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GAMING CONSOLES AND ITS
EMERGING TECHNOLOGY
A Presentation by A Sai Krishna and N Roopsai, CSE-C, GRIET
BUT FIRST, WHAT IS A GAMING CONSOLE?
A gaming console is a highly
specialized piece of hardware that
has rapidly evolved since its
inception incorporating all the
latest advancements in processor
technology, memory, graphics, and
sound among others to give the gamer
“the ultimate gaming experience”.
The term "video game console" is
primarily used to distinguish a
console machine primarily designed
for consumers to use for playing
video games, in contrast to arcade
machines or home computers.
SO, HOW DOES IT WORK?
Components:
• User control interface (Controller)
• CPU
• RAM
• Software kernel
• Storage medium for games (CD, ROM)
• Video output (NTSC, PAL)
• Audio output
• Power supply
AND, WHERE DID IT FIRST TAKE PLACE?
Technically, the earliest known publicly demonstrated electronic
game was created in 1950.
Bertie the Brain was an arcade game of tic-tac-toe, built by Josef
Kates for the 1950 Canadian National Exhibition
BUT, WHY CONSOLES WHEN WE HAVE PCS?
At its core, a video game console is a highly specialized computer. In fact, most
systems are based on the same central processing units (CPUs) used in many
desktop computers. To keep the cost of the video game system within
reasonable limits, most manufacturers use a CPU that has been widely available
for long enough to undergo a significant decrease in cost.
And other practical points:
 Less expensive($400-$500 vs $1000)
 Faster
 No compatibility issues
 “Plug and Play”
 Multiple Players (easier)
“Specialization over Multi-Functionality”
FINALLY, WHEN DID IT ALL BEGIN?
The stage was set for the people who dreamt about gaming way
back in the early 1950s when a man named Ralph H Baer had an
idea of building up a home video game. And, the rest is history…
PAST
“THE ORIGIN”
(1972)
1. MAGNAVOX ODYSSEY (1972) :-
Manufacturer: Sanders Associates, Magnavox
Features: Switches, Simple Graphics
Major Points:
+ First home game console
- Poor marketing
2. ATARI 2600 (1977) :-
Manufacturer: Atari
Features: Joystick controllers, Game cartridges
Major Points:
+ Use of microprocessor-based hardware
- Expensive
- Less powerful MOS technology (6507 vs 6502)
3. MAGNAVOX ODYSSEY²/PHILIPS ODYSSEY² (1978) :-
Manufacturer: Magnavox, Philips
Features: Full keyboard (for educational games, selecting
options, programming)
Major Points:
+ Speech synthesis unit
- Graphics and lesser color choices
4. INTELLIVISION (1980) :-
Manufacturer: Mattel Electronics
Features: Tile based playfield(More graphics, less RAM),
Downloadable Games, Real-time voices
Major Points:
+ Mechanically reliable
- Difficult Control System
THE GREAT VIDEO GAME CRASH OF 1983
Major Reasons:
• Increase in demand for the home computers.
• Poor quality of video and graphics.
• Too many consoles! (Market Saturation)
• And, too many (Bad) games!
So, next? What happened?
“The Rise Of The
Planet Of Consoles”
5. NINTENDO ENTERTAINMENT SYSTEM (1983) :-
Manufacturer: Nintendo
Features: Licensed third-party game developers, Pad controller,
8-bit
Major Points:
+ Revitalized the gaming market
- Cartridge slot design
6. SEGA GENESIS/MEGADRIVE (1988) :-
Manufacturer: Sega
Features: Power Base Converter, 16-bit
Major Points:
+ Attractive marketing
- NES’s domination
7. GAME BOY & GAME BOY COLOR (1989, 1998) :-
Manufacturer: Nintendo
Features: Handheld, Color Screen(GBC)
Major Points:
+ Clever marketing (Tetris)
+ Battery life and Hardware
- Less advanced than its competitors
8. SUPER NINTENDO ENTERTAINMENT SYSTEM (1990) :-
Manufacturer: Nintendo
Features: Advanced graphics and sound
Major Points:
+ Variety of enhancement chips
- Slower CPU
- Late start, Fierce competition
9. PLAYSTATION (1994) :-
Manufacturer: Sony
Features: 32 bit, CD-ROMs (Both Music & Audio)
Major Points:
+ CD Production Facilities
+ New approach to third party developers
- Early hardware issues
10. NINTENDO 64 (1996) :-
Manufacturer: Nintendo
Features: 64-bit, Realistic gameplay, Pressure-sensitive controller
Major Points:
+ Variety of enhancement chips
- Lack of games
- Choice of cartridge medium
PRESENT
“THE GENERATION”
(THE 21ST CENTURY)
LET THE CONSOLE WARS BEGIN!
