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Skype on PSP

Skype support will be limited to PSP-2000

Posted Jan 4th 2008 7:15PM by Chris Powell
Filed under: News


The rumors of Skype support coming to the PSP have now been confirmed by Japan's Nikkei Net news organization. Unfortunately for most PSP users, however, the news service stated that Skype support will be limited to the PSP-2000, but that it may come as soon as this month.

Skype service will be free for PSP-to-PSP and PSP-to-PC calls and vice versa. Additionally, users can register for a dedicated number for around $20 every three months for what should provide support for landline and cellphone calls. The software will more than likely be part of a future firmware update, and users will use an external microphone for communication.

At this point, we're not entirely sure why service is limited to the PSP-2000. Could there be some other hardware addition to the updated handheld that we didn't previously know about, or could this be a diabolical scheme to get us to upgrade our PSPs? Whatever the case may be, we know we certainly want to use this new technology that more or less answers the question whether Sony is interested in a PSPhone.

Xbox 360 - 6

Sales Quarter ended on: Units sold December 31, 2005 1.5 million shipped[71] March 31, 2006 1.7 million shipped[72] June 30, 2006 1.8 million[73] September 30, 2006 0.9 million[74] December 31, 2006 4.4 million[citation needed] March 31, 2007 0.5 million shipped[75] June 30, 2007 0.8 million[citation needed] September 30, 2007 1.8 million[76] December 31, 2007 4.3 million[citation needed] Cumulative totals as of January 3, 2008 17.7 million[1]

The Xbox 360 began production only 69 days before launch.[77] As a result, Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or North America.[78] Many potential customers were not able to purchase a console at launch. This lack of availability caused Xbox 360 bundles to sell on eBay at inflated prices; some auctions exceeded US$6,000.[citation needed] Forty thousand units appeared on eBay during the initial week of release; this was 10% of the total supply.[79] By year's end, Microsoft had shipped 1.5 million units, including 900,000 in North America, 500,000 in Europe, and 100,000 in Japan.[80]

At E3 in May 2006, Bill Gates announced that Microsoft would have a head start of 10 million units by the time Sony and Nintendo entered the market.[81] Microsoft later specified that goal and estimated shipments of 10 million units by the end of 2006,[82] a target it passed by 400,000 units.[citation needed] As of August 2007, the Xbox 360 has sold 8.9 million units worldwide.[citations needed] As of September 1, 2007, 6.3 million Xbox 360 units have been sold to consumers in the United States,[citations needed] and as of July 18, 2007, 420,000 units in Japan.[citation needed] Although the console had struggled in Japan, it was reported on October 29, 2007 that the Xbox 360 outsold the PS3 for a week in Japan.[83]

During an earnings call in January 2007, Microsoft's CFO downgraded estimated Xbox 360 sales for the first half of 2007.[citation needed] Cumulative sales from the system's launch until June 30, 2007 were predicted to reach 12 million units, down from 13 to 15 million units estimated earlier. Microsoft later announced they shipped 11.6 million units cumulative to June 30, 2007.[citations needed] Being released one year ahead of its competitors, the Xbox 360 was the market leader throughout the first half of 2007. However on September 12, 2007, it was reported by the Financial Times that the Xbox 360 had been surpassed by the Wii in terms of worldwide console sales.[84] On October 4, 2007, Microsoft stated that Xbox 360 sales have more than doubled when compared with the weekly average before the Halo 3 launch.[85]

Based on figures from October 19, 2007, the Xbox 360 outsold the Wii for the month of September in North America, helped in part by the spike in sales seen after the launch of Halo 3, which sold 3.3 million copies in the U.S. in a 12-day period.[86] The Xbox had sales of 528,000 units for September, while the Wii had sales of 501,000 units.[87]

However, despite these sales figures, Microsoft's gaming division is losing money. Through 2005, the Xbox gaming division had lost over $4 billion dollars.[88] However, Microsoft expects the console will start making money in 2008.[89] The losses are due to the market strategy of selling consoles below cost in order to obtain market saturation and gain profits on software and peripherals that have a much higher profit margin.[90][91] Also notable is that Microsoft expects it needs to spend one billion dollars for repairs or replacements of bricked Xbox 360s.[92]

Notes
  1. ^abcd On included video cable. The Elite and Pro versions come with the Component HD AV cable, and the Core version comes with the Composite AV Cable.
  2. ^ The Elite comes with a separate AV dongle for users using HDMI 1.2 exclusively for video and who need audio from separate cables.
  3. ^ Due to the Xbox Live December 2007 update, all downloaded content requires an internet connection to be played.

Xbox 360 - 5

Xbox Originals

As part of the December 4, 2007 dashboard update, a new feature, called Xbox Originals, was launched allowing users to download original Xbox games directly to their Xbox 360. The games have not been altered in any way, except that any demos and game previews have been stripped out. Currently all titles are available for 1200 Microsoft Points ($15USD) each.[60]

The games available from the launch of the Xbox Originals are: Halo: Combat Evolved, Fable, Crash Bandicoot: The Wrath of Cortex, Psychonauts, Fusion Frenzy, Indigo Prophecy, and Crimson Skies: High Road to Revenge. Videos previewing the service had shown Burnout 3: Takedown as a title, but it was not included at launch, no reason has been given.

