Header
Home | Set as homepage | Add to favorites
  Search the Site     » Advanced Search
Sections
Syndication


Blogroll:

||||| ALL Cisco-Network ARTICLES |||||  
CCIE Journey,
The CCIE Journey,


Software/Hardware Commonality with Game Console Platforms

Apr 12,2011 by alperen

image


There are a number of parallels between digital cellular handset memory and processor
footprints and game console memory/processor footprint. One is that both use
what’s available and what can be afforded within the product/cost form factor. The
performance of game consoles is of interest to us because many of the motion estimation,
prediction, and compensation techniques used in today’s game products may be
used in future digital cellular handsets.
The InTouch product from the wireless technology specialist TTPCom is an example
of gaming software integrated into a relatively standard handset (see Figure 6.4).
Table 6.4 shows how the central processor clock speed and memory have increased
over the past 8 to 10 years in traditional mains-powered game consoles. The challenge
is to realize this type of performance in a portable handheld device.
The PlayStation (PS2) is a Toshiba MIPS device consisting of 13 million transistors in
a 0.18 μm process. The device uses a substantial amount of prestored graphics to provide
an interactive rich media experience, and it is not unreasonable to expect to see
more technology and application convergence with digital cellular devices over the
next five years (PS2s also work very well as DVD players).
Microsoft’s Xbox uses a hard disk to minimize loading delay (hard disks provide
typically twice the access rate of solid-state memory), providing faster manipulation of
pixels and polygons. 161
103 times read

Related news

No matching news for this article
Did you enjoy this article?
(total 0 votes)

comment Comments (0 posted) 

More Top News
CCSP-Cisco Certified Security Professional
Most Popular
Most Commented
Featured Author