Transcript ngc.ppt

Next-Generation Consoles
Brenden Schubert & Nathaniel Williams
With a Special talk by John F. Rhoads on Video Game Ethics
Sega Dreamcast
Sega Dreamcast
• Billed by Microsoft as:
The Windows CE Game Machine for the New Millennium
• Released September 9, 1999
• Hitachi SH4 RISC CPU
– 200MHz at 360 MIPS/1.4FLOPS
• Memory: 16MB main,
8MB video, 2MB sound
Dreamcast Graphics
• NEC PowerVR Second Generation
– 3 million polygons/second peak rendering rate
– Perspective-Correct Texture Mapping
– Point, Bilinear, Trilinear and Anisotropic Mipmap filtering
– Gouraud shading
– Z-buffering
– Colored light sourcing
Dreamcast Graphics
• NEC PowerVR Second
Generation
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Full scene anti-aliasing
Hardware-based Fog
Bump mapping
16.77 million colors
Hardware-based texture
compression
– Super sampling
– Shadow and Light volumes
Movie Time !
(ctaxi5.mov)
Sony Playstation 2
Playstation 2 Stats
•300 MHz 128 bit RISC “Emotion
Engine” chip (from Toshiba)
•32 MB Rambus memory
•Standard DVD-ROM (CD-ROM
compatible)
Playstation 2 Graphics
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150 MHz clock
4 MB video memory
75 Million Polygons Per Second is absolute max
20 Million per second with 48 pixel quads, Z-buffering,
alpha blending, and MIP mapping
Playstation 2 Graphics
• MIP-mapping
• Bi-linear filtering
• Surface/Edge Antialiasing
• Texture-correction
• 32 bit Z-buffering
Playstation 2 Special Features
• Plays DVDs right out of the box
• USB, PCMCIA, and “I-Link” I/O ports
for modem and other peripherals
• Backwards compatibility with
Playstation 1 games
• Hard Drive available in 2001
Movie time…
Video Game Ethics
Why are Ethics Important?
• Standard of Human Worth
• Need a common Standard to Gauge
Excellence
• Commonly ignored
• Video Game Ethics Vs Video Game Links
What are Video Game Ethics?
• A set of general rules used to determine
whether or not a game has been “won.”
Examples
• Game Genie
• Playing for other
people
• Using FAQ’s
• Warping
• Konami Code
• Turbo Controllers
Perfect Example
• Bushido Blade
Want to know more?
• www.people.virginia.edu/~jmr6u/gamethic.html
Nintendo Gamecube
Game Cube Stats
• Powered by IBM PowerPC "Gekko“ (405mhz)
• 24MB system memory
• Proprietary DVD format
(sorry guys – difficult to copy)
• Modem and
Ethernet Capabilities
Game Cube Graphics
• Graphics chip “Flipper” 202.5mhz
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2MB framebuffer
1MB texture cache
24 bit color
24 bit z-buffer
• Image Processing Functions:
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Fog
Subpixel anti-aliasing
HW light x8
Alpha blending
Virtual texture design
Game Cube Graphics
• More Image Processing Functions
– Multi-texture mapping
– Bump/environment mapping
– MIP-mapping, bilinear filtering, real-time
texture decompression (S3TC), etc.
– Real-time decompression of display list
– HW motion compensation capability
(If you care about sources: http://cube.ign.com/news/23962.html)
Game Cube Graphics
Actual display capability: 6 million to 12
million polygons per second (display
capability assuming
actual game with
complexity model,
texture, etc.)
Movie Time !
Don’t be so surprised Link, it’s not a big deal.
(gamecube.mov)
Microsoft X-Box
X-Box Stats
•733 MHz Intel Pentium III
•64 MB memory
•Standard DVD-ROM (CD-ROM
compatible)
•8 GB hard disk
X-Box Graphics
• 300 MHz custom chip developed by Microsoft and nVIDIA
• 300 Million polygons per second (very small polygons, no
lighting or effects)
• 100+ Million polygons per second (with shading and
texturing)
X-Box Graphics
• DirectX API
• Nvidia's per pixel
shading
• Compressed Textures
• 4 simultaneous
textures
• Full screen antialiasing
X-Box Features
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USB Modem will be a future upgrade
Full DVD Movie Playback
100 MBps ethernet enabled
Windows 2000 kernel!
Movie time!
A Dark-horse Contender?
Hardware vs. Price
Dreamcast
Gamecube
200 MHz
Hitachi
SH4
405 MHz
300 MHz
IBM Gekko Toshiba
Emotion
Engine
203 MHz
147 MHz
ArtX
Sony GS
Flipper
24 MB
32 MB
$150-200
about $400
100 MHz
NEC
PowerVR
16 MB
$199
Playstation2 X-Box
733 MHz
Intel
Pentium III
300 MHz
Nvidia
64 MB
$300 range
That’s the end.