FIRST, A LOOK AT WHAT DEVICES
MOST FREQUENT GAMERS USE
SMARTPHONE
36%
DEDICATED CONSOLE
53%
PC
56%
DEDICATED HANDHOLD SYSTEM
17%
WIRELESS DEVICE
31%
Smartphone Dedicated Console PC Dedicated Handhold System Wireless Device
1. SONY PLAYSTATION 2 (2000) :-
Features: Backwards Compatibility,
DVD-ROMs, Online functionality,
Vibration feedback controllers
Major Points:
+ More than 3874 Games
+ Branding, Graphics
- Manufacturing issues
- Unofficial Modchips
2. MICROSOFT XBOX (2001) :-
Features: Built-in HDD, HDTV, Dolby
Digital Encoding,
Major Points:
+ Graphically powerful
+ Advanced Online Gaming (Xbox Live)
- More bulky, large and heavy i.e. Size
4. SONY PLAYSTATION 3 (2006) :-
Features: Social Gaming (PlayStation
Network), Blu-ray disc, Remote connectivity,
“Move” controller
Major Points:
+ Higher Specs
+ “Slim” model
- High Price
- Complex Architecture
3. MICROSOFT XBOX 360 (2005) :-
Features: “Kinect” Camera, PC-like, More
Multimedia
Major Points:
+ High-profile games over competitors
+ Powerful Processor
- Early high failure rate
- Lacks Architecture
But Nintendo had other plans…
5. NINTENDO WII (2006) :-
Features: Wii Remote, “WiiConnect24”, “Virtual Console”
Major Points:
+ Fun gaming experience, physically demanding
+ Cheaper
- Technical and Legal issues
- Lesser graphics
6. NINTENDO WII U (2012) :-
Features: HD Graphics, GamePad, Backward Compatibility, Nintendo Network
Major Points:
+ Multi-functional Gamepad (Both controller and portable device)
- Weak User Interface, Software library and Functionality
- Battery Life
7. SONY PLAYSTATION 4 (2013) :-
Features: AMD APU (most powerful), Off-console
(PS Vita), Improved controller, HDR10, 4K, VR
Major Points:
+ Independent Game Development
+ Significant Performance Domination
+ Acknowledging customer needs
- Lack of software features and media support
- Underutilizing touch pad
8. MICROSOFT XBOX ONE (2013) :-
Features: Redesigned controller (Directional
Haptic Feedback) , Cloud computing, “Kinect 2.0”,
Off-console (local network), Live television, HDR10,
4K
Major Points:
+ Controller design
+ Multimedia features
+ Voice navigation
- Initial poor user interface
7. NINTENDO SWITCH (2017) :-
Features: Wireless Joy-con controllers
Major Points:
+ Multi-functionality
+ Customizable play-styles (Handheld, TV)
- Manufacturing Issues
- Limited software features
- Limited number of games
CONSOLE SPECS COMPARED:
Xbox One X PlayStation Pro Switch
CPU
1.6GHz 8-core AMD custom
“Jaguar” CPU
2.1GHz 8-core AMD custom
“Jaguar” CPU
1020MHz Nvidia custom Tegra
SOC
GPU
Integrated AMD graphics
clocked at 800MHz with 1.84
teraflops of performance
Integrated AMD Polaris
graphics with 4.2 teraflops of
performance
768MHz (docked)/307.2MHz
(undocked) Nvidia custom Tegra
SOC
RAM 8GB GDDR5 8GB GDDR5 4GB
Storage
500GB (5,400rpm) hard drive.
Storage drive can be swapped
1TB
32GB. Storage can be expanded
via MicroSD card.
Dimensions 11x10x1.5 inches 12.8x11.6x2.1 inches
4x6.8x2.1 inches/4x9.4x.54
inches (with Joy-Con attached)
Weight 4.6 pounds 7.2 pounds
.72 pounds/.87 pounds (with Joy-
Con controllers attached)
Optical Drive Blu-ray/DVD Blu-ray/DVD NA
Integrated Display NA NA
6.2-inch 1280x720 resolution
multi-touch capacitive display
4K Support No Yes No
GAME CONSOLES ARE MORE THAN JUST GAMING
FUTURE
“THE NEW REALITY”
(2018-)
THE POSSIBILITIES
VALUE OF GAMING MARKET IN INDIA
30.8
37.2
44.2
52.2
60.7
71
0
10
20
30
40
50
60
70
80
2016 2017 2018* 2019* 2020* 2021*
THE INDIAN GAMING MARKET
Some important points:
• 51% of game development is done in India as outsourcing
from US
• Only few colleges in India offer game development
courses
• Indian gaming continues to make significant
contributions to the US!
Future aspects:
• We have resources but we need quantity before quality:
In 2 years, we need more than 10000 people in the
industry!