Game library Main article: List of Xbox 360 games

The Xbox 360 launched with 14 games in North America and 13 in Europe. The console's best-selling game for 2005, Call of Duty 2, sold over a million copies.[61] Five other games sold as well in the console's first year in the market: Ghost Recon Advanced Warfighter,[62] The Elder Scrolls IV: Oblivion,[63] Dead or Alive 4,[64] Saints Row[65] and Gears of War.[66] As of January 3, 2008, Halo 3 is the Xbox 360's best-selling game with 8.1 million copies sold.[1] Only six games were initially offered in Japan, and eagerly anticipated titles such as Dead or Alive 4 and Enchanted Arms were not released until several weeks after launch. Games more suitable to the region are planned or have since been released, such as Chromehounds, Ninety-Nine Nights, and Phantasy Star Universe. Microsoft-backed Mistwalker has since released Blue Dragon in the region, and currently has two other Japanese-****games in development, Lost Odyssey and Cry On. On October 19, 2006, with over 10,000 pre-orders, a limited-edition Blue Dragon bundle sold out in Japan on the first day. The pack, priced at JP¥29,800 includes the Xbox 360 core system with a copy of Blue Dragon, along with a table calendar, Blue Dragon faceplate, and five miniature character figures. At the Lepzig game convention in 2007, Microsoft revealed details of Project Gotham Racing 4, Rock Band, Tom Clancy's EndWar, Dark Sector, FIFA 08, Call of Duty 4 Modern Warfare and Tony Hawk's Proving Ground.

E3 2006 was the first large-scale show after the console's launch and the first trailer for Halo 3, the sequel to the original Xbox's best-selling game, was shown there. Fable 2, a sequel to the Xbox's best-selling RPG,[citation needed] was also shown, along with Alan Wake, Mass Effect and Too Human. Bill Gates spoke of plans to integrate several Microsoft services into one entity with Live Anywhere. This service will allow multiplayer games and communication possible between Xbox 360 and the Windows Vista operating system for the PC.[citation needed] Shadowrun was the first game announced to be compatible with Live Anywhere. Several games originally released on PC have also been released on the Xbox 360, such as F.E.A.R. and Quake 4. Grand Theft Auto IV was shown and will be the first title in the series to be released for the Xbox 360 the same day as its PlayStation 3 counterpart. At X06, Microsoft announced several new titles, along with information on future releases. Splinter Cell: Conviction, set to release after Splinter Cell: Double Agent, was announced to be exclusive to the Xbox 360, as were BioShock and Banjo-Kazooie 3. At the event, Halo Wars was also announced, along with an untitled Halo project. In additon, Microsoft published sequels to some of its more successful franchises on the original Xbox, such as Forza Motorsport 2, Project Gotham Racing 3 & 4, and Fuzion Frenzy 2. They have published original games based on new IPs, such as Viva Piñata and Gears of War.

Hardware and accessories

Hardware Main article: Xbox 360 hardware

The main unit of the Xbox 360 itself has slight double concavity in matte white or black. It features a port on the top (when vertical, left side when horizontal) to which a custom-housed hard drive unit can be attached in sizes of either 20, or 120GB. Inside, the Xbox 360 uses the triple-core IBM designed Xenon as its CPU. Graphics processing is handled by the ATI Xenos which has 10MB of embedded eDRAM. Its main memory pool is 512MB in size.

Accessories Main article: Xbox 360 accessories

Many accessories are available for the console, including both wired and wireless controllers, a wireless steering wheel, headsets, a webcamera, an HD DVD player, three sizes of memory cards, and two sizes of hard drives, among other items, all of which are **** to match the console.

Technical problems An Xbox 360 showing the An Xbox 360 showing the "Red Ring of Death" Main article: Xbox 360 technical problems

The Xbox 360 can be subject to a number of technical problems. Since the console's release in 2005, the console's reliability gained a bad reputation from the general public and in the press through articles portraying its poor reliability and relatively high failure rates,[67][68][69][70] although every Xbox 360 that is made after July 2007 has the new heatsink built in to reduce overheating.[citation needed]

Microsoft has subsequently introduced design revisions and extended the 360's manufacturer's warranty to three years.

Xbox 360 - 4

Multimedia

The Xbox 360 supports videos in .wmv-format, as well as high-definition .wmv-videos, H.264, MPEG-4, and PlaysForSure WMV videos.

The Fall 2007 dashboard update added support for the playback of MPEG-4 ASP format videos.[50]

The Xbox 360 also supports audio playback, with music player controls accessible through the Xbox 360 Guide button. Users may play back their own music while playing games or using the dashboard, and can play music with an interactive visual synthesizer.

