100 likes | 224 Views
A class presentation for VLSI course. By Amir Hossein Niazi. Video game processor evolution. Outline. Where we are? How did we get here? Where are we going?. Introduction.
E N D
A class presentation for VLSI course By Amir Hossein Niazi Video game processor evolution
Outline • Where we are? • How did we get here? • Where are we going?
Introduction • When we play video games we just pick up a controller and play it. No thought goes to how they were made, where they came from-we just use them as instant gratification for our lives. We want fun, they give us fun. We want something to do, and they can suck you in until you don't know what time it is. What you don't know is that video games have been around almost 50 years, starting in 1961 at the Massachusetts Institute of Technology. In October 1977, the Atari 2600 Video Computer System hit the shelves of U.S. retailers, and our concept of videogames would be changed forever. The Atari CX2600 was a cartridge-based system that could be connected to any regular television set. On March 24, 2000 in Japan, Sony Computer Entertainment (SCE) released its long-awaited follow-up to the successful PlayStation console. At the time of its release, Sony's next-generation PlayStation 2 (or "PS2") was the most technologically advanced console system to hit the market. Its performance specifications compared favorably to most available computer hardware at the time, and the system represented a step forward in the evolution of home entertainment by combining a state-of-the-art game console and a DVD/CD player in a single box. Sony released the PlayStation 2 console in Japan on March 4, 2000.
* Atari CX2600 * Atari 5200 * Nintendo entertainment system * Super Nintendo entertainment system * Sega Mega-drive (Genesis) * Atari Jaguar * Sony Playstation * Xbox (Microsoft) * Sony Playstation 2
Refrences • [1] trends in microprocessor design, Manfred Schlett , IEEE • Lan91c96 motorolla 68000 bus mode, John Cagle • The future of microprocessor architecture, Donald Alpert, Stanford univ. • IAR embedded workbench for the Hitachi H8S and H8 • Game technology evolution , chapter 4 • http://www.lz95.lake.k12.il.us/mss/index.html • Monster chips and multimedia: impact on engineering design and education • ASIC technology for the implementation system-on-a-chip, Hitachi review vol.47 • Trends in computer technology, E.H.Dooijes