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Will Wireless Gaming Be a Winner?. February 1, 2007 Sumit Rohit Thaker Sung Ho Hwang. Wireless gaming revenues. In 2001 US - $436.4 million East Asia - $827 million By 2006 Worldwide - $17.5 Billion 80% all mobile users will play games. Issues & Designed Difficulties.
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Will Wireless Gaming Be a Winner? February 1, 2007 Sumit Rohit Thaker Sung Ho Hwang
Wireless gaming revenues • In 2001 • US - $436.4 million • East Asia - $827 million • By 2006 • Worldwide - $17.5 Billion • 80% all mobile users will play games
Issues & Designed Difficulties • Limited Memory • Screen Resolution • Network Bandwidth • Will work on various handsets • Various screen size, color depths, APIs • Controls are single key presses • Need to develop new approaches & techniques
New Approach – “Swerve” • Usage: • Download relatively small amounts of data • then use the processor & various algorithms to build the rest of the file • Data Size • Single skill level on a standard game can take up less than 50Kbytes • Most Complex game rarely exceeds 100Kbytes. • Typical game – 2Mbytes only
Tile based rendering • Technique: • Partition a scene into small tiles, each of which can be rendered independently. • Most of the processing is done in the graphics core of the processor • Advantage: • Can use simpler and more cost-effective memory technologies
Deferred Texturing • Technique: • Identifies surfaces in graphic elements that won’t be visible in a scene when it’s fully rendered • Discards that data before the scene is textured, lit, and shaded. • Advantages: • Eliminates redundant processing • Requires less power & memory
3D Graphic Toolkit • Developed by Intel • Uses shortcuts to approx. the floating-point arithmetic, division, trig, etc. • Advantage: • Saves computational resources
Standardizing • Ericsson, Motorola, and Siemens • Define standardize APIs and software development kits (SDKs) that developers could use to build games. • Advantage: • Save Time & Money • Focus on the game • Works on Multiple devices
Handheld-Gaming Platform • Sun Microsystems’ Java 2 Platform, micro Edition (J2ME) • Java and related tools to develop applications • J2ME-enabled device can run Java code • Current offers • The Connected Limited Device Configuration • The Connected Device Configuration
Handheld-Gaming Platform • Qualcomm’s Binary Runtime Environment for Wireless (BREW) • Wireless-application-development platform for phones • Runs between the application and the mobile chip’s OS software
Challenges • Low US Interest • Cultural and geographical differences • Business Model • Appropriate pricing level • Technical Issues • Unreliable connection
Future Potential • Multiplayer Games • The interactive experience • Technology Advances • Faster processors and networks • Longer lasting batteries • Shaper color screens
A Mobile Gaming Primer • Early wireless games • Function within minimal processing and memory resource • Wireless networks’ limited bandwidth • Nowadays • Processors that runs up to 400MHz and hole up to 64Mbytes • Store and run bigger and better games • Larger screens and color display