THE CONCLUSION
So, when only two people standing in front of you, could gather so
much information in just a few days about this topic,
JUST IMAGINE
what a country consisting of 1.2 B can think, work and MAKE!
The Future is YOUth!
Thank You
- A Sai Krishna and N Roopsai

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All About Gaming - By Sai Krishna A & Roopsai N

  • 1. GAMING CONSOLES AND ITS EMERGING TECHNOLOGY A Presentation by A Sai Krishna and N Roopsai, CSE-C, GRIET
  • 2. BUT FIRST, WHAT IS A GAMING CONSOLE? A gaming console is a highly specialized piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer “the ultimate gaming experience”. The term "video game console" is primarily used to distinguish a console machine primarily designed for consumers to use for playing video games, in contrast to arcade machines or home computers.
  • 3. SO, HOW DOES IT WORK? Components: • User control interface (Controller) • CPU • RAM • Software kernel • Storage medium for games (CD, ROM) • Video output (NTSC, PAL) • Audio output • Power supply
  • 4. AND, WHERE DID IT FIRST TAKE PLACE? Technically, the earliest known publicly demonstrated electronic game was created in 1950. Bertie the Brain was an arcade game of tic-tac-toe, built by Josef Kates for the 1950 Canadian National Exhibition
  • 5. BUT, WHY CONSOLES WHEN WE HAVE PCS? At its core, a video game console is a highly specialized computer. In fact, most systems are based on the same central processing units (CPUs) used in many desktop computers. To keep the cost of the video game system within reasonable limits, most manufacturers use a CPU that has been widely available for long enough to undergo a significant decrease in cost. And other practical points:  Less expensive($400-$500 vs $1000)  Faster  No compatibility issues  “Plug and Play”  Multiple Players (easier) “Specialization over Multi-Functionality”
  • 6. FINALLY, WHEN DID IT ALL BEGIN? The stage was set for the people who dreamt about gaming way back in the early 1950s when a man named Ralph H Baer had an idea of building up a home video game. And, the rest is history…
  • 8. 1. MAGNAVOX ODYSSEY (1972) :- Manufacturer: Sanders Associates, Magnavox Features: Switches, Simple Graphics Major Points: + First home game console - Poor marketing 2. ATARI 2600 (1977) :- Manufacturer: Atari Features: Joystick controllers, Game cartridges Major Points: + Use of microprocessor-based hardware - Expensive - Less powerful MOS technology (6507 vs 6502)
  • 9. 3. MAGNAVOX ODYSSEY²/PHILIPS ODYSSEY² (1978) :- Manufacturer: Magnavox, Philips Features: Full keyboard (for educational games, selecting options, programming) Major Points: + Speech synthesis unit - Graphics and lesser color choices 4. INTELLIVISION (1980) :- Manufacturer: Mattel Electronics Features: Tile based playfield(More graphics, less RAM), Downloadable Games, Real-time voices Major Points: + Mechanically reliable - Difficult Control System
  • 10. THE GREAT VIDEO GAME CRASH OF 1983 Major Reasons: • Increase in demand for the home computers. • Poor quality of video and graphics. • Too many consoles! (Market Saturation) • And, too many (Bad) games! So, next? What happened? “The Rise Of The Planet Of Consoles”
  • 11. 5. NINTENDO ENTERTAINMENT SYSTEM (1983) :- Manufacturer: Nintendo Features: Licensed third-party game developers, Pad controller, 8-bit Major Points: + Revitalized the gaming market - Cartridge slot design 6. SEGA GENESIS/MEGADRIVE (1988) :- Manufacturer: Sega Features: Power Base Converter, 16-bit Major Points: + Attractive marketing - NES’s domination
  • 12. 7. GAME BOY & GAME BOY COLOR (1989, 1998) :- Manufacturer: Nintendo Features: Handheld, Color Screen(GBC) Major Points: + Clever marketing (Tetris) + Battery life and Hardware - Less advanced than its competitors 8. SUPER NINTENDO ENTERTAINMENT SYSTEM (1990) :- Manufacturer: Nintendo Features: Advanced graphics and sound Major Points: + Variety of enhancement chips - Slower CPU - Late start, Fierce competition
  • 13. 9. PLAYSTATION (1994) :- Manufacturer: Sony Features: 32 bit, CD-ROMs (Both Music & Audio) Major Points: + CD Production Facilities + New approach to third party developers - Early hardware issues 10. NINTENDO 64 (1996) :- Manufacturer: Nintendo Features: 64-bit, Realistic gameplay, Pressure-sensitive controller Major Points: + Variety of enhancement chips - Lack of games - Choice of cartridge medium
  • 15. LET THE CONSOLE WARS BEGIN!
