Game Consoles: a Look Ahead Game Consoles: a Look Ahead by Brian Neal – December 2003
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Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
From Blue Gene to Cell Power.Org Moscow, JSCC Technical Day November 30, 2005
IBM eServer pSeries™ From Blue Gene to Cell Power.org Moscow, JSCC Technical Day November 30, 2005 Dr. Luigi Brochard IBM Distinguished Engineer Deep Computing Architect [email protected] © 2004 IBM Corporation IBM eServer pSeries™ Technology Trends As frequency increase is limited due to power limitation Dual core is a way to : 2 x Peak Performance per chip (and per cycle) But at the expense of frequency (around 20% down) Another way is to increase Flop/cycle © 2004 IBM Corporation IBM eServer pSeries™ IBM innovations POWER : FMA in 1990 with POWER: 2 Flop/cycle/chip Double FMA in 1992 with POWER2 : 4 Flop/cycle/chip Dual core in 2001 with POWER4: 8 Flop/cycle/chip Quadruple core modules in Oct 2005 with POWER5: 16 Flop/cycle/module PowerPC: VMX in 2003 with ppc970FX : 8 Flops/cycle/core, 32bit only Dual VMX+ FMA with pp970MP in 1Q06 Blue Gene: Low frequency , system on a chip, tight integration of thousands of cpus Cell : 8 SIMD units and a ppc970 core on a chip : 64 Flop/cycle/chip © 2004 IBM Corporation IBM eServer pSeries™ Technology Trends As needs diversify, systems are heterogeneous and distributed GRID technologies are an essential part to create cooperative environments based on standards © 2004 IBM Corporation IBM eServer pSeries™ IBM innovations IBM is : a sponsor of Globus Alliances contributing to Globus Tool Kit open souce a founding member of Globus Consortium IBM is extending its products Global file systems : – Multi platform and multi cluster GPFS Meta schedulers : – Multi platform -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
IBM Powerpc 970 (A.K.A. G5)
IBM PowerPC 970 (a.k.a. G5) Ref 1 David Benham and Yu-Chung Chen UIC – Department of Computer Science CS 466 PPC 970FX overview ● 64-bit RISC ● 58 million transistors ● 512 KB of L2 cache and 96KB of L1 cache ● 90um process with a die size of 65 sq. mm ● Native 32 bit compatibility ● Maximum clock speed of 2.7 Ghz ● SIMD instruction set (Altivec) ● 42 watts @ 1.8 Ghz (1.3 volts) ● Peak data bandwidth of 6.4 GB per second A picture is worth a 2^10 words (approx.) Ref 2 A little history ● PowerPC processor line is a product of the AIM alliance formed in 1991. (Apple, IBM, and Motorola) ● PPC 601 (G1) - 1993 ● PPC 603 (G2) - 1995 ● PPC 750 (G3) - 1997 ● PPC 7400 (G4) - 1999 ● PPC 970 (G5) - 2002 ● AIM alliance dissolved in 2005 Processor Ref 3 Ref 3 Core details ● 16(int)-25(vector) stage pipeline ● Large number of 'in flight' instructions (various stages of execution) - theoretical limit of 215 instructions ● 512 KB L2 cache ● 96 KB L1 cache – 64 KB I-Cache – 32 KB D-Cache Core details continued ● 10 execution units – 2 load/store operations – 2 fixed-point register-register operations – 2 floating-point operations – 1 branch operation – 1 condition register operation – 1 vector permute operation – 1 vector ALU operation ● 32 64 bit general purpose registers, 32 64 bit floating point registers, 32 128 vector registers Pipeline Ref 4 Benchmarks ● SPEC2000 ● BLAST – Bioinformatics ● Amber / jac - Structure biology ● CFD lab code SPEC CPU2000 ● IBM eServer BladeCenter JS20 ● PPC 970 2.2Ghz ● SPECint2000 ● Base: 986 Peak: 1040 ● SPECfp2000 ● Base: 1178 Peak: 1241 ● Dell PowerEdge 1750 Xeon 3.06Ghz ● SPECint2000 ● Base: 1031 Peak: 1067 Apple’s SPEC Results*2 ● SPECfp2000 ● Base: 1030 Peak: 1044 BLAST Ref. -
Integrating Formal Verification Into an Advanced Computer Architecture Course
