brief history of graphics devices
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Brief History of Graphics Devices
Tat Iwamoto 2014
Around 1980
• 1977: Apple II
• 1983: NES
• 1977: $1,298 to $2,638
• MOS Technology 6502 @ 1MHz
• 4KB to 48KB RAM
Apple II
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• Famicom
• 1983: ¥14,800
• Nintendo Entertainment System
• 1985: $299
• Ricoh 2A03 CPU: MOS6502@1.79MHZ
• Ricoh 2C03 Picture Processing Unit: Custom @5.37MHz
• 2KB Work RAM + 2KB VRAM
NES / Family Computer
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NTSC 480i• Vertical: 192 lines
• 29.97Hz, 525 lines, interlace
• 240 active / field, ~10% overscan
• Horizontal: about 160 color pixels
• Composite color subcarrier 3.579545MHz
• 227.5 color phase / line, 16% blanking, ~10% overscan
• Roughly 1M Pixels / second
Wow, I can show Video!• Designed simply to show of video on TV
• To generate NTSC video signals
• Full bitmap required a lot of memory / bandwidth
• DRAM was expensive
• Reduced color resolution
• Sprite tables
Around 1980 was…
Dawn of Interactive Graphics Devices
Generating Video Signal Itself Was a Challenge for both computer and consumer devices
Very different price point
Around 1990
• 1987: IBM PS/2 VGA
• 1994: PlayStation
IBM PS/2 w/VGA• 1987: $1,695 to $10,995
• CPU:
• 8086 8MHz to 80386 20MHz
• VGA:
• 640x480 16/16M colors
• 256 KB VRAM http://john.ccac.rwth-aachen.de
PlayStation• 1994: ¥39,800
• CPU:
• MIPS R3000 @33.8688MHz
• Geometry transformation engine
• GPU:
• 256×224 16M Color
• Rasterization & shading
• 1MB SGRAM
PC Evolution• More bandwidth for video memory!
• Full bitmap color / High resolution / Progressive
• Better text legibility
• Dedicated RGB video connector
• For higher resolution display
Consumer Device Evolution
• Hardware acceleration
• 3D graphics
• Movie playback
• Output remains NTSC
Around 1990 was…Divergence of Evolution
• PC for office productivity
• High res / memory bandwidth
• Consumer for multimedia
• Dedicated hardware / SD resolution
Around 2000
• GeForce 2 • PlayStation2
GeForce 2• 2000: $400 (Pro)
• Obviously, you need a DesktopPC with AGP 4x, too
• VRAM: 64MB 128bit DDR-DRAM @400MHz 6.4GB/s
• Core: @200MHz
• Direct 3D 7
• Hardware Transform & Lighting
• 800MOp/s, 800MPixel/s, 1600MTexel/s
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Playstation2• 2000: ¥39,800
• Memory: 32 MB Direct RDRAM
• CPU "Emotion Engine”
• 64bit MIPS+Vector Units @294.912 MHz
• GPU "Graphics Synthesizer”
• VRAM 4 MB 2560bit eDRAM @147.456 MHz 48GB/s
• 20M-75M Polygon/s
Around 2000 was…Seeing convergence
• PC
• More bandwidth for fill and texture
• HW feature advances rapidly
• Largely driven by DirectX
• Consumer
• Still SD resolution
• Feature advance getting caught up by PC
• More fill bandwidth with specialized memory
Around 2005
• GeForce 7 • Radeon X1xxx • PlayStation3 • Xbox 360
Geforce 7• 2005: $400 (7800GT)
• Obviusly, you need a DesktopPC with PCIe 16x, too
• VRAM: 256MB 256bit GDDR3-DRAM @1000MHz 32GB/s
• Core: @400MHz
• Direct 3D 9.0c
• Vertex and Pixel Shader Units
• 8GPixelOp/s, 6.4GROP/s, 8GTexel/s, 0.7GVertexOp/s
Radeon X1xxx• 2005: $400 (X1800XL)
• Obviusly, you need a DesktopPC with PCIe 16x, too
• VRAM: 256MB 256bit GDDR3-DRAM @1000MHz 32GB/s
• Core: @500MHz
• Direct 3D 9.0c
• Vertex and Pixel Shader Units
• 8GPixelOp/s, 8GROP/s, 8GTexel/s, 1GVertex/s
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PlayStation3• 2006: $599 (60GB)
• CPU: “Cell Broadband Engine”
• 1x PPE, 7x SPEs @3.2 GHz
• Memory: 256 MB 32bit XDR-DRAM @3.2GHz 25.6GB/s
• GPU: RSX “Reality Synthesizer”
• VRAM: 256MB 128bit GDDR3-DRAM @700MHz 22.4GB/s
• Core: @550MHz
• Vertex and Pixel Shader Units
• 13.2GPixelOp/s, 4.4GROP/s, 13.2GTexel/s, 1.1GVertexOp/s
Xbox 360• 2005: $399 (Premium)
• Memory:
• 512 MB 128bit GDDR3-DRAM @700 MHz 22.4GB/s
• CPU “Xenon”
• PowerPC x3 @3.2 GHz
• GPU “Xenos”
• VRAM 10MB eDRAM @700MHz 32/256(ROP) GB/s
• Core: @500MHz
• Unified Shader
• 24GShaderOp/s, 4GROP/s, 8GTexel/s,
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Around 2005 was…
Convergence of Desktop PC and Home Console Graphics
• Taken over by PC GPU technology
• Home TV now HD
Around 2010
• Direct3D 11 GPU • iPhone4
PC GPU• GeForce GTX480
• 2010: $499
• 1.3TFLOPS, 177.4GB/s
• Radeon HD5870
• 2009: $379
• 2.7TFLOPS, 153.6GB/s
• Features:
• Direct3D 11
• GPGPU (OpenCL, Compute Shader)
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iPhone 4
• 2010: $600 (?)
• Memory 512MB LPDDR2-DRAM @200MHz 3.2GB/s
• CPU: ARM Cortex-A8 @1GHz
• GPU: PowerVR SGX535 @200MHz
Around 2010 was…Desktop PC no longer relevant
• Continues to grow performance but…
• Evolving into dinosaur territory
Rise of mobile devices
• iPhone only launched in 2007 !
• Industry focus shifted
• Absorbing technology from PC
• Integrated into small form factor / low power
2013
• iPhone 5S / iPad Air
• Champion devices
• Snapdragon 800
• Powering the competing devices
2013 was…• Mobile GPU migrated to new architecture
• PowerVR SGX to R6xxx
• Adreno 2xx to 3xx
• Tegra3 to 4
• Mali T4xx to T6xx
• Catching upto DX10/11 level features
2014
• Feature mostly caught up to desktop
• Higher performance per Watt
• Pressure to lower price point
Summary• 1980: Barely driving video output. More bandwidth!
• 1990:
• PC wants more bandwidth for office
• Consumer wanted multimedia
• 2000:
• PC start embracing 3D graphics & multimedia
• Consumer push for bandwidth but still on SD
• 2005: Converge to PC technology
• 2010: Mobile devices emerge. Smaller form factor, lesser power
• 2013: Mobile devices catch up with PC features
• 2014: Mobile leads evolution
Also be Aware of…• Price point of the product
• Determines the market for the device
• Logic board pictures
• Big logic board with many parts == expensive
Conclusion• Focus for graphics hardware kept
shifting
• Bandwidth vs HW features
• To small and low power
!
Which way does it evolve to next?
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