The Xbox 360 can also display pictures and perform slideshows of photo collections with various transition effects. Users can also play audio in the background while viewing a slideshow.

Music, photos and videos can be played from standard USB mass storage devices, Xbox 360 proprietary storage devices (such as memory cards or Xbox 360 hard drives), and servers or computers with Windows Media Center or Windows XP with Service Pack 2 or higher within the local-area network in streaming mode.[51][52] This is possible with video files up to HD-resolution and with several codecs (MPEG-2, MPEG-4, WMV) and container formats (WMV, MOV, TS).[53]

Software

Dashboard The Xbox 360 dashboard. Showing the original four blades The Xbox 360 dashboard. Showing the original four blades This image is a candidate for speedy deletion. It will be deleted after Thursday, 10 January 2008.
This image is a candidate for speedy deletion. It will be deleted after Thursday, 10 January 2008. See also: Xbox 360 System Software

The Xbox 360's graphical user interface GUI is the Xbox 360 Dashboard; a tabbed interface that features five "Blades" (formerly four blades), and was designed by AKQA. It can be launched automatically when the console boots up without a disc, or when the disc tray is ejected. However, the user may choose to launch a game automatically if a disc is inserted. A simplified version of it can also be accessed at any time via the Xbox Guide button on the gamepad. This simplified version shows the user's gamercard, Xbox LIVE messages and friends list. It also allows for personal and music settings, in addition to voice or video chats, or returning to the primary Dashboard from the game.

Since the console's release, Microsoft has released several updates for the Dashboard software. These updates have included adding new features to the console; enhancing Xbox Live functionality and multimedia playback cabilities; adding compatibility for new accessories; and fixing bugs in the software. The latest Dashboard update, revision 2.0.6683, was made available on December 4, 2007.

Microsoft XNA Main article: Microsoft XNA

Microsoft XNA is a set of tools and technologies that includes XNA Studio, which provides versions of key production tools such as asset management, defect tracking, project automation and work lists. These tools are designed to work together to automate common development tasks and present interfaces tailored to the different functions within the team. John Carmack stated at QuakeCon 2005 that the Xbox 360 has "the best development environment I've seen on a console".[54] Microsoft XNA also includes other components such as the XNA Framework and XNA Build.

Anyone can develop a game using XNA Game Studio Express, an IDE for homebrew developers, which was initially released in beta form on August 30, 2006. A second, near feature complete beta version was released on November 1, 2006.[55] The final feature complete version, 1.0, was released on December 11, 2006.[56] For a US$99/GB£65 yearly subscription fee users can join a "creators club" which lets them transport code onto their 360 and share their content with others. In the UK, there is also a 4 month subscription to the "Creators [sic] Club" which costs £30GBP.

Backward compatibility Main article: List of Xbox games compatible with Xbox 360

Backward compatibility on the Xbox 360 is achieved through software emulation of the original Xbox. Emulated games are rendered in 720p, 1080i, or 1080p HD resolution with anti-aliasing enabled rather than the Xbox standard of 480p[57] (anti-aliasing is also applied when the output resolution is 480p.) However there are also games that do not perform well in emulation; these often exhibit a lower framerate on the Xbox 360,[58] as well as various sound bugs and occasional gameplay glitches. A hard drive and the downloading of an emulation profile is needed in order to play original Xbox games. Updated emulation profiles are automatically obtained through Xbox LIVE, or alternatively they can be burned to a CD with files downloaded from Xbox.com, or by ordering a free update disc from Microsoft. A full list of backward-compatible games is maintained at Xbox.com.

The current U.S. list includes 464 games as of the November 2007 update; fewer titles are backward compatible in European and Japanese markets, with 295 and 101 titles respectively. Microsoft originally stated that they intend to release more emulation profiles as they become available, with a goal of making the entire Xbox library playable on the Xbox 360. They have since made multiple statements indicating that this may never be complete, and the rate of updates to the backwards compatibility list is in line with this stated attitude.[59]

Xbox 360 - 3

Xbox LIVE Marketplace Main article: Xbox Live Marketplace

The Xbox LIVE Marketplace is a virtual market designed for the console that allows Xbox LIVE users to download purchased or promotional content. The service offers movie and game trailers, game demos, Xbox LIVE Arcade games, gamertag images and Xbox 360 Dashboard themes as well as add-on game content (items, costumes, levels etc). These features are available to both silver and gold members on Xbox Live. A hard drive or memory unit is required to store products purchased from Xbox LIVE Marketplace.[40] In order to download priced content, users are required to purchase Microsoft Points for use as scrip;[41] though some products (such as trailers) are free to download. Users are able to view items available to download on the service through a PC via the Xbox Live Pipeline website.[42] An estimated seventy percent of Xbox LIVE users have downloaded items from the Marketplace.[43]

