Falcon Lib.Falcon(Sch 1):Page1 Schematic Rev Pcba Number Rev Bom Release Date

Total Page:16

File Type:pdf, Size:1020Kb

Falcon Lib.Falcon(Sch 1):Page1 Schematic Rev Pcba Number Rev Bom Release Date CR-1 : @FALCON_LIB.FALCON(SCH_1):PAGE1 SCHEMATIC REV PCBA NUMBER REV BOM RELEASE DATE 1.0 X8XXXXX-001 D XX/XX/06 PAGE CONTENTS PAGE CONTENTS [1] COVER PAGE [33] SB, PCIEX + SMM GPIO + JTAG [2] CLOCK DIAGRAM [34] SB, SMC [3] RESET/ENABLE DIAGRAM [35] SB, FLASH + USB + SPI [4] CPU, CLOCKS + EEPROM + STRAPPING [36] SB, ETHERNET + AUDIO + SATA [5] CPU, FSB [37] SB, STANDBY POWER + DECOUPLE [6] CPU, FSB POWER + PLL POWER [38] SB, MAIN POWER + DECOUPLE [7] CPU, CORE POWER [39] SB OUT, ETHERNET [8] CPU, POWER [40] SB OUT, AUDIO [9] CPU, DECOUPLING [41] SB OUT, FLASH FALCON [10] CPU, DECOUPLING [42] SB OUT, FAN + INFRARED + BUTTONS [11] CPU, DECOUPLING [43] CONN, AVIP [12] GPU, FSB [44] CONN, RJ45 + USB COMBO RETAIL [13] GPU, VIDEO + PCIEX + EEPROM [45] CONN, GAME PORTS + MEMORY PORTS [14] GPU, MEMORY CONTROLLER A + B [46] MISC, V_5P0 DUAL, DEBUG MAPPING REV 1.0 [15] GPU, MEMORY CONTROLLER C + D [47] CONN, ODD AND HDD [16] GPU, PLL POWER + FSB POWER [48] CONN, ARGON + POWER FAB D [17] GPU, CORE POWER + MEM POWER [49] VREGS, INPUT + OUTPUT FILTERS [18] GPU, DECOUPLING [50] VREGS, CPU CONTROLLER [19] MEMORY, A (TOP) [51] VREGS, GPU OUTPUT PHASE 1,2,3 [20] MEMORY, A MIRRORED (BOTTOM) [52] VREGS, GPU CONTROLLER [21] MEMORY, B (TOP) [53] VREGS, GPU OUTPUT PHASE 1,2 [22] MEMORY, B MIRRORED (BOTTOM) [54] VREGS, SWITCHED 1.8, 5.0V [23] MEMORY, C (TOP) [55] VREGS, LINEAR REGULATORS [24] MEMORY, C MIRRORED (BOTTOM) [56] XDK, DEBUG CONN [25] MEMORY, D (TOP) [57] DEBUG BOARD, CPU + GPU BREAKOUT [26] MEMORY, D MIRRORED (BOTTOM) [58] DEBUG BOARD, CPU CONN [27] HANA, CLOCKS + STRAPPING [59] DEBUG BOARD, CPU CONN + TERM [28] HANA, VIDEO + FAN + JTAG [60] DEBUG BOARD, CPU TERM [29] CONN, HDMI [61] DEBUG BOARD, TITAN + YETI CONN [30] HANA, POWER + DECOUPLING [62] DEBUG BOARD, GPU CONN + TERM [31] HANA, POWER + DECOUPLING [63] XDK, LEDS, BDCM PHY [32] POWER TRACE EMI CAPS [64] LABELS AND MOUNTING, PCI SWIZ [65-6] MEM QUAL BOARDS RULES: (APPLIED WHEN POSSIBLE) 1.) MSB TO LSB IS TOP TO BOTTOM FALCON 2.) WHEN POSSIBLE: INPUTS ON LEFT, OUTPUTS ON RIGHT 3.) ORDER OF PAGES=CHIP INTERFACES, TERMINATION, POWER, DECOUPLING 4.) AVOID USING OFF PAGE CONNECTORS FOR ON PAGE CONNECTIONS PLEASE REFER TO THE XENON DESIGN SPEC 5.) LANED SIGNALS ARE GROUPED ON SYMBOLS 6.) TRANSIMITTER NAME USED AS PREFIX WITH RX AND TX CONNECTIONS 7.) SUFFIX V_ IS USED FOR VOLTAGE RAIL SIGNAL NAMES 8.) SUFFIX _DP AND _DN ARE USED FOR DIFFERIENTAL PAIRS BOM RELEASE DATE XX/XX/06 PB NUMBER X80XXXX-00X 9.) UNNAMED NETS ARE NAMED WITH /2 TEXT SIZE 10.) SUFFIX _N FOR ACTIVE LOW OR N JUNCTION SIGNATURE DATE 12.) SUFFIX _P FOR P JUNCTION DRN BY MICROSOFT XBOX 13.) SUFFIX _EN FOR ENABLE 14.) 'CLK' FOR CLOCKS, 'RST' FOR RESETS CHK BY TITLE 15.) PWRGD FOR POWER GOOD ENGR SCH, PBA, FALCON DRAWING APVD PROJECT NAME PAGE REV FALCON_FABD APVD MICROSOFT Tue May 08 18:21:43 2007 FALCON_RETAIL 1/82 1.0 [PAGE_TITLE=COVER PAGE] APVD CONFIDENTIAL CR-2 : @FALCON_LIB.FALCON(SCH_1):PAGE2 RJ45/USB AVIP CONN CONN POWER FAN * THIS IS OUT OF DATE * CONN CONN ENET_CLK(25MHZ) CLOCK DIAGRAM ENET PHY I2S_MCLK(12.288MHZ) AUDIO ANA_XTAL_IN(27MHZ) I2S_BCLK(3.072MHZ) DAC GPU VR DEBUG CONN ANA ANA BCKUP GPU VR STBY_CLK(48MHZ) CNTL SATA_CLK_REF(25MHZ) SB SATA_CLK_DP/DN(100MHZ) DVD PCIEX_CLK_DP/DN(100MHZ) SATA AUD_CLK(24.576MHZ) CONN CPU_CLK_DP/DN(100MHZ) RISCWATCH PIX_CLK_OUT_DP/DN(100MHZ) CONN GPU_CLK_DP/DN (100MHZ) DVD PWR CONN MC_CLK1_DP/DN(800MHZ) ANA MC_CLK0_DP/DN(800MHZ) BCKUP MEM MD_CLK1_DP/DN(800MHZ) GPU CPU CPU CLAM C+D MD_CLK0_DP/DN(800MHZ) VR 1P8 VR FLSH HDD CONN TITAN JTAG MA_CLK1_DP/DN(800MHZ) MA_CLK0_DP/DN(800MHZ) MB_CLK1_DP/DN(800MHZ) MB_CLK0_DP/DN(800MHZ) 3P3 VR CONN VMEM VR MEM EFUSE VR CLAM A+B CPU VR CNTL MPORT VR 5P0 VR GAME CONN EJECT MEM MEM BIND ARGON IR SW CONN CONN SW CONN DRAWING FALCON_FABD MICROSOFT PROJECT