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Game Console Architecture

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PlayStation 2. CPU for Playstation2 ... PlayStation 3. The heart of the Sony PlayStation 3. The Cell Processor. Cell. Cell History ... – PowerPoint PPT presentation

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Title: Game Console Architecture


1
Game Console Architecture
  • Jeongwon Seo Yongchul Kim

2
What is Game Console?
  • A video game console is an interactive
    entertainment computer or electronic device that
    manipulates the video display signal of a display
    device (a television, monitor, etc.) to display a
    game.

3
PlayStation 2
4
CPU for Playstation2
  • Processors designed for computer entertainment
    must perform 3D graphics calculations, especially
    geometry and perspective transformations.
  • The architecture is embodied in the
    PlayStation2s "Emotion Engine" CPU, which uses
    vector units (VUs) as the key units for
    floating-point calculations.

5
(No Transcript)
6
Emotion Engine
  • Geometry calculations transforms, translations,
    etc.
  • Behavior/World simulation enemy AI, calculating
    the friction between two objects, calculating the
    height of a wave on a pond, etc.
  • The Emotion Engine's job is to produce display
    lists (sequences of rendering commands) to send
    to the Graphics Synthesizer

7
System Architecture of PS2
8
The Emotion Engine(continued)
9
The Emotion Engine(continued)
10
Modes of operation for the VPU
  • Macromode
  • The FPU, and VU0 all form a logical
    and functional unit
  • Micromode
  • VPU no longer executes commands over the
    coprocessor-2 bus
  • Instead, relies on 64-bit instructions

11
The Emotion EngineVector Unit
12
Emotion Engine
  • 128 bits floating-point registers divided into
    four 32-bit fields
  • Each of the FMACs can do the following
    instructions
  • - Floating-Point Multiply-Accumulate (1
    cycle)
  • - Min/Max (1 cycle)

13
Emotion Engine
  • x3 x0 x1 x2 (FMACx)
  • y3 y0 y1 y2 (FMACy)
  • z3 z0 z1 z2 (FMACz)
  • w3 w0 w1 w2 (FMACw)
  • Four multiplication and addition in one cycle

14
PlayStation 3
The heart of the Sony PlayStation 3
The Cell Processor
15
Cell
16
Cell History
  • IBM, SCEI/Sony, Toshiba Alliance formed in 2000
  • Design Center opened in March 2001
  • Based in Austin, Texas
  • Single CellBE operational Spring 2004
  • 2-way SMP operational Summer 2004
  • February 7, 2005 First technical disclosures
  • October 6, 2005 Mercury Announces Cell Blade
  • November 9, 2005 Open Source SDK Simulator
    Published
  • November 14, 2005 Mercury Announces Turismo Cell
    Offering
  • February 8, 2006 IBM Announced Cell Blade

17
Cell Broadband Engine (Cell)
18
Cell Broadband Engine (Cell)
19
Power Processor Element- PPE
  • General purpose, 64-bit RISCprocessor (PowerPC
    AS 2.0.2)
  • 2-Way hardware multithreaded
  • L1 32KB I 32KB D
  • L2 512KB
  • Coherent load / store
  • VMX-32
  • Real time Controls
  • Locking L2 Cache TLB
  • Software / hardware managed TLB
  • Bandwidth / Resource Reservation
  • Mediated Interrupts

20
Power Processor Element
21
Power Processor Element
22
Synergistic Processor Element- SPE
  • Provides the computational performance
  • Simple RISC User Mode Architecture
  • Dual issue VMX-like
  • Graphics SP-Float
  • IEEE DP-Float
  • Dedicated resources unified
  • 128x128-bit RF, 256KB Local Store
  • Dedicated DMA engine Up to
  • 16 outstanding requests

23
Synergistic Processor Element
24
Synergistic Processor Element
25
Memory Flow Control System
26
Data Layout in Registers
27
SPE ISA
204 instructions
28
Instruction format
29
I/O and Memory Interfaces
  • I/O Provides wide bandwidth
  • Dual XDRTM controller
  • (25.6GB/s _at_ 3.2Gbps)
  • Two configurable interfaces
  • (76.8GB/s _at_6.4Gbps)
  • Configurable number of Bytes
  • Coherent or I/O Protection
  • Allows for multiple system
  • configurations

30
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