Building an Xbox 360 Emulator, Part 1: Feasibility/CPU Questions
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Workload Characterization of 3D Games
Workload Characterization of 3D Games Jordi Roca, Victor Moya, Carlos González, Chema Solís, Agustín Fernández, Department of Computer Architecture, Universitat Politècnica de Catalunya, [email protected] and Roger Espasa, Intel, DEG, Barcelona For example, [1][2] characterize the span processing workload in the rasterization stage. However, today all GPUs use the Abstract—The rapid pace of change in 3D game technology linear edge function rasterization algorithm [6], making span makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less processing no longer relevant. As another example, [1] studies quantitative information about games is available. This paper the geometry BW requirements per frame, which has focuses on analyzing a set of modern 3D games at the API call nowadays substantially decreased thanks to the use of indexed level and at the microarchitectural level using the Attila modes and storing vertexes in local GPU memory. simulator. In addition to common geometry metrics and, in order The goal of this work is to analyze and characterize a set of to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics recent OpenGL (OGL) and Direct3D (D3D) interactive games such as the balance between texture and ALU instructions in at the API level as well as at the microarchitectural level. In fragment programs, dynamic anisotropic ratios, vertex, z-stencil, general, 3D games can be analyzed at different levels: at color and texture cache performance. application CPU instruction level, disc I/O requests level, or PCI-AGP bus transactions level as [3] does. In this paper, the I.INTRODUCTION approach taken is to characterize the graphics API level (OGL GPU design and 3D game technology evolve side by side in or D3D) and complement the information with leaps and bounds. -
Avionics Hardware Issues 2010/11/19 Chih-Hao Sun Avionics Software--Hardware Issue -History
Avionics Hardware Issues 2010/11/19 Chih-hao Sun Avionics Software--Hardware Issue -History -HW Concepts History -FPGA vs ASIC The Gyroscope, the first auto-pilot device, was -Issues on • Avionics Computer introduced a decade after the Wright Brothers -Avionics (1910s) Computer -PowerPC • holds the plane level automatically -Examples -Energy Issue • is connected to computers for missions(B-17 and - Certification B-29 bombers) and Verification • German V-2 rocket(WWII) used the earliest automatic computer control system (automatic gyro control) • contains two free gyroscopes (a horizontal and a vertical) 2 Avionics Software--Hardware Issue -History -HW Concepts History -FPGA vs ASIC Avro Canada CF-105 Arrow fighter (1958) first used -Issues on • Avionics Computer analog computer to improve flyability -Avionics Computer is used to reduce tendency to yaw back and forth -PowerPC • -Examples F-16 (1970s) was the first operational jet fighter to use a -Energy Issue • fully-automatic analog flight control system (FLCS) - Certification and Verification • the rudder pedals and joysticks are connected to “Fly-by-wire” control system, and the system adjusts controls to maintain planes • contains three computers (for redundancy) 3 Avionics Software--Hardware Issue -History -HW Concepts History -FPGA vs ASIC NASA modified Navy F-8 with digital fly-by wire system in -Issues on • Avionics Computer 1972. -Avionics Computer • MD-11(1970s) was the first commercial aircraft to adopt -PowerPC computer-assisted flight control -Examples -Energy Issue The Airbus A320 series, late 1980s, used the first fully-digital - • Certification fly-by-wire controls in a commercial airliner and Verification • incorporates “flight envelope protection” • calculates that flight envelope (and adds a margin of safety) and uses this information to stop pilots from making aircraft outside that flight envelope. -