Session 1532 Integrating Formal Verification into an Advanced Computer Architecture Course Miroslav N. Velev [email protected] School of Electrical and Computer Engineering Georgia Institute of Technology, Atlanta, GA 30332, U.S.A. Abstract. The paper presents a sequence of three projects on design and formal verification of pipelined and superscalar processors. The projects were integrated—by means of lectures and pre- paratory homework exercises—into an existing advanced computer architecture course taught to both undergraduate and graduate students in a way that required them to have no prior knowledge of formal methods. The first project was on design and formal verification of a 5-stage pipelined DLX processor, implementing the six basic instruction types—register-register-ALU, register- immediate-ALU, store, load, jump, and branch. The second project was on extending the processor from project one with ALU exceptions, a return-from-exception instruction, and branch prediction; each of the resulting models was formally verified. The third project was on design and formal ver- ification of a dual-issue superscalar version of the DLX from project one. The preparatory home- work problems included an exercise on design and formal verification of a staggered ALU, pipelined in the style of the integer ALUs in the Intel Pentium 4. The processors were described in the high-level hardware description language AbsHDL that allows the students to ignore the bit widths of word-level values and the internal implementations of functional units and memories, while focusing entirely on the logic that controls the pipelined or superscalar execution. The formal verification tool flow included the term-level symbolic simulator TLSim, the decision procedure EVC, and an efficient SAT-checker; this tool flow—combined with the same abstraction techniques for defining processors with exceptions and branch prediction, as used in the projects—was applied at Motorola to formally verify a model of the M•CORE processor, and detected bugs. -
IBM Gekko RISC Microprocessor User's Manual
IBM Gekko RISC Microprocessor User’s Manual Version 1.2 May 25, 2000 IBM Confidential Trademarks The following are trademarks of International Business Machines Corporation in the United States, or other countries, or both: IBM IBM Logo PowerPC AIX PowerPC 750 Gekko Other company, product, and service names may be trademarks or service marks of others. Document History Date Description Preliminary Edition 3/29/00 Initial release of new format 2nd Preliminary Edition 4/18/00 Minor changes, most are transparent to user (removal of conditional text, etc.) 3rd Preliminary Edition 5/25/00 Minor change in section 4.5.6 This unpublished document is the preliminary edition of IBM Gekko RISC Microprocessor User’s Manual. This document contains information on a new product under development by IBM. IBM reserves the right to change or discontinue this product without notice. © 2000 International Business Machines Corporation . All rights reserved. CONTENTS Chapter 1 Gekko Overview 1.1—Gekko Microprocessor Overview - - - - - - - - - - - - - - - - - - - - - - - 1-1 1.2—Gekko Microprocessor Features - - - - - - - - - - - - - - - - - - - - - - - - 1-4 1.2.1—Overview of Gekko Microprocessor Features - - - - - - - - - 1-4 1.2.2—Instruction Flow - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1-6 1.2.2.1—Instruction Queue and Dispatch Unit - - - - - - - - 1-7 1.2.2.2—Branch Processing Unit (BPU) - - - - - - - - - - - - 1-7 1.2.2.3—Completion Unit - - - - - - - - - - - - - - - - - - - - - - 1-8 1.2.2.4—Independent Execution Units- - - - - - - - -
Chapter 1-Introduction to Microprocessors File
Chapter 1 Introduction to Microprocessors Expected Outcomes Explain the role of the CPU, memory and I/O device in a computer Distinguish between the microprocessor and microcontroller Differentiate various form of programming languages Compare between CISC vs RISC and Von Neumann vs Harvard architecture NMKNYFKEEUMP Introduction A microprocessor is an integrated circuit built on a tiny piece of silicon It contains thousands or even millions of transistors which are interconnected via superfine traces of aluminum The transistors work together to store and manipulate data so that the microprocessor can perform a wide variety of useful