
• Building Blocks
• Codeplay’s sieve compilers
• Broke a program into “sieve blocks” where automatic parallelization could be utilized
What do we do today?
Multithreading from the ground up
Resulted in reducing “the average time per frame from 15.5ms using a
single thread to 7.8ms using eight threads.”
51% Speedup!
Dependencies