d502 Console Architecture
d502 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?
• 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)
• 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
• Less copyright infringement
– More people buy games
– More $$$ for developers
Console Liabilities
• Underpowered
– Particularly near the end of it’s life
• 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
• 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
Console transitions
Console transitions
• It’s less clear how the transition will work out from a
business perspective, or who will “win” this generation
In Closing