NAME PAGE REV <PAGE_TITLE=CLOCK DIAGRAM> Tue May 08 11:47:32 2007 FALCON_RETAIL 2/82 1.0 CONFIDENTIAL CR-3 : @FALCON_LIB.FALCON(SCH_1):PAGE3 RJ45/USB AVIP CONN CONN POWER FAN CONN CONN RESET/ENABLE DIAGRAM ENET PHY ENET_RST_N AUD_CLAMP AUDIO AUD_RST_N DAC PSU_V12P0_EN GPU VR EXT_PWR_ON_N HANA_CLK_OE HANA_RST_N HANA VREG_GPU_EN_N GPU VR CNTL SMC_RST_N DVD SB VREG_GPU_PWRGD SATA EXT_PWR_ON_N CONN CPU_CHECKSTOP_N SB_RST_N CPU_RST_N CPU_PWRGD GPU_RST_N RISCWATCH DVD GPU_RST_DONE CONN PWR CONN CPU MEM_RST VR MEM_SCAN_EN MEM MEM_SCAN_TOP_EN SMC_DBG_EN CLAM C+D MEM_SCAN_BOT_EN GPU CPU VREG_3P3_EN VREG_CPU_PWRGD HDD 3P3 CONN VR MEM_RST MEM_SCAN_EN CPU_PWRGD MEM_SCAN_TOP_EN MEM_SCAN_BOT_EN TITAN JTAG MEM CONN DEBUG CLAM A+B CONN VREG_1P8_EN_N VMEM VR EFUSE VR VREG_5P0_EN_N CPU VR 5P0 VR CNTL VREG_EFUSE_EN VREG_CPU_EN GAME CONN EJECT MEM MEM BIND ARGON IR SW CONN CONN SW CONN DRAWING FALCON_FABD MICROSOFT PROJECT NAME PAGE REV [PAGE_TITLE=RESET/ENABLE DIAGRAM] Tue May 08 11:47:32 2007 FALCON_RETAIL 3/82 1.0 CONFIDENTIAL CR-4 : @FALCON_LIB.FALCON(SCH_1):PAGE4 CPU_RST_V1P1_N 58 OUT CPU, CLOCKS + EEPROM + STRAPPING CPU_RST_N 1 R7R4 2 34 IN 3.92K 1% 1 R6D4 2 402 CH 1 27 CPU_CLK_DP 1 R7R16 2 C7R112 IN FT2P11 FTP 1 360PF 0 5% CPU_CLK_DP_C 10% 402 CH 6.19K 1% 50V FT2P12 FTP 1 402 CH 2 EMPTY 603 1 R7R10 2 34 CPU_PWRGD CPU_PWRGD_V1P1_N 1 R6D5 2 IN 27 CPU_CLK_DN 3.92K 1% IN 402 CH 0 5% 1 402 CH V_GPUCORE 1 R7R11 2 C7R113 360PF 6.19K 1% 10% U7D1 1OF10 IC V_GPUCORE 402 CH 50V CPU_CLK_DN_C LOKI TP7R1 2 EMPTY PROBE 2 R6R4 1 603 AG23 CORE_CLK_DP CORE_IF_BGR_PLL AH15 CPU_CORE_IF_BGR_PLL 1 1K 5% TP6D1 AF23 CORE_CLK_DN 2 1 402 CH PROBE 1 1 R6R6 AF1 C7 VREG_EFUSE_EN SMT R6R9 R6R5 2 HARD_RESET_B EFU_POWERON OUT 56 10K 2 1 AD14 POWER_GOOD 10K 5% 5% 1K 5% SMT EMPTY FSB_CLK_DP AH21 AF20 CPU_FSB_HF_CLKOUT_DP CH 402 402 CH FSB_CLK_DP FSB_HF_CLKOUT_DP OUT 402 2 FSB_CLK_DN AH20 FSB_CLK_DN FSB_HF_CLKOUT_DN AG20 CPU_FSB_HF_CLKOUT_DN 2 OUT CPU_FSB_CLK_SEL AE16 FSB_CLK_SEL FSB_IMPED_CAL_DP AH23 CPU_FSB_IMPED_CAL_DP