Xbox Video Marketplace Main article: Xbox Video Marketplace

On November 6, 2006, Microsoft announced the Xbox Video Marketplace, an exclusive video store accessible through the console. Launched in the United States on November 22, 2006, the first anniversary of the Xbox 360's launch, the service allows users in the United States to download high-definition and standard-definition television shows and movies onto an Xbox 360 console for viewing. At launch the service offered 800 hours of standard footage and 200 hours of high definition content.[citation needed] With the exception of short clips, content is not currently available for streaming, and must be downloaded. Microsoft has also announced that its Microsoft TV service will add IPTV functionality to the console, giving users the ability to stream 2 simultaneous HD and 2 simultaneous SD channels.[44] Movies are also available for rental. They expire in 14 days after download or at the end of the first 24 hours after the movie has begun playing, whichever comes first. Television episodes can be purchased to own, and are transferable to an unlimited number of consoles. Downloaded files use 5.1 surround audio and are encoded using VC-1 for video at 720p, with a bitrate of 6.8Mbit/s.[45] Television content is offered from MTV, VH1, Comedy Central, Turner Broadcasting, and CBS; and movie content is Warner Bros., Paramount, and Disney, along with other other publishers.[46]

After the Spring 2007 update, the following video codecs are supported:

  • H.264 video support: Up to 15Mbit/s, Baseline, Main, and High (up to level 4.1) Profiles with 2 channel AAC LC and Main Profiles.
  • MPEG-4 Part 2 video support: Up to 8Mbit/s, Simple Profile with 2 channel AAC LC and Main Profiles.

During Microsoft Press Conference at E3 2007 on July 10, 2007 it was announced that Xbox LIVE users in Europe and Canada would be able to use the exclusive video store that is curently available only in the United States by the end of 2007.[citation needed]

As a late addition to the Fall Xbox 360 update which was launched on the 4 December 2007 25 movies were added to the European Xbox 360 video market place on the 11 December 2007 and cost 250 Microsoft points for the SD version on the movie and 380 Microsoft points for the HD version of the movie.[47]Xbox LIVE members in Canada featured the ability to go on the Xbox LIVE Marketplace as of December 10, 2007 with around 30 movies to be downloaded for the same amount of Microsoft Points.

Xbox LIVE Arcade Main article: Xbox Live Arcade

Xbox LIVE Arcade is an online service operated by Microsoft that is used to distribute downloadable video games to Xbox and Xbox 360 owners. In addition to ****c arcade games such as Ms. Pac-Man, the service offers some new original games like Assault Heroes. The Xbox LIVE Arcade also features games from other consoles, such as the PlayStation game Castlevania: Symphony of the Night and PC games such as Zuma. The service was first launched on November 3, 2004,[48], using a DVD to load, and offered games for about US$5 to $15. Items are purchased using Microsoft Points, a proprietary currency used to reduce credit card transaction charges. On November 22, 2005, Xbox LIVE Arcade was re-launched with the release of the Xbox 360, in which it was now integrated with the Xbox 360's dashboard. The games are generally aimed toward more casual gamers; examples of the more popular titles are Geometry Wars: Retro Evolved, Street Fighter II' Hyper Fighting, and UNO.[49]

Xbox 360 - 2

Special editions

On a few occasions, Microsoft has produced special editions of the console, usually to coincide with the release of a major product. These special editions are typically custom-colored Xbox 360 models, and are produced in limited numbers.

  • At the E3 2007 press conference, Microsoft announced the Halo 3 Special Edition of the console, released September 16, 2007. It sports a Halo 3 theme on the console, wired headset, and wireless controller. Other than the unique "Spartan green and gold"[29] color scheme and exclusive dashboard theme and downloads, its features are identical to that of the Premium system.[30] It is priced at US$399.99 and £279.99 (the original price of the Xbox 360 Premium).[31]
  • To promote The Simpsons Movie, Microsoft created a specially-designed, yellow Xbox 360 console.[32] This configuration is based on the Xbox 360 Premium package, with the only difference being the color scheme of the Xbox 360 console and wireless controller. The consoles were to be given out to winners of drawings taking place between July 18, 2007 and July 27, 2007, in which a name was randomly drawn each day in the "10 Days and 10 Chances to Win" sweepstakes.[33] This edition is limited, as 10 consoles were produced. [34]

Comparison of features

Information in the table below is based on the latest specifications. Older packaging may not include all items listed.