Xenos: XBOX360 GPU
Xenos: XBOX360 GPU Michael Doggett Architect November 14, 2005 Overview • Xenos • Rendering performance • GPU architecture • Unified shader • Memory Export • Texture/Vertex Fetch • HDR rendering • Displaced subdivision surfaces • Graphics Hardware • GPU Realities • Graphics APIs • GPU Research 2 ATI - Driving the Visual Experience Everywhere • Products from cell phones to super computers Integrated Gaming Console Embedded Display Gaming Notebook Color Phone Display Digital TV Multimedia Workstation Multi Monitor Display 3 System architecture CPU 2x 10.8 GB/s 22.4GB/s UNIFIED Southbridge GPU MEMORY 2x PCIE Northbridge 700MHz 500MB/s 128bit GDDR3 32GB/s DAUGHTER DIE 4 Rendering performance • GPU to Daughter Die interface • 8 pixels/clk • 32BPP color • 4 samples Z - Lossless compression • 16 pixels/clk – Double Z • 4 samples Z - Lossless compression GPU 32GB/s DAUGHTER DIE 5 Rendering performance • Alpha and Z logic to EDRAM interface • 256GB/s • Color and Z - 32 samples • 32bit color, 24bit Z, 8bit stencil • Double Z - 64 samples • 24bit Z, 8bit stencil DAUGHTER DIE 8pix/clk, 4x MSAA, Stencil and Z test, Alpha blending 256GB/s 10MB EDRAM 6 GPU architecture GPU Primitive Setup Vertex Pipeline Index Stream Clipper Generator Pixel Pipeline Rasterizer Tessellator Hierarchical Z/S Display Pixels Unified Shader Texture/Vertex Fetch UNIFIED MEMORY Output Buffer Memory Export DAUGHTER DIE 7 Unified Shader • A revolutionary step in Graphics Hardware • One hardware design that performs both Vertex and Pixel shaders • Vertex processing power Vertices Vertices Pixels Vertex Shader Unified Shader Pixels Pixel Shader 8 Unified Shader • GPU based vertex and pixel load balancing • Better vertex and pixel resource usage • Union of features • E.g. -
CS 6290 Chapter 1
Spring 2011 Prof. Hyesoon Kim Xbox 360 System Architecture, „Anderews, Baker • 3 CPU cores – 4-way SIMD vector units – 8-way 1MB L2 cache (3.2 GHz) – 2 way SMT • 48 unified shaders • 3D graphics units • 512-Mbyte DRAM main memory • FSB (Front-side bus): 5.4 Gbps/pin/s (16 pins) • 10.8 Gbyte/s read and write • Xbox 360: Big endian • Windows: Little endian http://msdn.microsoft.com/en-us/library/cc308005(VS.85).aspx • L2 cache : – Greedy allocation algorithm – Different workloads have different working set sizes • 2-way 32 Kbyte L1 I-cache • 4-way 32 Kbyte L1 data cache • Write through, no write allocation • Cache block size :128B (high spatial locality) • 2-way SMT, • 2 insts/cycle, • In-order issue • Separate vector/scalar issue queue (VIQ) Vector Vector Execution Unit Instructions Scalar Scalar Execution Unit • First game console by Microsoft, released in 2001, $299 Glorified PC – 733 Mhz x86 Intel CPU, 64MB DRAM, NVIDIA GPU (graphics) – Ran modified version of Windows OS – ~25 million sold • XBox 360 – Second generation, released in 2005, $299-$399 – All-new custom hardware – 3.2 Ghz PowerPC IBM processor (custom design for XBox 360) – ATI graphics chip (custom design for XBox 360) – 34+ million sold (as of 2009) • Design principles of XBox 360 [Andrews & Baker] - Value for 5-7 years -!ig performance increase over last generation - Support anti-aliased high-definition video (720*1280*4 @ 30+ fps) - extremely high pixel fill rate (goal: 100+ million pixels/s) - Flexible to suit dynamic range of games - balance hardware, homogenous resources - Programmability (easy to program) Slide is from http://www.cis.upenn.edu/~cis501/lectures/12_xbox.pdf • Code name of Xbox 360‟s core • Shared cell (playstation processor) ‟s design philosophy. -
GPU Architecture & Comparison To
