Console Architecture 1

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Transcription:

Console Architecture 1

Overview What is a console? Console components Differences between consoles and PCs Benefits of console development The development environment Console game design PS3 in detail Console transitions

What is a Console? Consoles are dedicated game machines Nintendo Switch, WiiU, Wii, GameCube, Nintendo64 Nintendo DS / 3DS Microsoft Xbox One, Xbox 360, Xbox Sony Playstation 4 (PS4), PS3, PS2, Playstation (PSX) Playstation Portable (PSP), Vita Many others whose lineages have died out (Saturn/Dreamcast, classic 2D consoles like the NES and SNES)

Console Benefits Fixed target Makes it easier to eke out performance More exposure of underlying hardware Consoles are dedicated to games Dedicated hardware, dedicated software platform (e.g. trophies, matchmaking), dedicated sales channels Bigger market Consoles are cheaper More accessible More people have them PC hardware market is bigger, but a lot of that is for businesses Consoles are more secure Arr matey, there be less copyright infringement! More people buy games More $$$ for developers

Console Liabilities Underpowered Particularly near the end of it s life No keyboard, mouse Makes control systems for FPS and RTS games difficult Some modern consoles have capability to use them, but can t generally depend on them Less open production / distribution models

The Development Environment Games are written on a host machine PC Mac Linux Compiled on the host with a cross-compiler Visual Studio for Xbox One LLVM/Clang For PS4 and Switch Downloaded to development system through a network (or USB or other wired connection on older hardware)

Development Hardware Manufacturers generally loan/rent/sell hardware specifically for developers Generally has some capabilities that the retail hardware doesn t Ability to run unsigned binaries More memory Debug monitor hardware or software to communicate with host More complicated custom functionality DVD Emulator on Xbox 360 Retail Xbox One units can also be used for development The game runs on the development system. Debugging is done remotely over network

Development Libraries Used to be very seat of the pants (little OS support, buggy libraries) Quality has been upped in last couple of generations Largely driven by Microsoft Lots of variation between consoles Support can be weak Particularly early in lifecycle Libraries coming in late Poor documentation Bugs

Game Design Console architecture can have an effect on game design Different input mechanisms Can only depend on gamepad Console games are played in a different environment Living room, TV, stereo Party gaming Console gamers represent a different market Some markets still live on PC (MMO, Strategy) Nintendo consoles have a much broader base of players

Distribution Control Manufacturers control access to the distribution channels Need to be in a partnership with them to ship a game They take a share of the money from all sales Various requirements that must be met to be allowed to publish even once agreement is in place May limit allowed content is some ways (i.e. no porn games) Manufacturer performs some QA and title to make sure it is stable Various specific behavioural requirements might need to be met Show screens in particular ways (i.e. autosave warning) Interact with standardized technology in certain ways (save games, voice chat) Meet certain behaviour requirements (Have trophies, support progressive downloads)

Console Evolution Playstation (1995) 33 MHz MIPS R3000 derivative, 2 MB RAM, CD (600MB) Playstation 2 (2000) 300 MHz MIPS R5000 derivative, 32 MB RAM, DVD (9 GB) Playstation 3 (2006) 3 GHz Cell processor (8 heterogeneous cores) 256 MB RAM / 256 MB VRAM / Blu-ray (50 GB) 32 shader cores @ 550mhz Playstation 4 (2013) 1.6 GHz 8-core x64 CPU 8 GB Unified GDDR RAM 1152 shader cores @ 800mhz Playstation 4 Pro (2016) 2.1ghz 8-core x64 / 8GB RAM 2304 shader cores @ 911mhz

A Third Generation 3D Console Released in 2006 3.2 GHz CPU 8 CPU cores 2 256 MB RAM Blu-ray Up to 320 GB HDD Gigabit Ethernet WiFi Bluetooth USB