OUT FSB_IMPED_CAL_DN AH22 CPU_FSB_IMPED_CAL_DN OUT CPU_EXT_CLK_EN AD16 EXT_CLK_EN 1 TP7R3 PROBE R6R8 CPU_PLL_BYPASS AF14 PLL_BYPASS 10K 1 RESISTOR0_DP AH12 CPU_RES0_DP 1 5% 1 RESISTOR0_DN AH13 CPU_RES0_DN 2 R6R7 CPU_PULSE_LIMIT_BYPASS AG14 PULSE_LIMIT_BYPASS EMPTY 10K TP7R4 R7R17 SMT 402 5% 10K 1 PROBE 2 1 1 CH 5% R7D1 DB7R2 VDDS0_DP AF11 CPU_VDDS0_DP 1 402 CH 10K R7D2 VDDS0_DN AH10 CPU_VDDS0_DN 2 TP7R2 2 402 5% 10K V_GPUCORE PROBE 2 5% SMT CH CPU_SYS_CONFIG0 AH3 SYS_CONFIG0 VDDS1_DP AG2 CPU_VDDS1_DP 1 EMPTY 402 CPU_SYS_CONFIG1 AE2 SYS_CONFIG1 VDDS1_DN AH1 CPU_VDDS1_DN 2 2 402 2 CPU_POST_IN<0..4> SMT DB7R1 0 AF8 POST_IN0 TP V_GPUCORE 1 1 AG8 POST_IN1 1 PSRO0_OUT AE14 CPU_PSRO0_OUT 1 2 AH7 POST_IN2 R7R15 V_CPUCORE 100 R7R8 3 AH8 POST_IN3 100 1 5% 4 AH9 POST_IN4 5% EMPTY R7R9 402 EMPTY 10K 2 402 1 5% 2 4 CPU_SPI_SI C4 SPI_SI SPI_CLK B4 CPU_SPI_CLK 4 IN OUT CH R7T18 SPI_EN A3 CPU_SPI_EN 4 LAYOUT: MUST BE ACCESSIBLE 10K OUT 402 SPI_SO A4 CPU_SPI_SO 4 2 5% OUT 2 R6E1 CH AH18 CPU_TEMP_P 402 TEMP_DP IN 28 10K 2 OUT CPU_ANL_1 AE22 ANL_1 TEMP_DN AH19 CPU_TEMP_N OUT 28 5% OUT CPU_ANL_2 AD22 ANL_2 CH VID0 C5 CPU_VREG_APS0 50 402 OUT 1 57 OUT CPU_SRVID A2 SRVID VID1 B6 CPU_VREG_APS1 OUT 50 CPU_VGATE AH14 VGATE VID2 A5 CPU_VREG_APS2 OUT 50 B5 CPU_VREG_APS3 VID3 OUT 50 CPU_TEST_EN AF2 TE VID4 A6 CPU_VREG_APS4 50 V_GPUCORE V_1P8 OUT VID5 C6 CPU_VREG_APS5 OUT 50 1 R7R1 2 1 1 1 FTP FT7T5 X806937-001 FTP FT7T2 1 1.40K 1% R7R14 1 FTP FT7T4 10K FTP FT7T1 1 402 CH 1 FTP FT7T3 5% FTP FT7T7 1 1 1 1 1 CH CPU R7R1 R7R2 1 R7R2 2 402 R7R21 R7R12 R7R13 R7R22 R7R23 2 LOKI 1.40K 1K V_MEM V_MEM 10K 10K 10K 10K 10K 1K 1% ASPEN EMPTY 10K 5% 5% 5% 5% 5% 402 CH CH CH CH CH CH 402 402 402 402 402 2 2 2 2 2 1 1 V_MEM C6F1 .1UF R7F3 0 1 2 3 4 10% U7E1 EMPTY 6.3V 10K 2 X5R 5% AT25020A 402 EMPTY 1 1 1 1 1 R6E2 4 CPU_SPI_CLK CPU_SPI_CLK_R 6 SCK VCC 8 402 IN 2 R7R20 R7R5 R7R3 R7R19 R7R18 1K 5% CPU_SPI_SO_R 5 SDI 10K 10K 10K 10K 10K 2 R7F7 1 402 CH SDO 2 CPU_SPI_SI_R CPU_SPI_SI 4 5% 5% 5% 5% 5% OUT 7 