داﻧﺸﮕﺎه ﺻﻨﻌﺘ ﻲ ﺟﻨﺪي ﺷﺎﭘﻮر دزﻓﻮل داﻧﺸﻜﺪه ﺑﺮق و ﻛﺎﻣﭙﻴﻮﺗﺮ ﮔﺰارش ﭘﺮوژه ي ﭘﺎﻳﺎﻧﻲ رﺷﺘﻪ ﻣﻬﻨﺪﺳﻲ ﻛﺎﻣﭙﻴﻮﺗﺮ – ﺳﺨﺖ اﻓﺰار ﺑﺮرﺳﻲ ﻣﻌﻤﺎري ﭘﺮدازﻧﺪه ﻫﺎي ﮔﺮاﻓﻴﻜﻲ ( GPU ) ) و ﻣﻘﺎﻳﺴﻪ آﻧﻬﺎ ﺑﺎ ﭘﺮدازﻧﺪه ﻫﺎي ﻋﻤﻮﻣﻲ ( ﻧﺴﺨﻪ ﻏﻴﺮﻧﻬﺎﻳﻲ) داﻧﺸﺠﻮ : : اﺣﻤﺪ ﻟﺸﮕﺮ اﺳﺘﺎد راﻫﻨﻤﺎي ﭘﺮوژه : : ﻣﻬﻨﺪس ﻣﺠ ﺘﺒﻲ ﺳﻠﻄﺎﻧﻲ ﺗﻴﺮ ﻣﺎه 1389 ﺑﺴﻢ اﷲ اﻟﺮﺣﻤﻦ اﻟﺮﺣﻴﻢ ﺻﻔﺤﻪ | أ ﻓﻬﺮﺳﺖ ﻣﻄﺎﻟﺐ : : ﻣﻘﺪﻣﻪ ................................ ................................ ................................ ..................... 1 ﻓﺼﻞ اول : ﺗﻜﺎﻣﻞ ﻣﻌﻤﺎري GPU ﻫﺎ ................................ ................................ .................. 1 1 1- ﺧ ﻂ ﻟﻮﻟﻪ ﮔﺮاﻓﻴﻚ ................................ ................................ ................................ .. 2 1 1- 1- ورود رﺋﻮس ﺑﻪ ﺣﺎﻓﻈﻪ GPU ................................ ................................ ........... 3 1 1- 2- ﺳﺎﻳ ﻪزن راس ................................ ................................ ............................. 3 1 1- 3- ﺳﺎﻳ ﻪزن ﻫﻨﺪﺳﻲ ................................ ................................ .......................... 6 1 1- 4- رﺳﺘﺮاﻳﺰر ................................ ................................ ................................ .. 7 1 1- 5- ﺳﺎﻳ ﻪزن ﭘﻴ ﻜﺴﻞ ................................ ................................ ........................... 8 1 1- 6- ﺗﺮﻛﻴﺐ ﻧﻬﺎ ﻳﻲ ................................ ................................ ............................. 9 1 1- 7- ﺑﺎﻓﺖ ﻧﮕﺎري ................................ ................................ ............................. 10 1 1- 8- روش ﻫﺎي ﺿﺪﻧﺎﺻﺎﻓﻲ ............................... -
Smart Home Automation with Linux Smart
CYAN YELLOW MAGENTA BLACK PANTONE 123 C BOOKS FOR PROFESSIONALS BY PROFESSIONALS® THE EXPERT’S VOICE® IN LINUX Companion eBook Available Smart Home Automation with Linux Smart Dear Reader, With this book you will turn your house into a smart and automated home. You will learn how to put together all the hardware and software needed for Automation Home home automation, to control appliances such as your teakettle, CCTV, light switches, and TV. You’ll be taught about the devices you can build, adapt, or Steven Goodwin, Author of hack yourself from existing technology to accomplish these goals. Cross-Platform Game In Smart Home Automation with Linux, you’ll discover the scope and possi- Programming bilities involved in creating a practical digital lifestyle. In the realm of media and Game Developer’s Open media control, for instance, you’ll learn how you can read TV schedules digitally Source Handbook and use them to program video remotely through e-mail, SMS, or a web page. You’ll also learn the techniques for streaming music and video from one machine to another, how to give your home its own Twitter and e-mail accounts for sending automatic status reports, and the ability to remotely control the home Smart Home lights or heating system. Also, Smart Home Automation with Linux describes how you can use speech synthesis and voice recognition systems as a means to converse with your household devices in new, futuristic, ways. Additionally, I’ll also show you how to implement computer-controlled alarm clocks that can speak your daily calendar, news reports, train delays, and local with weather forecasts. -
ATI Radeon™ HD 2000 Series Technology Overview
C O N F I D E N T I A L ATI Radeon™ HD 2000 Series Technology Overview Richard Huddy Worldwide DevRel Manager, AMD Graphics Products Group Introducing the ATI Radeon™ HD 2000 Series ATI Radeon™ HD 2900 Series – Enthusiast ATI Radeon™ HD 2600 Series – Mainstream ATI Radeon™ HD 2400 Series – Value 2 ATI Radeon HD™ 2000 Series Highlights Technology leadership Cutting-edge image quality features • Highest clock speeds – up to 800 MHz • Advanced anti-aliasing and texture filtering capabilities • Highest transistor density – up to 700 million transistors • Fast High Dynamic Range rendering • Lowest power for mobile • Programmable Tessellation Unit 2nd generation unified architecture ATI Avivo™ HD technology • Superscalar design with up to 320 stream • Delivering the ultimate HD video processing units experience • Optimized for Dynamic Game Computing • HD display and audio connectivity and Accelerated Stream Processing DirectX® 10 Native CrossFire™ technology • Massive shader and geometry processing • Superior multi-GPU support performance • Enabling the next generation of visual effects 3 The March to Reality Radeon HD 2900 Radeon X1950 Radeon Radeon X1800 X800 Radeon Radeon 9700 9800 Radeon 8500 Radeon 4 2nd Generation Unified Shader Architecture y Development from proven and successful Command Processor Sha S “Xenos” design (XBOX 360 graphics) V h e ade der Programmable r t Settupup e x al Z Tessellator r I Scan Converter / I n C ic n s h • New dispatch processor handling thousands of Engine ons Rasterizer Engine d t c r e r u x ar e c t f -