Features Elite Premium Arcade Core Price US$449.99, GB£299.99 US$349.99, GB£249.99 US$279.99, GB£199.99 US$279.99, GB£199.99 Appearance Matte black, chrome trim Matte white, chrome trim Matte white Matte white Controller Type Wireless, Matte black Wireless Wireless Wired
3m breakaway cord Included storage 120 GB HDD 20 GB HDD 256 MB Memory Unit 64 MB Memory Unit Ethernet / System Link cable Yes Yes No No Xbox 360 Headset Yes, Matte black Yes
(excluding Oceania and Mexico
where a Media Remote is bundled instead) No No HDMI 1.2 equipped Yes Yes
after August 2007[35] Yes Yes
after August 2007 Included video cables[1] HDMI 1.2 (HD)
Component/Composite (HD/SD) Component/Composite (HD/SD) Composite (SD) Composite (SD) Xbox LIVE 1 Month Gold trial, Silver 1 Month Gold trial, Silver 1 Month Gold trial, Silver Silver Bundled games "Go Big" package:
Marvel: Ultimate Alliance,
Forza Motorsport 2,
Hexic HD
"Go Pro" package:
Marvel: Ultimate Alliance,
Forza Motorsport 2,
Hexic HD

Mexican "Premium" package:
Perfect Dark Zero,
Project Gotham Racing 3,
Hexic HD

Oceania "Pro" package:
Forza Motorsport 2,
Viva Pinata
"Go Play" package:
Boom Boom Rocket,
Feeding Frenzy,
Luxor 2,
Pac-Man Championship Edition,
UNO
None

Xbox LIVE Main article: Xbox Live

On the day of the Xbox 360's release, Microsoft's online gaming service Xbox LIVE was shut down for 24 hours and went through a major upgrade, adding a basic non-subscription service, Silver, to its already established premium subscription-based service (which was renamed Gold). Xbox LIVE Silver is free of charge and is included with all SKUs of the console. It allows users to create a user profile, join on message boards, and access Microsoft's Xbox Live Arcade and Marketplace and talk to other members.[36] An Xbox LIVE Silver account does not generally support multiplayer gaming; however, some games that have rather limited online functions already, (such as Viva Pinata) or games that feature their own subscription service (eg. EA Sports games) can be played with a Silver account. Xbox LIVE also supports voice and video communication, the latter a feature possible with the Xbox Live Vision; an add-on USB web camera designed specifically for the Xbox 360.[37] The Gamertag of a player with a Silver account has a silver trim, rather than gold.

Xbox LIVE Gold has the same features as Silver and includes integrated online game playing capabilities outside of third-party subscriptions. Microsoft has allowed previous Xbox LIVE subscribers to maintain their profile information, friends list, and games history when they make the transition to Xbox LIVE Gold. To transfer an Xbox LIVE account to the new system, users need to link a Windows Live ID to their gamertag on Xbox.com.[38] When users add an Xbox LIVE enabled profile to their console, they are required to provide the console with their passport account information and the last four digits of their credit card number, which is used for verification purposes and billing. An Xbox LIVE Gold account has an annual cost of US$49.99, C$59.99, GB£39.99, or 59.99. As of July 11, 2007, Xbox LIVE has over 7 million subscribers.[39]

Xbox 360

The Xbox 360 is the second video game console produced by Microsoft, and was developed in cooperation with IBM, ATI, and SiS. Its Xbox Live service allows players to compete online and download content such as arcade games, game demos, trailers, TV shows, and movies. The Xbox 360 is the successor to the Xbox, and competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles.

The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo (E3). It is the first console to provide a near-simultaneous launch across the three major regions. The console sold out completely at release (with the exception of Japan) and, as of January 3, 2008, 17.7 million units have been sold worldwide.[1] The Xbox 360 is currently avaiable in four different versions, the "Arcade" console, the "Core" console, the "Premium" console, and the "Elite" console, each having its own set of included accessories and features.

Contents [hide] //

Overview

Development

Known during development as Xenon, Xbox 2, Xbox FS,[4] Xbox Next or NextBox, the Xbox 360 was conceived in early 2003.[5] In February 2003, planning for the Xenon software platform began, and was headed by Microsoft vice president J Allard.[5] That month, Microsoft held an event for 400 developers in Bellevue, Washington, to recruit support for the system.[5] Also that month, Peter Moore, former president of Sega of America, joined Microsoft. On August 12, 2003, ATI signed on to produce the graphic processing unit for the new console, a deal which was publicly announced two days later.[6] The following month, IBM agreed to develop the triple-core CPU for the console.[5] Before the launch of the Xbox 360, several alpha development kits were spotted using Apple's Power Mac G5 hardware. This was due to the system's PowerPC 970 processor running the same PowerPC architecture that the Xbox 360 would eventually run under IBM's Xenon processor.

Launch Main article: Xbox 360 launch

The Xbox 360 was released on November 22, 2005, in the United States and Canada; December 2, 2005, in Europe and December 10, 2005, in Japan. It was later launched in Mexico, Colombia, South Korea, Hong Kong, Singapore, Taiwan, Australia, New Zealand, South Africa, Chile, India, Brazil, Poland, Czech Republic and Russia. Microsoft has additionally announced official launches in: Hungary, Slovakia,[7] and the Philippines.[8] In its first year on the market, the system launched in 36 countries, more countries than any console has launched in a single year.[9] Due to its early launch, the Xbox 360 has a one-year lead on both of its competitors, Sony's PlayStation 3 and Nintendo's Wii.