HOLD_N* EMPTY EMPTY EMPTY EMPTY EMPTY R7E7 1K 5% 4 CPU_SPI_SO CPU_SPI_EN_R 1 CS_N* 402 CH 402 402 402 402 402 IN 1 2 2 2 2 2 1K 5% 3 WP_N* GND 4 V_MEM R7F4 FT7R4 FTP 1 4 402 CH V_MEM 1 100 FT7R6 FTP 3 X800552-001 5% 1 2 FT7R2 FTP 2 R7E8 1 CH FT7R1 FTP 1 1 1 402 FT7R5 FTP 1 0 R7U3 10K 5% 2 10K 402 CH 5% CH 2 R7F1 1 402 2 CPU_SPI_EN R7F2 10K 5% CPU_SPI_WP_N 4 IN 402 EMPTY IN 1K 5% 402 CH DRAWING FALCON_FABD MICROSOFT PROJECT NAME PAGE REV [PAGE_TITLE=CPU, CLOCKS + EEPROM + STRAPPING] Tue May 08 18:24:08 2007 FALCON_RETAIL 4/82 1.0 CONFIDENTIAL CR-5 : @FALCON_LIB.FALCON(SCH_1):PAGE5 CPU, FSB U7D1 2OF10 IC LOKI FSB_GP_CP0_CLK_DP V28 AE27 FSB_CP_GP0_CLK_DP 12 IN GP_CP0_CLK_DP CP_GP0_CLK_DP OUT 12 FSB_GP_CP0_CLK_DN V27 AE28 FSB_CP_GP0_CLK_DN 12 IN GP_CP0_CLK_DN CP_GP0_CLK_DN OUT 12 FSB_GP_CP0_FLAG_DP AB27 AH25 FSB_CP_GP0_FLAG_DP 12 IN GP_CP0_FLAG_DP CP_GP0_FLAG_DP OUT 12 FSB_GP_CP0_FLAG_DN AB28 AH26 FSB_CP_GP0_FLAG_DN 12 IN GP_CP0_FLAG_DN CP_GP0_FLAG_DN OUT 12 FSB_GP_CP0_DATA0_DP T26 AB26 FSB_CP_GP0_DATA0_DP 12 IN GP_CP0_DATA0_DP CP_GP0_DATA0_DP OUT 12 FSB_GP_CP0_DATA0_DN T25 AB25 FSB_CP_GP0_DATA0_DN 12 IN GP_CP0_DATA0_DN CP_GP0_DATA0_DN OUT 12 FSB_GP_CP0_DATA1_DP T28 AC27 FSB_CP_GP0_DATA1_DP 12 IN GP_CP0_DATA1_DP CP_GP0_DATA1_DP OUT 12 FSB_GP_CP0_DATA1_DN T27 AC28 FSB_CP_GP0_DATA1_DN 12 IN GP_CP0_DATA1_DN CP_GP0_DATA1_DN OUT 12 FSB_GP_CP0_DATA2_DP U27 AD28 FSB_CP_GP0_DATA2_DP 12 IN GP_CP0_DATA2_DP CP_GP0_DATA2_DP OUT 12 FSB_GP_CP0_DATA2_DN U28 AD27 FSB_CP_GP0_DATA2_DN 12 IN GP_CP0_DATA2_DN CP_GP0_DATA2_DN OUT 12 FSB_GP_CP0_DATA3_DP V26 AD25 FSB_CP_GP0_DATA3_DP 12 IN GP_CP0_DATA3_DP CP_GP0_DATA3_DP OUT 12 FSB_GP_CP0_DATA3_DN V25 AD26 FSB_CP_GP0_DATA3_DN 12 IN GP_CP0_DATA3_DN CP_GP0_DATA3_DN OUT 12 FSB_GP_CP0_DATA4_DP W27 AF28 FSB_CP_GP0_DATA4_DP 12 IN GP_CP0_DATA4_DP
Recommended publications
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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).
    [Show full text]
  • 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].
