Notes
Slide Show
Outline
1
Next Level
Technological development in computer gaming
  • Dr. Mike Froggatt
  • Sony Computer Entertainment
  • Cambridge Studio
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Introduction
  • Where have we come from?
    • History of consoles over last decade
  • How did we get where we are today?
    • Technological driving factors
  • Where are we going in the future?
    • Developments in software and hardware
  • Challenges to be overcome
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We’ve come a long way …
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Hardware Generations
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CPU Evolution
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CPU Evolution
  • Megadrive
    • Motorola 68000 (1979)
    • 68000 transistors
  • PlayStation
    • MIPS R3000 (1987)
    • Custom 3D geometry coprocessor
  • PlayStation 2
    • 128 bit “Emotion Engine” (MIPS III/IV)
    • Integrated vector coprocessors
    • 10.5 million transistors
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Graphics Evolution
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Graphics Evolution
  • Super Nintendo
    • DMA-driven sprite/background processor
    • Hardware background scaling/rotation
  • PlayStation
    • Fixed function display list processor
  • PlayStation 2
    • Programmable geometry display list
    • Embedded display memory
  • Newest PC graphics cards
    • >100 million transistors
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System design is key
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Media Evolution
  • Mask programmed ROM cartridges
    • Limits on maximum capacity (64 Mbit)
    • Long lead times for production
    • Archaeologists will dig them up 1000 years from now!
  • CD-ROM
    • 650 MB capacity (then multiple discs…)
    • Extensive manufacturing infrastructure
  • DVD-ROM
    • 9 GB capacity (per side)
    • Still heading for multi-disc titles
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Software Evolution
  • Pure assembly language
    • No libraries or operating system
    • Very little code re-use
    • Programming to the “bare metal”
  • C and assembly language
    • System libraries and minimal O/S
    • Some code re-use
  • C++/C and assembly language
    • Extensive system libraries
    • Middleware for graphics, physics and networking
    • Engine re-use essential
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Tool Evolution
  • No standard tools
    • In-house developed editors
    • Commercial packages for art (DPaint)
  • Adapt industry-standard tools
    • Alias PowerAnimator for modelling
    • Custom tools for world/game editing
  • Standard tools adapt to games industry
    • Extend Maya via plugins
    • All 3D editing done with single package
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Relative to the PC …
  • 16 bit generation
    • Well behind technology curve
  • 32/64 bit generation
    • Somewhat behind curve (graphics better)
  • 128 bit generation
    • On the curve, or much better (graphics)
  • The next generation?
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Harnessing the Power
  • Very high computational performance
    • PS2 delivers 6.2 GFLOPs (Cray Y-MP!)
  • Memory performance also increasing
    • But not as much as compute performance
    • 30x bandwidth increase from PSone to PS2
    • Latency becoming ever more problematic
  • Need efficient software techniques
  • Work smart, not hard!
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Subdivision Surfaces
  • Work from a polygonal mesh
    • Create new vertices as a weighted sum of existing vertices
    • Repeat process recursively to generate smooth surface
  • Many different schemes available
  • Advantages:
    • Similar to editing a polygonal model
    • No problems with defining sharp edges
    • Avoids problems with texture-mapping
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Subdivision Example
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Depth of Field
  • Typically 3D games are perfectly in focus at all distances
  • Mimicking depth of field of an actual lens can provide increased realism
  • Accurate simulation is hard
  • Acceptable cheat is to blur and blend image with itself at different distances from camera
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Depth of Field Example
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The Broadband Horizon
  • Already available for PS2 in US/Japan
    • SOCOM has shipped 400K units
    • 175K regular online players
  • European roll-out in 2003
    • Spring in UK
    • Elsewhere to follow
  • Trials going on at this very moment
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Broadband Development
  • Everyone is using middleware
    • R-Time for PS2
  • Scalable for:
    • PS2 to PS2 over iLink
    • LAN play
    • Internet gaming
  • Massively multiplayer?
    • Why would you want to do that?
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Broadband Services
  • Implementation
    • Closed shop
    • Open shop
  • But it still isn’t fast enough
    • Full product download is not practical
    • Users will still need to buy discs
  • Should we be looking at Korea?
    • 20 Mb/s to the home by 2005
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Future Challenges
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Better Hardware
  • Faster maths
    • Needed for geometry, physics, A.I.
  • Faster graphics
    • More programmability at pixel and vertex level
  • Faster chips
    • CMOS-10S (SOI, Cu interconnect, low-k dielectrics)
  • Faster memory
    • Can we get another 30x?
    • Rambus Yellowstone
  • Performance target for PS3 is 1000 times PS2!
  • Is aggressive parallelism the key?
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Rarest console on earth?
  • Experiment in parallel processing
    • Sixteen enhanced PS2s connected together
  • Peak performance:
    • 1.2 billion polygon/s, 38.4 billion pixels/s
    • Still not fast enough for some people!
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Better Software
  • Compilers to target parallel systems
    • Coarse or fine-grained parallelism
  • Programming languages for graphics
    • High-level shading languages on the way
    • OpenGL 2, DirectX 9, VectorC
  • Tools for art and graphics
    • Support the techniques we are using
    • Shading languages, subdivision surfaces…
  • Project management (code/data/staff)
    • Everything is getting bigger!
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What the future holds …
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This is state of the art now …
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Imagine the future!