Retail configurations

The Xbox 360 is available in three standard variants; the "Xbox 360 Arcade", the "Xbox 360", and the "Xbox 360 Elite".[10] A discontinued SKU, the "Xbox 360 Core", was replaced by the "Xbox 360 Arcade" in October 2007.[11]

At launch, the Xbox 360 was available in two configurations: the "Xbox 360" package, priced at US$399, and the "Xbox 360 Core", priced at US$299. The Elite package was launched later at US$479, and the "Xbox 360 Arcade" replaced the "Xbox 360 Core" in October 2007 at US$279.

  • The Xbox 360 Core was an entry level Xbox 360 priced at US$279.99. The "Core" is no longer being sold[12], being replaced by the Xbox 360 Arcade.[13] It was not originally available in Japan, but was later released on November 2, 2006.[14] The Core system comes bundled with composite video cables, capable of only SDTV resolutions, but newer models with lot number 0728 or greater have an HDMI 1.2 output. The Core may output HD signals up to 1080p when connected to separately sold HDMI, Component, or VGA cables. It may also utilize a separately sold 20 or 120GB hard drive.

Xbox 360 Arcade Xbox 360 Arcade
  • The Xbox 360 Arcade,[15] priced at US$279.99,[16] is the replacement for the "Xbox 360 Core".[17] It was publicly revealed (though it was available in stores far earlier)[18] by Microsoft's president of Entertainment Devices devision Robbie Bach to the Financial Times on October 18, 2007,[16] and officially announced on October 22, 2007.[19] It includes a wireless controller, 256 MB memory unit, composite AV cable, HDMI 1.2 output, and 5 Xbox Live Arcade titles.[20] Holiday 2007 consoles, with packaging labeled "Go Play!", are bundled with Boom Boom Rocket, Feeding Frenzy, Luxor 2, Pac-Man Championship Edition, and Uno on a single disk, which also includes a "Welcome Video" and several game trailers/demos.[21]

  • The Xbox 360, commonly called the Premium or Pro, priced at US$349.99, includes all the features of the Xbox 360 Core and includes a hybrid composite and component cable with optional optical out instead of a composite cable. The Xbox 360 also includes a detachable 20GB Hard Disc Drive to store downloaded content, provide compatibility with original Xbox games, and store game data. The included hard drive comes with game demos, video clips and a free Live Arcade game, Hexic HD. In July 2007, this version of the Xbox 360 began appearing with the Zephyr motherboard (the motherboard used in the Elite) which features HDMI 1.2 output and an improved GPU heatsink. Although the Premium package does include an HDMI 1.2 output, it does not come with HDMI 1.2 cables.[22][23] Starting at the end of September, the newest systems were shipped with the new "Falcon" motherboard. This motherboard includes the new 65-nm CPUs, making them quieter and cooler than the older systems.[24] Holiday 2007 consoles, with packaging labeled "Go Pro", are bundled with Marvel: Ultimate Alliance and Forza Motorsport 2. [25]

Xbox 360 Elite Xbox 360 Elite

Playstation 3

Revealed Before E3

From Roger Altizer,
Your Guide to PlayStation Games.
FREE Newsletter. Sign Up Now! Sony's PLAYSTATION 3 (PS3) to be released November 17 , 2006Editor's Note:Much of the information in this article is dated. Please note the following important changes:
  • The official release date for the Sony PS3 is November 17, 2006.
  • The PS3 will come in two versions, a 20GB version for $499, and a 60GB version for $599.
  • Both versions will support 1080p HDTV through HDMI. Click here for more details.
  • An updated list of PS3 launch titles can be found here.
  • The new wireless, motion-sensing controller has been officially dubbed "Sixaxis"
  • Click here for final images of the PS3 console and Sixaxis controller.
The original article:

At a press conference held in Los Angeles, California, Sony Computer Entertainment Inc.

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(SCEI) revealed the outline of its PlayStation 3 (PS3) computer entertainment system, incorporating the world's most advanced Cell processor with super-computer like power. Prototypes of PS3 will also be showcased at the Electronic Entertainment Expo (E3), the world's largest interactive entertainment exhibition held in Los Angeles, from May 18th to 20th.

The PS3 combines state-of-the-art technologies featuring Cell, a processor jointly developed by IBM, Sony Group and Toshiba Corporation, graphics processor (RSX) co-developed by NVIDIA Corporation and SCEI, and XDR memory developed by Rambus Inc. It also adopts BD-ROM (Blu-ray Disc ROM) with maximum storage capacity of 54 GB (dual layer) , enabling delivery of entertainment content in full high-definition (HD) quality, under a secure environment made possible through the most advanced copyright protection technology. To match the accelerating convergence of digital consumer electronics and computer technology, PS3 supports high quality display in resolution of 1080p(*) as standard, which is far superior to 720p/1080i.

With an overwhelming computing power of 2 teraflops, entirely new graphical expressions that have never been seen before will become possible. In games, not only will movement of characters and objects be far more refined and realistic, but landscapes and virtual worlds can also be rendered in real-time, thereby elevating the freedom of graphics expression to levels not experienced in the past. Gamers will literally be able to dive into the realistic world seen in large screen movies and experience the excitement in real-time.