    [Show full text]
  • Packet #17 Imagine You Are Working on a Research Paper About the Effects of Playing Video Games. Read the Three Information Sour
    Packet #17 Imagine you are working on a research paper about the effects of playing video games. Read the three information sources that follow this page and keep the CAARP model in mind as you review each source. Remember: C = Currency A = Authority A = Accuracy R = Relevance P = Purpose For the third and final source you will see the address (URL) of a website. Click on that link to be taken to a website. Please review the website as a whole for your third and final source. To complete your assignment, go to: http://library.uncw.edu/instruction/UNI_library_assignment. Login at the bottom of the page and follow the directions to answer questions about each information source. Computers in Human Behavior 27 (2011) 770–775 Contents lists available at ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh Call of (civic) duty: Action games and civic behavior in a large sample of youth ⇑ Christopher J. Ferguson , Adolfo Garza Texas A&M International University, United States article info abstract Article history: The positive and negative influences of violent/action games, henceforth called ‘‘action games’’, remains Available online 23 November 2010 controversial in the scholarly literature. Although debate continues whether action games influence aggressive behavior, little research has examined the influence of action games on civic engagement. Keywords: The current study addresses this gap by examining the correlation between exposure to action games Computer games on civic engagement and on-line prosocial behavior in a sample of 873 teenagers. Results indicated that Prosocial behavior girls as well as teens who had parents who were more technologically savvy tended to engage in more Civic engagement civic behaviors.
    [Show full text]
  • Texture Compression in Real-Time Using the GPU
    Texture Compression in Real-Time Using the GPU Jason Tranchida Senior Programmer THQ | Volition Inc. Agenda • Why would I want to use the GPU? • DXT1/BC1 Primer • How do we do it? • Platform tricks • Make it fast! Prior Work Real-Time DXT Compression J.M.P. van Waveren Intel Software Network, October 2006 http://www.intel.com/cd/ids/developer/asmo-na/eng/324337.htm FastDXT Luc Renambot http://www.evl.uic.edu/cavern/fastdxt/ Why Use The GPU • Games are using more run-time generated content • Blended Maps • Dynamic Cube Maps • User generated content • CPU compression is slower • CPU compression requires extra synchronization & lag Performance Megapixel/Sec PS3 GPU Xbox 360 GPU Xenon 3.0 ghz (4 core) Xenon 3.0 ghz (1 core) 0 200 400 600 800 1000 1200 1400 1600 1800 * CPU Performance Numbers from Real-Time DXT Compression Paper DXT1/BC1 Primer • 64bit block representing 4x4 texels • 4 color values, 2 stored, 2 interpolated Color Indices R: 179 • Index 00 = color_0 G: 191 B: 17 R: 42 • Index 01 = color_1 G: 166 B: 159 R: 133 • Index 10 = 2/3 * color_0 + 1/3 * color_1 G: 182 B: 64 R: 87 • Index 11 = 1/3 * color_0 + 2/3 * color_1 G: 174 B: 111 • Note: if color_1 C> color 0 then • Index 10 = ½ color_0 + ½ color_1 Index 11 = “Transparent” Basic DXT Compression • Get a 4x4 grid of texels • Find the colors that you would like to use as the stored colors • Match each of the 4x4 texels to the best fitting color • Create binary representation of block • Get the results into a texture Getting Results • Method varies per-platform • Render target should
    [Show full text]
  • Case 11 Rivalry in Video Games
    CTAC11 4/17/07 14:01 Page 185 case 11 Rivalry in Video Games At the beginning of 2007, the world video games industry was entering a new and unusual stage of its development. For 11 years the industry had been domin- ated by Sony, whose PlayStation had accounted for well over half of world console sales during the previous two product generations. However, in the new generation of video game consoles, an entirely new situation was emerging. As a result of its own missteps, Sony’s iron grip on the industry had been broken and the seventh generation of video consoles was shaping up into a three-way battle between Sony, Microsoft, and Nintendo. The stakes were high. With each new generation of consoles, the industry had surpassed its previous sales peak (see figure 11.1). Industry forecasts suggested that the seventh generation machines would be no exception – worldwide sales of video games hardware (consoles and handheld players) and software was estimated at around $24 billion in 2006, of which software accounted for around 60%. The market was expected to be bigger in 2007 – especially for hardware. For the three main players in the industry, the key issue was how revenues and profits would be split among them. The evidence of the past was that the video game consoles tended to be a “winner-take-all” industry where customers gravi- tated towards the market leader. The result was that one company tended to establish a market share of over 60% of the market and scooped the major part of the industry profit pool (see table 11.1).
