Consolas De Pr´Oximageneraci´On(PS5 Y Xbox Series) Junto Con La Compu- Tadora Tradicional Que Poseen Tarjetas Gr´Aficas(Nvidia) Para Ejecutar Videojuegos

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Consolas De Pr´Oximageneraci´On(PS5 Y Xbox Series) Junto Con La Compu- Tadora Tradicional Que Poseen Tarjetas Gr´Aficas(Nvidia) Para Ejecutar Videojuegos Nvidia vs PS5 vs Xbox Series X* Sergio Elizalde 1 Universidad Cat´olica\Nuestra Se~norade la Asunci´on" 2 [email protected] Resumen El siguiente documento presenta una comparativa entre las consolas de pr´oximageneraci´on(PS5 y Xbox Series) junto con la compu- tadora tradicional que poseen tarjetas gr´aficas(Nvidia) para ejecutar videojuegos. Keywords: Nvidia · PlayStation 5 · Xbox Series X · Ray Tracing * Trabajo Pr´acticode Investigaci´onTAI 2. 2 Sergio Elizalde 1. Introducci´on La inminente salida de las consolas \next-gen"por parte de Sony con la Plays- tation 5 y Microsoft, con la Xbox Series X, marcar´anel futuro de los videojuegos en los a~nosvenideros, afectando tanto a jugadores como desarrolladores de esta industria. Estas consolas incorporan nuevas tecnolog´ıaspara ofrecer una expe- riencia de juego m´asrealista y poder estar a la altura de las exigencias de los jugadores alrededor del mundo. Por otra parte, en el mundo de la PC, Nvidia es l´ıder del mercado de tarjetas gr´aficas,apostando por tecnolog´ıasnuevas y marcando pautas en lo que respecta al apartado gr´aficoen los videojuegos, siendo ´esta pionera en la implementaci´on en tiempo real del \Ray Tracing", con lo que la PC se convierte en una opci´on v´alidaal momento de buscar una plataforma para jugar frente a las consolas de ´ultimageneraci´on. En este documento se aborda las prestaciones tecnol´ogicasque ofrecen las consolas y la PC en el ´ambito de los videojuegos, sus caracter´ısticase innovacio- nes, para tener una idea de la tendencia que tendr´ala industria de videojuegos en los a~nossiguientes. 2. Glosario SoC: Es un ´unicochip que integra todos o gran parte de los m´odulosnecesarios para que un computador funcione. Puede contener incluso sistemas digitales y anal´ogicosen su interior. En el caso de las consolas se refiere al chip que contiene la CPU y la GPU.[1] CPU: de sus siglas en ingl´esCentral Processing Unit o unidad de central de procesamiento es el circuito electr´onicoque se encarga de ejecutar las instruc- ciones que contiene un programa. Se compone por una unidad de control y una unidad aritm´etical´ogica. Nvidia vs PS5 vs Xbox Series X 3 GPU: de sus siglas en ingl´esGraphic Processing Unit o unidad de procesa- miento gr´aficoes el n´ucleode las tarjetas gr´aficas,siendo ´esteun coprocesador dedicado al procesamiento de gr´aficosu operaciones en coma flotante, vastamen- te requerido en aplicaciones 3D y videojuegos. Tarjeta Gr´afica: es una unidad de expansi´onde la placa madre del ordenador que se encarga de procesar los datos enviados por la CPU para representarlos en alg´undispositivo de salida de video. Est´ancompuestas por un PCB, la GPU, memorias de v´ıdeo, reguladores de voltaje, capacitores y los puertos de salida de v´ıdeoe interfaz con la CPU, entre otros. x86: corresponde a la arquitectura de procesadores fabricados por Intel y AMD para el mercado de computadoras de sobremesa.[2] NVMe: Memoria expr´esno vol´atil(NVMe) es un protocolo de transferencia dise~nadopara memorias de estado s´olidoque a diferencia de SATA (Serial Ad- vanced Technology Attachment, Accesorio de tecnolog´ıaavanzada en serie), fue dise~nadaespec´ıficamente para almacenamiento Flash, aprovechando as´ıal m´axi- mo las prestaciones del mismo.[3] 3. Nvidia Nvidia es una empresa tecnol´ogicaespecializada en el desarrollo y fabricaci´on de unidades de procesamiento gr´aficoo GPUs y SoCs para estaciones de trabajo, computadoras personales y dispositivos m´oviles. 3.1. Historia Nvidia se fund´oen 1993 por su actual CEO, Jensen Huang, con la convicci´on de que la pr´oximageneraci´onde c´omputoest´ebasada en aceleradores gr´aficos. En 1999 inventa la primera GPU, ´estacontaba con un chip de procesamiento junto con mecanismos de renderizado que era capaz de procesar 10 millones de pol´ıgonospor segundo. Hoy en d´ıalas GPUs procesan m´asde 7 billones de pol´ıgo- nos por segundo. A partir de esto Nvidia se consolida como una empresa l´ıder en el desarrollo de tarjetas gr´aficaspara c´omputoy videojuegos, modific´andose incluso a´unm´asen otros sectores como la industria de coches aut´onomos,los centros de datos e incluso en la participaci´onde proyectos cient´ıficos.[4] 3.2. GPU VS CPU Las CPU y las GPU tienen mucho en com´un.Ambos son motores cr´ıticos de c´omputo,adem´asque son microprocesadores basados en silicio. Y ambos manejan datos. Pero las CPU y GPU tienen arquitecturas diferentes y est´an dise~nadaspara diferentes prop´ositos. 