functions The particular functions a microprocessor perform are dictated by software The first microprocessor was the Intel 4004 (16-pin) introduced in 1971 containing 2300 transistors with 46 instruction sets Power8 processor, by contrast, contains 4.2 billion transistors NMKNYFKEEUMP Introduction Computer is an electronic machine that perform arithmetic operation and logic in response to instructions written Computer requires hardware and software to function Hardware is electronic circuit boards that provide functionality of the system such as power supply, cable, etc CPU – Central Processing Unit/Microprocessor Memory – store all programming and data Input/Output device – the flow of information Software is a programming that control the system operation and facilitate the computer usage Programming is a group of instructions that inform the computer to perform certain task NMKNYFKEEUMP Introduction Computer -
佐野正博(2010)「Cpu モジュール単体の性能指標としての Ips 値」2010 年度技術戦略論用資料
佐野正博(2010)「CPU モジュール単体の性能指標としての IPS 値」2010 年度技術戦略論用資料 CPU モジュール単体の性能指標としての IPS 値 ............. .. CPU モジュール単体の性能を測る指標の一つは、「1秒間に何個の命令(Instructions)を実行可能であるのか」ということ である。そのための基本的単位は IPS(Instructions Per Second)である。代表的な CPU の IPS 値は下表の通りである。 ゲーム専用機用 CPU と PC 用 CPU、ゲーム専用機用 CPU でも据え置き型ゲーム専用機用 CPU と携帯型ゲーム専用 機用 CPU との区別に注意を払って下記の一覧表を見ると、CPU の MIPS 値は当然のことながら年ごとに性能を着実に向 上させていることがわかる。 IPS(Instructions Per Second)値の比較表 —- 年順 (命令実行性能の単位は MIPS、動作周波数の単位は MHz) 命令実行 動作 プロセッサーの名称 年 性能 周波数 Intel 4004 0.09 0.74 1971 Intel 8080 0.64 2 1974 セガ:メガドライブ/Motorola 68000 1 8 1979 Intel 80286 2.66 12 1982 Motorola 68030 11 33 1987 Intel 80386DX 8.5 25 1988 NEC:PC-FX/NEC V810 16 25 1994 Motorola 68040 44 40 1990 Intel 80486DX 54 66 1992 セガ:セガサターン/日立 SH-2 25 28.6 1994 SONY:PS/MIPS R3000A 30 34 1994 任天堂:N64/MIPS R4300 125 93.75 1996 Intel Pentium Pro 541 200 1996 PowerPC G3 525 233 1997 セガ:Dreamcast/日立 SH-4 360 200 1998 Intel Pentium III 1,354 500 1999 SONY:PS2 [Emotion Engine]/MIPS IV(R5900) 435 300 2000 任天堂:GAMECUBE [Gekko]/IBM PowerPC G3 (1) 1,125 485 2001 MICROSOFT:XBOX/Intel Mobile Celeron(Pentium III) 1,985 733 2001 (推定値) 任天堂:ゲームボーイアドバンス/ARM ARM7TDMI 15 16.8 2001 Pentium 4 Extreme Edition 9,726 3,200 2003 任天堂:ニンテンドーDS/ARM ARM946E-S 74.5 67 2004 MICROSOFT:XBOX360 [Xenon]/IBM PowerPC G5 6,400 3,200 2005 任天堂:Wii [BroadWay]/IBM PowerPC G3 2,250 729 2006 SONY:PS3[Cell 内蔵 PPE]/IBM PowerPC G5 10,240 3,200 2006 Intel Core 2 Extreme QX6700 49,161 2,660 2006 [出典]文書末の注で明示したものを除き、"Instructions per second", Wikipedia, http://en.wikipedia.org/wiki/Instructions_per_second, (2008 -
Computer Architectures an Overview
Computer Architectures An Overview PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 25 Feb 2012 22:35:32 UTC Contents Articles Microarchitecture 1 x86 7 PowerPC 23 IBM POWER 33 MIPS architecture 39 SPARC 57 ARM architecture 65 DEC Alpha 80 AlphaStation 92 AlphaServer 95 Very long instruction word 103 Instruction-level parallelism 107 Explicitly parallel instruction computing 108 References Article Sources and Contributors 111 Image Sources, Licenses and Contributors 113 Article Licenses License 114 Microarchitecture 1 Microarchitecture In computer engineering, microarchitecture (sometimes abbreviated to µarch or uarch), also called computer organization, is the way a given instruction set architecture (ISA) is implemented on a processor. A given ISA may be implemented with different microarchitectures.[1] Implementations might vary due to different goals of a given design or due to shifts in technology.[2] Computer architecture is the combination of microarchitecture and instruction set design. Relation to instruction set architecture The ISA is roughly the same as the programming model of a processor as seen by an assembly language programmer or compiler writer. The ISA includes the execution model, processor registers, address and data formats among other things. The Intel Core microarchitecture microarchitecture includes the constituent parts of the processor and how these interconnect and interoperate to implement the ISA. The microarchitecture of a machine is usually represented as (more or less detailed) diagrams that describe the interconnections of the various microarchitectural elements of the machine, which may be everything from single gates and registers, to complete arithmetic logic units (ALU)s and even larger elements. -