CPU 1 Power Processing Element (PPE) PowerPC instruction set 2 32k L1 caches 512k L2 cache 64 and 128 bit register sets 2 hardware threads 7 Synergistic Processing Elements (SPE) Custom instruction set 256k embedded SRAM 128 128 bit SIMD registers Main memory access via DMA only High throughput, high latency design trade-off

Graphics Half the main memory is VRAM Fast to read by GPU (22 GB/s) Fast to write by CPU (4 GB/s) Slow to read by CPU (16 MB/s)! RSX graphics chip 550 MHz Based on NV47 (GeForce 7800) Parallel programmable shader pipelines 8 vertex 24 pixel 24 texture filtering (TF) units 8 texture addressing (TA) units Peak theoretical pixel fill rate 4.4 Gpixel/s

Development Environment Compilers GCC version provided by Sony SNC provided by SN Systems (Sony s subsidiary) IDEs Visual Studio integration plugin from SN Systems Debuggers ProDG Debugger from SN System Graphics libraries GCM PSGL

PlayStation 3 Issues Memory dichotomy All budgets need to be expressed in two values CPU memory is premium Heterogeneous CPU architecture Different compile/link/execute path for SPUs Lack of direct addressing Learning threshold for programmers Big performance gains once you get over it RSX performance Addition of RSX was an afterthought Rendering is a bottleneck Can/must be circumvented by better use of SPUs But then the advantage of having the SPUs is less

The 4th Generation 3D Consoles PS4 and Xbox One Have remarkably similar architectures Also very similar to PCs Very straightforward Intel x64 8 homogenous cores Unified memory (mostly) Fast GPUs (~800mhz, ~1000 shader units) PS4 fixes almost all of the issues with the PS3 Xbox 360 had way less issues Hard drive only (sort of) Similar enough that supporting both has become even easier

Console Transitions

Console Transitions Because console are fixed targets, eventually they get out of date Refreshes generally happen to all ecosystems at once Nobody wants to be (too far) behind Lots of business turmoil during a transition Last cycle was pretty evenly balanced (Wii had most hardware sales, but bad attach rate, Sony and MS in dead heat) PS4 Is dominating this cycle (not as much as PS2 did it s cycle, but pretty close) Wii U was a catastrophe, many people though Nintendo might be out of hardware if the Switch didn t take off.

Last Console Transition Last transition Started November 2012 (Wii U) Sony and Microsoft shipped new hardware in 2013 From a development perspective, the last transition was as easy as you could hope for No strange new architectures No new programming models Compute Shaders are more usable than previous consoles More performance, and more predictable performance Lots more memory

Current Transition Current (partial) transition Started October 2016 with launch of PS4 Pro Xbox One X and Switch in 2017 This transition is pretty weird Nintendo doing a full transition several years earlier than expected due to failure of Wii U Sony and Microsoft revving hardware but maintaining full backwards AND forwards capability Cycle was shorter than a console transition ever has been before, but might be longer if you count to the end of the PS4 Pro / Xbox One X s life

Current Transition New Sony / MS consoles are a lot like buying a new video card Better VR is a big selling point of the PS4 Pro Will it be with the Xbox One X as well? MS has not announced anything yet. Nintendo back in force with Switch Open question, is the switch a replacement for the WiiU, or is it actually a stealth replacement for the 3DS Still nowhere near Sony / MS in power Already past WiiU in lifetime sales. Won t catch Sony, but could pass catch up to or pass MS if they get lucky.

Next Transition? Hard to predict what will happen next due to strangeness of the current transition Normally now would be when (somewhat visible) things would be starting up for a transition in 2019 or 2020. Unclear if PS4 Pro / XB1X delayed that and if so how much. Best guess for new consoles : More of the same, highly optimized x64 PCs, slightly faster CPUs, way more GPU cores. Dark horse: ARM CPU? End of physical media?

In Closing Consoles present many interesting challenges. The fixed platform that consoles offer is both advantageous and limiting. The future is always in motion