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Technology
Hardware Specifications
Console Basics
Key Terms

The video game industry is forever consumed in an endless competition to come out with the best console for the publics gaming experience. The industry is always in constant motion, whenever one company come out with a new system the next company is always right behind them to stake their claim.

Video Console Hardware Specifications

 

PSX

N64

Dreamcast

PSX 2

Dolphin

X-Box

CPU

34 MHz

94 MHz

200 MHz

300 MHz

400 MHz

600 MHz

Memory

2 MB

4 MB*

16 MB

32 MB

32 MB

64 MB

Storage

CD

Cartridge

Proprietary CD

DVD

DVD

DVD

Storage Space

650 MB (CD)

128 MB

1.2 GB (GD)

4.7 GB (DVD)

4.7 GB (DVD)

4.7 GB (DVD)
8 GB (HD)

Polygons

360,000

120,000

3+ million

20 million

20-30 million**

30 million

Information Transfer Rate

132 MB/sec

500 MB/sec

800 MB/sec

3.2 GB/sec

3.2 GB/sec

TBA

Modem

N/A

N/A

56K modem

Buy separately

TBA

56K modem

DVD playback

N/A

N/A

No

Yes

No

Yes

Price (approx.)

$99 $99

$200

~$300

$150-$200

$300-$400

* 8 MB with expansion pack
** Rumored specification

Console Basics 101

Have you ever wondered how Nintendo can afford to put games like Zelda 64 into a little plastic toy that can be sold for $99? Or how Sony can squeeze the technology behind the arcade game Tekken 2 into a sleek home CD player the size of a box of chocolates? To sum up the process in three words, it's not easy. People go to college for between four and ten years to learn and master the art of electrical engineering, a skill which enables proprietors to design and understand designs of logic arrays, circuits that can translate a single pulse of electricity into a complex series of computer instructions. This article is not going to discuss how individual arrays work but it will provide an understanding to generally how a number of parts inside of a game machine work together to create the games we want to play.


The insides of the Nintendo 64

Let's take the Nintendo 64 as an example. There are ten essential components that make the Nintendo 64 work, plus a single circuit board tying them all together. How does Nintendo condense the power of an SGI workstation into a $99 game machine? Part of the answer lies literally in that condensation of hundreds of chips into a single circuit board as long as only twice the height of an N64 game cartridge. The rest lies in the price of the chips and other parts, which become very inexpensive when Nintendo commits to producing 6-10 million machines - if you're doing business with Nintendo and you are given an order for more than 5 million chips, you can afford to shave a few dollars worth of profit off of each chip and still walk away with millions of dollars more in the bank.

The component that people always focus on is the CPU or Central Processing Unit, which is the silver chip on the left-hand side of the N64 board. Every computer, game machine, and electronic device has a CPU, a device that often acts as a machine's traffic cop for instructions and handles other miscellaneous game logic tasks.

People who lack understanding of hardware designs often place far too much importance on the CPU, which is rarely used to synthesize game graphics or music - the CPU is more frequently used to handle "game logic," meaning that it tells other chips what to do, waits for them to do their tasks, and then connects all the pieces to each other in the proper order for you to see and hear them.

CPUs are not all just devoted to "logic," however. It should be noted that the Nintendo 64 broke with tradition and relied on its exceptionally powerful CPU to handle much of the task of creating music and playing back sound effects, because the CPU itself was hardly being taxed by handling simple back-and-forth instructions with other chips in the machine. In the past, most game machines included weak CPUs that depended heavily on special custom graphics and sound chips, but after the Super NES was roundly criticized for slowing down when too many things were going on at once, Nintendo decided to give programmers more flexibility: If you want incredibly complex music, you'll need to have less complex game logic, or if you want incredibly complex game logic, you'll need to have less complex music.


The Nintendo 64

In most machines, two chips are far more essential to the overall performance of the hardware than the CPU: the graphics coprocessor (also referred to as the GPU, graphics processing unit) and the audio coprocessor. The Nintendo 64's graphics coprocessor is the top-central silver chip on the board, and it handles everything from the processing of 3D graphics to actually taking on music processing when necessary. A game console's graphics processor (or collection of processors) is the component that calculates the complex polygon models you see onscreen, figures out how to move them properly in 3D, and makes all of the visual changes you see onscreen. The reason that the Sega Genesis is so much more powerful than the old Master System has a lot more to do with the strength of its graphics processor than with the fact that the Genesis has a 16-bit CPU and the Master System only an 8-bit CPU. Remove the graphics processor and there will be nothing to see onscreen at all. Sound processors handle everything from creating sounds to playing back sounds recorded on chips or CDs and mixing those sounds together to create a smooth and believable audio environment for you to explore. Take the sound processor out of a machine and you don't hear anything at all while you play.