In 1994, SCEI launched the original PlayStation (PS), followed by PlayStation 2 (PS2) in 2000 and PlayStation Portable (PSP) in 2004, every time introducing the latest advancement in technology and bringing innovation to interactive entertainment software creation. Over 13,000 titles have been developed by now, creating a software market that sells more than 250 million copies annually. PS3 offers backward compatibility enabling gamers to enjoy these enormous assets from PS and PS2 platforms.

PlayStation family of products are sold in more than 120 countries and regions around the world. With cumulative shipments reaching more than 102 million for PS and approximately 89 million for PS2, they are the undisputed leaders and have become the standard platform for home entertainment. After 12 years from the introduction of the original PS and 6 years from the launch of PS2, SCEI brings PS3, the newest platform with the most advanced next generation computer entertainment technology.

With the delivery of Cell based development tools that has already begun, development of game titles as well as tools and middleware are in progress. Through collaboration with world's leading tools and middleware companies, SCEI will offer full support to new content creation by providing developers with extensive tools and libraries that will bring out the power of the Cell processor and enable efficient software development.

As of March 15th, the official Japanese, North American, and European release date for the PS3 will be November 2006, not spring of 2006.

"SCEI has continuously brought innovation to the world of computer entertainment, such as real-time 3D computer graphics on PlayStation and the world's first 128 bit processor Emotion Engine (EE) for PlayStation 2. Empowered by the Cell processor with super computer like performance, a new age of PLAYSTATION 3 is about to begin. Together with content creators from all over the world, SCEI will accelerate the arrival of a new era in computer entertainment." Ken Kutaragi, President and CEO, Sony Computer Entertainment Inc.

(*)1080p/720p/1080i: "p" stands for progressive scan method, "i" stands for interlace method. 1080p is the highest resolution within the HD standard.

Cell (microprocessor) page 4

Software engineering
Main article: Cell software development

Due to the flexible nature of the Cell, there are several possibilities for the utilization of its resources:[35]

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Job queue

The PPE maintains a job queue, schedules jobs in SPEs, and monitors progress. Each SPE runs a "mini kernel" whose role is to fetch a job, execute it, and synchronize with the PPE.

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Self-multitasking of SPEs

The kernel and scheduling is distributed across the SPEs. Tasks are synchronized using mutexes or semaphores as in a conventional operating system. Ready-to-run tasks wait in a queue for a SPE to execute them. The SPEs use shared memory for all tasks in this configuration.

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Stream processing

Each SPE runs a distinct program. Data comes from an input stream, and is sent to SPEs. When an SPE has terminated the processing, the output data is sent to an output stream.

This provides a flexible and powerful architecture for stream processing, and allows explicit scheduling for each SPE separately. Other processors are also able to perform streaming tasks, but are limited by the kernel loaded.

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Open source software development

An open source software-based strategy was adopted to accelerate the development of a Cell BE ecosystem and to provide an environment to develop Cell applications.[36] In 2005, patches enabling Cell support in the Linux kernel were submitted for inclusion by IBM developers.[37] Arnd Bergmann (one of the developers of the aforementioned patches) also described the Linux-based Cell architecture at LinuxTag 2005.[38]

Both PPE and SPEs are programmable in C/C++ using a common API provided by libraries.

Terra Soft Solutions provides Yellow Dog Linux for IBM, and Mercury Cell-based systems, as well as for the Playstation®3.[39] Terra Soft strategically partnered with Mercury to provide a Linux Board Support Package for Cell, and support and development of software applications on various other Cell platforms, including the IBM BladeCenter JS21 and Cell QS20, and Mercury Cell-based solutions.[40] Terra Soft also maintains the Y-HPC(High Performance Computing) Cluster Construction and Management Suite and Y-Bio gene sequencing tools. Y-Bio is built upon the RPM Linux standard for package management, and offers tools which help bioinformatics researchers conduct their work with greater efficiency.[41] IBM has developed a pseudo-filesystem for Linux coined "Spufs" that simplifies access to and use of the SPE resources. IBM is currently maintaining a Linux kernel and GDB ports, while Sony maintains the GNU toolchain (GCC, binutils).[42]

In November 2005, IBM released a "Cell Broadband Engine (CBE) Software Development Kit Version 1.0", consisting of a simulator and assorted tools, to its web site. Development versions of the latest kernel and tools for Fedora Core 4 are maintained at the Barcelona Supercomputing Center website.[43]

In August 2007, Mercury Computer Systems released a Software Development Kit for PLAYSTATION(R)3 for High-Performance Computing.[44]


With the release of kernel version 2.6.16 on March 20, 2006, the Linux kernel officially supports the Cell processor.[45]

Cell (microprocessor) page 3

Element Interconnect Bus (EIB)

The EIB is a communication bus internal to the Cell processor which connects the various on-chip system elements: the PPE processor, the memory controller (MIC), the eight SPE coprocessors, and two off-chip I/O interfaces, for a total of 12 participants. The EIB also includes an arbitration unit which functions as a set of traffic lights. In some documents IBM refers to EIB bus participants as 'units'.