  • 16. FIRST, A LOOK AT WHAT DEVICES MOST FREQUENT GAMERS USE SMARTPHONE 36% DEDICATED CONSOLE 53% PC 56% DEDICATED HANDHOLD SYSTEM 17% WIRELESS DEVICE 31% Smartphone Dedicated Console PC Dedicated Handhold System Wireless Device
  • 17. 1. SONY PLAYSTATION 2 (2000) :- Features: Backwards Compatibility, DVD-ROMs, Online functionality, Vibration feedback controllers Major Points: + More than 3874 Games + Branding, Graphics - Manufacturing issues - Unofficial Modchips 2. MICROSOFT XBOX (2001) :- Features: Built-in HDD, HDTV, Dolby Digital Encoding, Major Points: + Graphically powerful + Advanced Online Gaming (Xbox Live) - More bulky, large and heavy i.e. Size
  • 18. 4. SONY PLAYSTATION 3 (2006) :- Features: Social Gaming (PlayStation Network), Blu-ray disc, Remote connectivity, “Move” controller Major Points: + Higher Specs + “Slim” model - High Price - Complex Architecture 3. MICROSOFT XBOX 360 (2005) :- Features: “Kinect” Camera, PC-like, More Multimedia Major Points: + High-profile games over competitors + Powerful Processor - Early high failure rate - Lacks Architecture
  • 19. But Nintendo had other plans… 5. NINTENDO WII (2006) :- Features: Wii Remote, “WiiConnect24”, “Virtual Console” Major Points: + Fun gaming experience, physically demanding + Cheaper - Technical and Legal issues - Lesser graphics 6. NINTENDO WII U (2012) :- Features: HD Graphics, GamePad, Backward Compatibility, Nintendo Network Major Points: + Multi-functional Gamepad (Both controller and portable device) - Weak User Interface, Software library and Functionality - Battery Life
  • 20. 7. SONY PLAYSTATION 4 (2013) :- Features: AMD APU (most powerful), Off-console (PS Vita), Improved controller, HDR10, 4K, VR Major Points: + Independent Game Development + Significant Performance Domination + Acknowledging customer needs - Lack of software features and media support - Underutilizing touch pad
  • 21. 8. MICROSOFT XBOX ONE (2013) :- Features: Redesigned controller (Directional Haptic Feedback) , Cloud computing, “Kinect 2.0”, Off-console (local network), Live television, HDR10, 4K Major Points: + Controller design + Multimedia features + Voice navigation - Initial poor user interface
  • 22. 7. NINTENDO SWITCH (2017) :- Features: Wireless Joy-con controllers Major Points: + Multi-functionality + Customizable play-styles (Handheld, TV) - Manufacturing Issues - Limited software features - Limited number of games
  • 23. CONSOLE SPECS COMPARED: Xbox One X PlayStation Pro Switch CPU 1.6GHz 8-core AMD custom “Jaguar” CPU 2.1GHz 8-core AMD custom “Jaguar” CPU 1020MHz Nvidia custom Tegra SOC GPU Integrated AMD graphics clocked at 800MHz with 1.84 teraflops of performance Integrated AMD Polaris graphics with 4.2 teraflops of performance 768MHz (docked)/307.2MHz (undocked) Nvidia custom Tegra SOC RAM 8GB GDDR5 8GB GDDR5 4GB Storage 500GB (5,400rpm) hard drive. Storage drive can be swapped 1TB 32GB. Storage can be expanded via MicroSD card. Dimensions 11x10x1.5 inches 12.8x11.6x2.1 inches 4x6.8x2.1 inches/4x9.4x.54 inches (with Joy-Con attached) Weight 4.6 pounds 7.2 pounds .72 pounds/.87 pounds (with Joy- Con controllers attached) Optical Drive Blu-ray/DVD Blu-ray/DVD NA Integrated Display NA NA 6.2-inch 1280x720 resolution multi-touch capacitive display 4K Support No Yes No
  • 24. GAME CONSOLES ARE MORE THAN JUST GAMING
  • 27. VALUE OF GAMING MARKET IN INDIA 30.8 37.2 44.2 52.2 60.7 71 0 10 20 30 40 50 60 70 80 2016 2017 2018* 2019* 2020* 2021*
  • 28. THE INDIAN GAMING MARKET Some important points: • 51% of game development is done in India as outsourcing from US • Only few colleges in India offer game development courses • Indian gaming continues to make significant contributions to the US! Future aspects: • We have resources but we need quantity before quality: In 2 years, we need more than 10000 people in the industry!
  • 29. THE CONCLUSION So, when only two people standing in front of you, could gather so much information in just a few days about this topic, JUST IMAGINE what a country consisting of 1.2 B can think, work and MAKE! The Future is YOUth! Thank You - A Sai Krishna and N Roopsai