Software/Hardware Commonality with Game Console Platforms
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
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