4 Sergio Elizalde La CPU se adapta a una amplia variedad de cargas de trabajo, especialmente aquellas para las que la latencia o el rendimiento por n´ucleo son importantes. Con un potente motor de ejecuci´on,la CPU centra su menor n´umerode n´ucleos en tareas individuales y en hacer las cosas r´apidamente. Esto lo hace excepcio- nalmente bien equipado para trabajos que van desde la computaci´onen serie hasta la ejecuci´onde bases de datos. Las GPU comenzaron como circuitos especializados desarrollados para acele- rar tareas espec´ıficasde renderizado 3D. Con el tiempo, estos motores de funci´on fija se volvieron m´asprogramables y m´asflexibles. Si bien los gr´aficosy las im´age- nes cada vez m´asrealistas de los mejores juegos de hoy siguen siendo su funci´on principal, las GPU han evolucionado para convertirse tambi´enen procesadores paralelos de uso m´asgeneral, manejando una creciente gama de aplicaciones.[5] 3.3. RTX 3000 Figura 1. Plataforma RTX. Tambi´endenominado Geforce RTX 30 Series, corresponde a la ´ultimafamilia de tarjetas gr´aficaslanzadas al mercado por parte de Nvidia, que se encuentran dise~nadasbajo la arquitectura Ampere. Como se observa en la figura 1, estas tarjetas cuentan con RT cores, que es el hardware dedicado para ray tracing, adem´asde los n´ucleos CUDA y los Tensor Cores, encargados del c´omputoy de la inteligencia artificial respectivamente. Como es costumbre Nvidia primeramente lanza al mercado sus buques in- signias en lo que respecta a tarjetas gr´aficas,que son a d´ıade hoy las mejores tarjetas gr´aficasdel mundo para videojuegos. Dentro de esta gama se incluye la RTX 3090, RTX 3080 y la RTX 3070. Para las navidades de 2020 se espera el lanzamiento de la gama media y baja de esta serie, que saldr´ıana competir directamente con las consolas. En la figura 2 se observan la especificaciones t´ecnicasde cada una de las tarjetas gr´aficas.Las mismas doblan en cantidad de n´ucleosa la generaci´on Nvidia vs PS5 vs Xbox Series X 5 Figura 2. Especificaciones t´ecnicasdel lanzamiento RTX Serie 30. anterior, las RTX 2000. Como es esperado todas las tarjetas al ser de la gama RTX tienen el hardware especializado para calcular el trazado de rayos y una tecnolog´ıade reescalado de imagen llamado NVIDIA DLSS. Ray Tracing: o trazado de rayos en espa~nol,es uno de los mas grandes avances en gr´aficosde los ´ultimostiempos, consiguiendo iluminaci´onrealista, sombras y efectos mejorando la calidad de imagen, la experiencia de juego y la inmersi´on. Tanto Unreal Engine como Unity anunciaron la incorporaci´onde esta tecnolog´ıa a sus motores gr´aficos,con lo cual es una tendencia a que los videojuegos de pr´oximageneraci´onincorporen esta funcionalidad. El trazado de rayos introduce una serie de nuevos desaf´ıospara el proce- samiento de la GPU como se observa en la figura 3. Primeramente ´estadebe determinar que tri´angulos(primitivas geom´etricas)en la escena de juego inter- secta con los rayos. Una estructura basada en un grafo BVH (Bounding Volume Hierarchy) acele- ra el c´alculode estas incidencias de rayos con tri´angulos,colocando en los objetos de la escenas un cubo grande alrededor del objeto y examina si al colocar un rayo en la escena, el mismo incide en la superficie del cubo o no. En caso que no intersecte, ese rayo de luz no ilumina el objeto, pero en caso que intersecte, se itera el algoritmo colocando cubos m´aschicos dentro del cubo grande anterior hasta obtener la precisi´ondeseada. Con esto se reduce el n´umerode interseccio- nes entre rayos y primitivas, pero sigue siendo un proceso computacionalmente muy demandante. 6 Sergio Elizalde Figura 3. Estructura del BHV. Luego de completar el trazado de los rayos que act´uanen la escena, un algo- ritmo de eliminaci´onde ruido (De-noising) es aplicado para mejorar la calidad visual de la imagen resultante. Este algoritmo junto con la inclusi´onde hardwa- re dedicado consigue que todo el proceso se realice en tiempo real para obtener cuadros por segundo suficientes para disfrutar de manera fluida un videojuego. En la figura 4 se observa las diferentes t´ecnicasque aprovechan el trazado de rayo para dotar de mayor realismo a los videojuegos. Los desarrolladores la in- cluyen en los videojuegos con un enfoque h´ıbridoentre la iluminaci´ontradicional y el ray tracing, reservando este ´ultimopara efectos como reflejos, sombras, ilu- minaci´onglobal o oclusi´onambiental. Esta implementaciones parciales se debe al alto coste computacional y la p´erdida de rendimiento considerable al momento de activar esta funcionalidad.[7] Figura 4. Diferentes t´ecnicasde implementaci´on de ray tracing en videojuegos. Nvidia vs PS5 vs Xbox Series X 7 DLSS 2.0: La inteligencia artificial esta revolucionando los videojuegos. Con el Deep Learning Super Sampling (DLSS), Nvidia redefine el renderizado en tiempo real de altas resoluciones ´unicamente renderizando en resoluciones menores y utilizando la inteligencia artificial para construir im´agenesm´asdefinidas, n´ıtidas y de mayor resoluci´on.Con este criterio, cualquier p´erdidade rendimiento por utilizar t´ecnicas m´ascomplejas y avanzadas como el ray tracing pueden ser compensadas usando el DLSS para evitar una ca´ıdaimportante de rendimiento en videojuegos.
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