Premiere Issue Monkeying Around Game Reviews: Special Report
Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah. -
PA Build RM.Pdf
CodeWarrior Development Studio for Power Architecture® Processors Build Tools Reference Revised: 2 March 2012 Freescale, the Freescale logo and CodeWarrior are trademarks of Freescale Semiconductor, Inc., Reg. U.S. Pat. & Tm. Off. The Power Architecture and Power.org word marks and the Power and Power.org logos and related marks are trademarks and service marks licensed by Power.org. All other product or service names are the property of their re- spective owners. © 2005-2012 Freescale Semiconductor, Inc. All rights reserved. Information in this document is provided solely to enable system and software implementers to use Freescale Semicon- ductor products. There are no express or implied copyright licenses granted hereunder to design or fabricate any inte- grated circuits or integrated circuits based on the information in this document. Freescale Semiconductor reserves the right to make changes without further notice to any products herein. Freescale Semiconductor makes no warranty, representation or guarantee regarding the suitability of its products for any partic- ular purpose, nor does Freescale Semiconductor assume any liability arising out of the application or use of any product or circuit, and specifically disclaims any and all liability, including without limitation consequential or incidental dam- ages. “Typical” parameters that may be provided in Freescale Semiconductor data sheets and/or specifications can and do vary in different applications and actual performance may vary over time. All operating parameters, including -
Ilore: Discovering a Lineage of Microprocessors
iLORE: Discovering a Lineage of Microprocessors Samuel Lewis Furman Thesis submitted to the Faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Master of Science in Computer Science & Applications Kirk Cameron, Chair Godmar Back Margaret Ellis May 24, 2021 Blacksburg, Virginia Keywords: Computer history, systems, computer architecture, microprocessors Copyright 2021, Samuel Lewis Furman iLORE: Discovering a Lineage of Microprocessors Samuel Lewis Furman (ABSTRACT) Researchers, benchmarking organizations, and hardware manufacturers maintain repositories of computer component and performance information. However, this data is split across many isolated sources and is stored in a form that is not conducive to analysis. A centralized repository of said data would arm stakeholders across industry and academia with a tool to more quantitatively understand the history of computing. We propose iLORE, a data model designed to represent intricate relationships between computer system benchmarks and computer components. We detail the methods we used to implement and populate the iLORE data model using data harvested from publicly available sources. Finally, we demonstrate the validity and utility of our iLORE implementation through an analysis of the characteristics and lineage of commercial microprocessors. We encourage the research community to interact with our data and visualizations at csgenome.org. iLORE: Discovering a Lineage of Microprocessors Samuel Lewis Furman (GENERAL AUDIENCE ABSTRACT) Researchers, benchmarking organizations, and hardware manufacturers maintain repositories of computer component and performance information. However, this data is split across many isolated sources and is stored in a form that is not conducive to analysis. A centralized repository of said data would arm stakeholders across industry and academia with a tool to more quantitatively understand the history of computing.