    [Show full text]
  • Xbox 360 GPU Heat Sink Replacement Guide ID: 3342 - Draft: 2020-09-10
    Xbox 360 GPU Heat Sink Replacement Guide ID: 3342 - Draft: 2020-09-10 Xbox 360 GPU Heat Sink Replacement GPU heat sink replacement. Written By: Walter Galan This document was generated on 2020-11-18 01:14:18 AM (MST). © iFixit — CC BY-NC-SA www.iFixit.com Page 1 of 30 Xbox 360 GPU Heat Sink Replacement Guide ID: 3342 - Draft: 2020-09-10 INTRODUCTION Use this guide to remove your Xbox 360's GPU heat sink. Before reinstalling the heat sink, be sure to apply a new layer of thermal paste. TOOLS: PARTS: Arctic Silver ArctiClean (1) Xbox 360 Xenon GPU Heat Sink (1) Arctic Silver Thermal Paste (1) Xbox 360 Jasper GPU Heat Sink (1) Flathead 3/32" or 2.5 mm Screwdriver (1) Spudger (1) T10 Torx Screwdriver (1) T8 Torx Screwdriver (1) Xbox 360 Opening Tool (1) This document was generated on 2020-11-18 01:14:18 AM (MST). © iFixit — CC BY-NC-SA www.iFixit.com Page 2 of 30 Xbox 360 GPU Heat Sink Replacement Guide ID: 3342 - Draft: 2020-09-10 Step 1 — Hard Drive Grasp the hard drive assembly and press the release button while lifting its front edge. Remove the hard drive assembly from the top vent. Step 2 — Bottom Vent Stand the console vertically with the bottom edge facing up. Throughout the following opening procedure, the finger of an Xbox 360 opening tool can be used in place of a spudger. Insert the flat end of a spudger or the edge of an Xbox 360 opening tool into the small gap at the front edge of the bottom vent.
    [Show full text]
  • Creating Models of Interaction for a Video Wall
    Opleiding Informatica Creating Models of Interaction for a Video Wall Cas Dekkers Supervisors: Dr. Ir. Fons J. Verbeek & Dr. Kristian F. D. Rietveld BACHELOR THESIS Leiden Institute of Advanced Computer Science (LIACS) www.liacs.leidenuniv.nl 24/08/2017 Abstract With the emergence of video walls on the global market comes the need of finding intuitive ways to interact with them. This thesis explores ways of controlling video walls with arbitrary human interface devices. It implements logic to create a generic application framework, in which the interaction patterns for these devices are governed. If proven to be usable, the framework can be presented as an open source project and can be extended by adding support for more devices. The ultimate goal of the project is to enable usable interactions of software-controlled video walls with all sorts of human interface devices. That way, future projects and applications can use the framework with their software, allowing for sophisticated interaction capabilities for video walls. Contents 1 Introduction 1 1.1 Introduction . 1 1.2 Related work . 2 1.2.1 FreePIE . 2 1.2.2 Reality-Based Interaction . 3 1.3 Definitions . 4 1.4 Thesis overview . 5 2 Creating a Virtual Remote Controller 7 2.1 Introduction . 7 2.2 Method . 7 2.3 Design . 11 2.4 Implementation . 12 3 Materials & Methods 13 3.1 Setup..................................................... 13 3.2 Human Interface Devices for interaction . 13 3.2.1 Kinect 2 ............................................... 14 3.2.2 Leap Motion controller . 14 3.2.3 Wii Remote controller . 15 3.3 Development environment . 15 4 Design 17 4.1 A generic application framework for video walls .