Insight MFR By
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A Performance Study of General Purpose Applications on Graphics Processors
A Performance Study of General Purpose Applications on Graphics Processors Shuai Che Jiayuan Meng Jeremy W. Sheaffer Kevin Skadron [email protected] [email protected] [email protected] [email protected] The University of Virginia, Department of Computer Science Abstract new term GPGPU or General-Purpose computation on the GPU. Graphic processors (GPUs), with many light-weight The GPU has several key advantages over CPU ar- data-parallel cores, can provide substantial parallel com- chitectures for highly parallel, compute intensive work- putational power to accelerate general purpose applica- loads, including higher memory bandwidth, significantly tions. To best utilize the GPU's parallel computing re- higher floating-point throughput, and thousands of hard- sources, it is crucial to understand how GPU architectures ware thread contexts with hundreds of parallel compute and programming models can be applied to different cat- pipelines executing programs in a SIMD fashion. The GPU egories of traditionally CPU applications. In this paper can be an attractive alternative to CPU clusters in high per- we examine several common, computationally demanding formance computing environments. applications—Traffic Simulation, Thermal Simulation, and The term GPGPU causes some confusion nowadays, K-Means—whose performance may benefit from graphics with its implication of structuring a general-purpose ap- hardware's parallel computing capabilities. We show that plication to make it amenable to graphics rendering APIs all of our applications can be accelerated using the GPU, (OpenGL or DirectX) with no additional hardware support. demonstrating as high as 40× speedup when compared with NVIDIA has introduced a new data-parallel, C-language a CPU implementation. -
Boisvert-Storey-Sony Case Brief
Storey C204 Summer 2014 Case Study BE MOVED SITUATION Sony Corporation is a 68-year old multinational based in Tokyo. In 2012, the tech giant employed 173,000 people, with corporate headquarters in Japan, Europe, and America. In May 2014, the company was down to 146,300, cutting 26,700 as part of CEO Kaz Hirai’s “One Sony” plan. Recently, the firm eVen sold former office buildings in Tokyo for $156 million (Inagaki). This followed a similar $1.2 billion sale in 2013. After seVeral years of losses, Sony’s situation appears critical. In the last fiscal year, the company lost $1.25 billion. EVen the gaming diVision, where the Playstation console family (PS2, PS3, PS4) is projected to sell 17 million units this year, lost $78 million (Quarterly Results). There are many causes: Sony’s jettisoning of its PC brand Vaio, the poor performance and planned spinoff of Sony’s teleVision diVision, PS4 launch and marketing costs, the struggling PSVita, R&D costs for Sony’s Project Morpheus, and the fluctuation of exchange rate markets. For the current year, Sony is projecting a $489 million loss. How sustainable is Sony’s current business model? Will the success of the PS4 lead to renewed profitability for the games diVision and the company as a whole? Perhaps opportunities in new markets can spark a turn-around. The company’s core businesses are electronic entertainment (Sony Computer Entertainment, Sony Music Entertainment, and Sony Pictures Entertainment) and hardware (Sony Mobile Communications and Sony Electronics). Though it also dabbles in financial serVices, publishing, and medical imaging, electronics represents roughly two-thirds of the corporation’s reVenue (Sony Annual Report 2011, 2013). -