The CPU, the GPU, and the sound processor(s) constitute the three main components that create and change the things you see and hear based on the cartridge or CD you plug into your system. As game console design has evolved, engineers have found increasing value in the concept of flexibility, often merging the functions of two chips into a single chip or allowing one chip to do tasks that otherwise might have been handled by another. Not every software company wants to make games with amazing graphics - some want to have the best music, and others want to have the most intense gameplay. If you design your game machine to play only slow-paced games with great graphics and music, you'll have a great machine for RPGs but a lousy platform for shooters. The Jaguar, Saturn, PlayStation, and Nintendo 64 all have been designed in a way that allows unused chips to take up extra slack for certain types of games.

One component of any video game system that most people downplay is its RAM architecture, which is in reality perhaps the single most important part of a game machine. RAM, or Random Access Memory, essentially dictates how much information the game system can be dealing with at one time. Both cartridges and CDs contain ROM, or Read-Only Memory, which is the equivalent of a book that the game system can read and digest. All other things being equal (especially the quality of the code being used), less RAM means less complex games - think of it as the difference between having the "book" and being able to understand only a word at a time or digesting the entire thing in one glance. In the 16-bit days, game systems had between a sixteenth or an eighth of a megabyte of RAM; nowadays, CD-based game systems such as the Dreamcast pack upwards of 24 megabytes of RAM.

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RAM holds the data in games like The World Is Not Enough for the Nintendo 64

RAM is vital in three ways: It holds graphics, sound, and game logic, so if you have more RAM inside of a game system, you can have more or more-detailed artwork onscreen at a given moment, more or better-quality music and sound effects coming through the speakers, and more or more-complex things to do within a game. The Nintendo 64's Rambus-developed memory processor is the silver item on the bottom center of the board, with two actual RAM chips situated to its right. Pull out a system's RAM and you'd be left with the horsepower to do many things, but like reading a book word by word, only the ability to do them very slowly. (Note: You can tell the difference between a RAM chip and a ROM chip by turning off the power - if it's a RAM chip, it loses all data when it's turned off, but if it's a ROM chip, turning off the power changes nothing.)

It is the combination of CPU, GPU, audio processor, and RAM that basically make up the typical console. How the console performs as a whole will depend on how well these components are integrated and how advanced each part is.

A Few Key Terms

Capacitor, Diode, Resistor, Semiconductor, Transformer, Transistor: The "extra" pieces found on circuit boards, which do everything from storing to conducting to changing electrical signals that run through paths on the board.

EEPROM: Electronically Erasable Programmable ROM, an odd sort of backup ROM chip that does not rely on batteries yet continues to store data even when the power is turned off. After roughly 100,000 uses, the EEPROM can no longer make changes to the data contained inside.

FM Synthesis: In its earliest form, this played only simple analog sound effects and music. Nowadays, FM sound systems have been improved dramatically and are used in leading sound cards and console chips.

IC: Integrated Circuit, a more complex chip that contains multiple pathways for information to be processed and read.

LSI: Large-Scale Integration, a technological advance that enabled ICs to contain unprecedented numbers of pathways for the processing of data.

Micron Technology: Microns (as in 0.5 Micron technology) are a unit of size measurement for distances only visible under a microscope. The smaller the number of microns between pathways in a technology, the smaller a chip can be made.

Multi-Layer Chip: The more layers a chip has, the more can be crammed inside of a single plastic casing, and the faster a system can physically run data from one point to another. Five-layer chips are presently being manufactured with some success.

PAL: Programmable Array Logic, chips that are used for simple, isolated purposes within a design, processing data and shuttling it off elsewhere on a board. They consolidate the logic from scattered smaller chips into fewer and less expensive individual processors.

PCM: Pulse Code Modulator, inexpensive digital audio chips that synthesize clear audio effects and music. The SNES contained a Sony-designed PCM audio chip.

PROM: Programmable ROM, a chip that contains read-only memory that cannot be changed once written.

PSG: Programmable Sound Generator, a chip that generates audio to the specifications of the coder.

SRAM: Static or Save RAM, a chip specifically designed to work in conjunction with a battery to hold "backed-up" game data until the battery runs out.

VLSI: Very Large-Scale Integration, a step above LSI, which enabled even more advanced processors to be fit into much smaller spaces.

VRAM: Video RAM, a chip or chips specifically set aside in a game console or arcade machine to contain the exact image that you see on the screen. VRAM is crucial to a system and determines what resolution and number of onscreen colors any machine can support, among other things.


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