    [Show full text]
  • Intel Atom® Processor Z3600 and Z3700 Series Datasheet, Vol 1
    Intel® Atom™ Processor Z3600 and Z3700 Series Datasheet December 2014 Revision 003 Document Number: 329474-003 You may not use or facilitate the use of this document in connection with any infringement or other legal analysis concerning Intel products described herein. You agree to grant Intel a non-exclusive, royalty-free license to any patent claim thereafter drafted which includes subject matter disclosed herein. No license (express or implied, by estoppel or otherwise) to any intellectual property rights is granted by this document. The products described may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request. All information provided here is subject to change without notice. Contact your Intel representative to obtain the latest Intel product specifications and roadmaps. Copies of documents which have an order number and are referenced in this document may be obtained by calling 1-800-548- 4725 or visitwww.intel.com/design/literature.htm. Intel, Intel Atom and the Intel logo, are trademarks of Intel Corporation in the U.S. and/or other countries. *Other names and brands may be claimed as the property of others. See Trademarks on intel.com for full list of Intel trademarks. © 2014 Intel Corporation. 2 Datasheet Contents 1Introduction............................................................................................................ 16 1.1 Terminology ....................................................................................................
    [Show full text]
  • Modern Game Console Exploitation
    Modern Game Console Exploitation Eric DeBusschere, Mike McCambridge Abstract The goal of this paper is to provide a high-level, technical summary of the significant ex- ploitations of the Xbox 360 and PlayStation 3. Few academic resources discussing console exploitation exist, especially resources considering the current generation systems, and thus a technical survey of successful exploitations represents a significant contribution to the academic community. The security of both the Xbox 360 and PS3 are discussed, along with the three main Xbox 360 exploits: the King Kong glitch/JTAG exploit, Timing Attack, and the Glitch Attack, as well as the three significant PS3 hacks: Hypervisor Exposure through glitching, PS Jailbreak, and the Root Key Discovery. 1 Introduction Although the successful exploitation of the original Xbox drew considerable media attention and paved the way for sophisticated homebrew software developed by a large community of hackers, pirates, and Linux enthusiasts, modifying or hacking consoles of the current generation has never had the same appeal. Perhaps it is because modern gamers highly value the ability to play online, or the higher degree of technical expertise required to perform current modifications, or maybe the emulators, roms, and homebrew software just cannot compare with contemporary games and entertainment. Whatever the reason, the hacking of current generation consoles has been largely ignored, even in academic communities, despite the fact that modern exploitations are far more complex and interesting, and are mounted against far more sophisticated security systems, than ever before. 2 Modern Console Exploitation 2.1 Security Gaming consoles of the current generation were built from the ground up with security as the foremost concern.
    [Show full text]
  • Building an Xbox 360 Emulator, Part 1: Feasibility/CPU Questions
    Building an Xbox 360 Emulator, part 1: Feasibility/CPU Questions Emulators are complex pieces of software and often push the bounds of what’s possible by nature of having to simulate different architectures and jump through crazy hoops. When talking about the 360 this gets even crazier, as unlike when emulating an SNES the Xbox is a thoroughly modern piece of hardware and in some respects is still more powerful than most mainstream computers. So there’s the first feasibility question: is there a computer powerful enough to emulate an Xbox 360? (sneak peak: I think so) Now assume for a second that a sufficiently fast emulator could be built and all the hardware exists to run it: how would one even know what to emulate? Gaming hardware is almost always completely undocumented and very special-case stuff. There are decades-old systems that are just now being successfully emulated, and some may never be possible! Add to the potential hardware information void all of the system software, usually locked away under super strong NDA, and it looks worse. It’s amazing what a skilled reverse engineer can do, but there are limits to everything. Is there enough information about the Xbox 360 to emulate it? (sneak peak: I think so) Research The Xbox 360 is an embedded system, geared towards gaming and fairly specialized – but at the end of the day it’s derived from the Windows NT kernel and draws with DirectX 9. The hardware is all totally custom (CPU/GPU/memory system/etc), but roughly equivalent to mainstream hardware with a 64-bit PPC chip like those shipped in Macs for awhile and an ATI video chipset not too far removed from a desktop card.
    [Show full text]