Platforms Hardware Computer Games Digital Games Design F
- Slides: 15
Platforms & Hardware Computer Games: Digital Games Design F 1 R 2 11 © 2012 West Lothian College August 2012/Review date August 2015 Platforms & hardware
Platforms Hardware environment for games n Different platforms n ¨ Plusses & minuses ¨ No overall best – depends on user
Platforms XBox 360 n Nintendo Wii n PC n Mobile gaming n
X Box 360 n n n n CPU: 3. 2 GHz PPC Tri-Core Xenon GPU: 500 MHz ATI Xenos Media: DVD, DVD-DL, CD Storage: 20 or 120 GB hard drive; 64, 256 or 512 MB memory cards Controller input: 4 maximum (wired, wireless or combo) Connectivity: 3 × USB 2. 0, IR port, 100 Mbit Ethernet Online service: Xbox Live Backward compatibility: 465 original Xbox games (needs HD)
Xbox 360 n n n n + High power CPU High power GPU Fast, detailed images Good audio Plays DVDs Online multiplayer Gets latest games Seen as “hardcore” n n Chunky controller Multiple configs Some technical problems Games expensive
Wii n n n n CPU: IBM Power. PC-based “Broadway” GPU: ATI "Hollywood" Media: 12 cm Wii Optical Disc, 8 cm Game. Cube Game Disc Storage: 512 MB Internal flash memory, SD card, Game. Cube Memory Card Controller input: Wii Remote, Wii Balance Board, Game. Cube controller Connectivity: Wi-Fi, Bluetooth, 2 × USB 2. 0, LAN Adapter (via USB) Online service: Nintendo Wi-Fi, Wii. Connect 24, Virtual Console, Wii Menu Backward compatibility: Nintendo Game. Cube
Wii n n n + Adequate graphics Innovative controllers One set system Good audio Attracting non-gamers “Fun” n n n Graphics not “state of the art” Seen as “for kids” Games expensive
Mobile Gaming - handheld PSP/DS etc. n CPU & graphics better than phones n Wide range of software n Connectivity n Superseded by phones & tablets? n
Mobile gaming - phone n n n n CPU: varied (low-med) GPU: varied (low-med) Media: downloaded only Storage: SD ram, SD card, internal Controller: integrated joypad/accelerometer/touchscr een Connectivity: Infrared, Bluetooth, GPRS, 3 or 4 G, Wi. Fi, MMS, Wireless LAN Multiple Oss: main=Android, i. OS (Apple) Java – cross-platform
Mobile gaming - tablets n n i. Pad / Android / Windows Specs similar to phones ¨ Slightly faster cpu ¨ Slightly more storage ¨ Bigger screen ¨ Less battery time
Mobile gaming n n n n + Inexpensive Relatively Simple Not limited to location Wide range of games Innovative game types (e. g. Geocaching) Large user base – but seen as “non-gamers” Hardware evolving quickly n n Graphics & audio less detailed Control systems sometimes limited Networked games more rare Hardware evolving quickly
PC n n n n CPU: varied (med - v. high power) GPU: varied (med-v. high power) Media: DVD, DVD-DL, CD, SD card, USB stick Storage: large capacity hard drive; DVD/CD writer, Controller input: any USB controller, keyboard, mouse Connectivity: 4 × USB 2. 0, IR port, 100 Mbit Ethernet, wireless ethernet Online service: Internet Backward compatibility: via windows and emulators
PC n n n n + Med – v. high quality graphics Excellent sound Ubiquitous, but seen as “older person’s choice” Huge storage Direct. X API useful Easily upgradeable software Excellent connectivity Range of games unmatched n n Expensive hardware upgrade cycle Viruses Extra hardware may be needed Tablets catching up
Summary n Systems offer different capabilities ¨ Processor ¨ Graphics ¨ Storage ¨ Connectivity Graphics important for hardcore games n Playability more important than graphics for new types of gamers n Depends on users’ needs n
Q: n What system best suits you? n Why?
- Language tool
- Hardware and software infrastructure
- Computer hardware platforms in it infrastructure
- Computer hardware platforms in it infrastructure
- The bw-tree: a b-tree for new hardware platforms
- Internal parts of computer
- Design methodology in iot
- Embedded iot platform design methodology
- Functional view specification in iot
- Digital design and computer architecture
- Digital design and computer architecture
- Digital design and computer architecture
- Digital design and computer architecture
- Bubble pushing example
- Digital design and computer architecture arm edition
- Interrupt cycle flow chart