Architecture of Hyper-Threading on Intel Xenon Processor
International Journal of Advanced Research in Electronics and Communication Engineering (IJARECE) Volume 4, Issue 4, April 2015 Architecture of Hyper-Threading on Intel Xenon Processor L.Jyothsna, IV/IV B.Tech, Dept. of Electronics and Computer Dr. K. Kiran kumar, Professor, Dept. of Electronics and Computer Abstract— Over the years, the computer architects were processor architecture. This performance is increased based on continuously devising new hard ware technologies to the number of instructions. That is when we increase the improve the system performance and to compete with the number of instructions the clock frequencies increased and advancements in software. Simultaneous Multithreading executed each second. Due to far more instructions in a super Technology (SMT) was one of the techniques where pipelining, micro architecture which manages the events that multiple threads can be simultaneously executed by a wrap the pipelining such as cache misses and interrupts. single processor without doing a context switch. Hyper- Threading, the Intel’s way of providing Simultaneous A. Hyper threading Technology Architecture: Multithreading Technology, adds a virtual thread along the side of a physical thread to increase the processing Normally a CPU can execute one instruction at a time by power of a processor. This paper combines the concepts of maintaining a single instruction pointer . And the processor can architecture of hyper-threading and its implementation on execute multiple threads by switching between the threads. In Intel’s xenon processor. The experimentation is done on Simultaneous Multithreading Technology (SMT), a single processor could simultaneously execute multiple threads Intel’s enterprise product line with wide variety of without context switching [7]. -
WORLDSPECIAL REPORT the Tech Behind Bitcoin Has Been Released
THE INSATIABLE DO YOU NEED THE BLOCK-CHAINING THE MONEY MINES BITCOIN BEAST A BLOCKCHAIN? OF WALL STREET OF MONGOLIA Cryptocurrency’s Find out in seconds A new platform for How watts coming energy crisis with our handy guide trading in the trillions become bitcoins P. 36 P. 38 P. 40 P. 46 FOR THE TECHNOLOGY INSIDER | 10.17 BLOCK- CHAIN WORLD SPECIAL REPORT The tech behind Bitcoin has been released into the wild. Here’s how it’s going to change the landscape P. 24 SUPERMICRO® BigTwin® The IT Industry’s Highest Performing Twin Multi-Node System 2U Multi-Node System Supporting • A Full Range of Processors Up to the highest performing 205 watt CPUs • Maximum Memory 3TB 24 DIMMs per node • All-Flash NVMe 24 All Flash NVMe or Hybrid NVMe/SAS3 drives • Double the I/O Capacity Three PCI-E 3.0 x16 options per node • Supports Intel® Xeon® Scalable Processors Intel Inside®. Powerful Productivity Outside. Learn more at supermicro.com/GPU © Super Micro Computer, Inc. Specifications subject to change without notice. Intel, the Intel logo, Xeon, and Xeon Inside are trademarks or registered trademarks of Intel Corporation in the U.S. and/or other countries. 10.17 Special Report: BLOCKCHAIN WORLD The Blossoming 26 Blockchains: How They 45 Blockchain Lingo Work and Why They’ll Change Your cheat sheet for all things blockchain. of Blockchain the World 24 Enthusiasts The technology behind Bitcoin could touch every 46 Photo Essay: are sure that transaction you ever make. By Morgen E. Peck The Bitcoin Mines of China This Bitcoin operation in Inner Mongolia uses blockchain 36 Feeding the sophisticated semiconductors to turn cheap, dirty technology is Blockchain Beast energy into digital cash.