Toward Future Computer Entertainment Systems

K. Kutaragi
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引用次数: 2

Abstract

There are two elements in real-timeliness that a human being can intuitively sense. One is the continuity of motion that a human being can cognitively feel to be natural, and the other is response time between action and reaction. Correspondingly, of the applications that have advanced the concept of real-time computing is computer entertainment systems which originally started as computer games. Real-timeliness of computer entertainment systems must be quick enough to match the speed of the response time of the player. Lack of both processing power and data-transfer rate in achieving this level of real-timeliness using general-purpose microprocessors have motivated the development of a new breed of more-powerful processors built on a new architecture. In computer entertainment systems, since the hardware is normally fixed for several years, once its specifications are determined, there is an inclination to seek the most-advanced technology within the future roadmap, typically that of three years ahead, and one generation ahead in the semiconductor-fabrication process. As a consequence, a system must start off by utilizing large-size chipsets at launch, but, during its life cycle, it goes through two generations of semiconductor fabrication processes for downsizing, as well as progressive integration of chips to reduce manufacturing costs, and to enable mass production. Today, more than 40 million computer entertainment systems are shipped in a year, and are becoming a strong leading power in spearheading advancement in semiconductor technology and in creating demand. In the future of real-time computing, massive assembly of "Parallel computing over the network" to execute vast amounts of computation, and "Vision System" that recognize the real world, in real-time, from a vast number of sensors over the network, will lead the next era in real-time computing
面向未来的电脑娱乐系统
在实时性中有两个元素是人类可以直观地感觉到的。一个是人类在认知上感觉自然的运动连续性,另一个是行动和反应之间的反应时间。相应的,推动实时计算概念发展的应用程序之一是最初以电脑游戏开始的电脑娱乐系统。电脑娱乐系统的实时性必须足够快,以匹配玩家的反应速度。在使用通用微处理器实现这种级别的实时性时,由于处理能力和数据传输速率的不足,促使开发基于新体系结构的新型更强大的处理器。在电脑娱乐系统中,由于硬件通常会在几年内固定下来,一旦其规格确定,就会倾向于在未来的路线图中寻求最先进的技术,通常是未来三年,半导体制造过程中的一代。因此,系统在推出时必须从使用大尺寸芯片组开始,但在其生命周期中,要经历两代半导体制造过程,以缩小尺寸,并逐步集成芯片,以降低制造成本,并实现批量生产。如今,每年的电脑娱乐系统出货量超过4000万台,并正在成为引领半导体技术进步和创造需求的强大领导力量。在未来的实时计算中,大规模组装“网络上的并行计算”来执行大量的计算,以及通过网络上的大量传感器实时识别现实世界的“视觉系统”,将引领实时计算的下一个时代
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