The EIB is presently implemented as a circular ring comprised of four 16B-wide unidirectional channels which counter-rotate in pairs. When traffic patterns permit, each channel can convey up to three transactions concurrently. As the EIB runs at half the system clock rate the effective channel rate is 16 bytes every two system clocks. At maximum concurrency, with three active transactions on each of the four rings, the peak instantaneous EIB bandwidth is 96B per clock (12 concurrent transactions * 16 bytes wide / 2 system clocks per transfer). While this figure is often quoted in IBM literature it is unrealistic to simply scale this number by processor clock speed. The arbitration unit imposes additional constraints which are discussed in the Bandwidth Assessment section below.

IBM Senior Engineer David Krolak, EIB lead designer, explains the concurrency model:
A ring can start a new op every three cycles. Each transfer always takes eight beats. That was one of the simplifications we made, it's optimized for streaming a lot of data. If you do small ops, it does not work quite as well. If you think of eight-car trains running around this track, as long as the trains aren't running into each other, they can coexist on the track.[26]

Each participant on the EIB has one 16B read port and one 16B write port. The limit for a single participant is to read and write at a rate of 16B per EIB clock (for simplicity often regarded 8B per system clock). Note that each SPU processor contains a dedicated DMA management queue capable of scheduling long sequences of transactions to various endpoints without interfering with the SPU's ongoing computations; these DMA queues can be managed locally or remotely as well, providing additional flexibility in the control model.

Data flows on an EIB channel stepwise around the ring. Since there are twelve participants, the total number of steps around the channel back to the point of origin is twelve. Six steps is the longest distance between any pair of participants. An EIB channel is not permitted to convey data requiring more than six steps; such data must take the shorter route around the circle in the other direction. The number of steps involved in sending the packet has very little impact on transfer latency: the clock speed driving the steps is very fast relative to other considerations. However, longer communication distances are detrimental to the overall performance of the EIB as they reduce available concurrency.

Despite IBM's original desire to implement the EIB as a more powerful cross-bar, the circular configuration they adopted to spare resources rarely represents a limiting factor on the performance of the Cell chip as a whole. In the worst case, the programmer must take extra care to schedule communication patterns where the EIB is able to function at high concurrency levels.

David Krolak explains:
Well, in the beginning, early in the development process, several people were pushing for a crossbar switch, and the way the bus is architected, you could actually pull out the EIB and put in a crossbar switch if you were willing to devote more silicon space on the chip to wiring. We had to find a balance between connectivity and area, and there just was not enough room to put a full crossbar switch in. So we came up with this ring structure which we think is very interesting. It fits within the area constraints and still has very impressive bandwidth.[26]

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Bandwidth assessment

For the sake of quoting performance numbers, we will assume a Cell processor running at 3.2 GHz, the clock speed most often cited.

At this clock frequency each channel flows at a rate of 25.6 GB/s. Viewing the EIB in isolation from the system elements it connects, achieving twelve concurrent transactions at this flow rate works out to an abstract EIB bandwidth of 307.2 GB/s. Based on this view many IBM publications depict available EIB bandwidth as "greater than 300 GB/s". This number reflects the peak instantaneous EIB bandwidth scaled by processor frequency.[27]

However, other technical restrictions are involved in the arbitration mechanism for packets accepted onto the bus. The IBM Systems Performance group explains:
Each unit on the EIB can simultaneously send and receive 16B of data every bus cycle. The maximum data bandwidth of the entire EIB is limited by the maximum rate at which addresses are snooped across all units in the system, which is one per bus cycle. Since each snooped address request can potentially transfer up to 128B, the theoretical peak data bandwidth on the EIB at 3.2 GHz is 128Bx1.6 GHz = 204.8 GB/s.[22]

This quote apparently represents the full extent of IBM's public disclosure of this mechanism and its impact. The EIB arbitration unit, the snooping mechanism, and interrupt generation on segment or page translation faults are not well described in the documentation set as yet made public by IBM.

In practice effective EIB bandwidth can also be limited by the ring participants involved. While each of the nine processing cores can sustain 25.6 GB/s read and write concurrently, the memory interface controller (MIC) is tied to a pair of XDR memory channels permitting a maximum flow of 25.6 GB/s for reads and writes combined and the two IO controllers are documented as supporting a peak combined input speed of 25.6 GB/s and a peak combined output speed of 35 GB/s.

To add further to the confusion, some older publications cite EIB bandwidth assuming a 4 GHz system clock. This reference frame results in an instantaneous EIB bandwidth figure of 384 GB/s and an arbitration-limited bandwidth figure of 256 GB/s.

All things considered the theoretic 204.8 GB/s number most often cited is the best one to bear in mind. The IBM Systems Performance group has demonstrated SPU-centric data flows achieving 197 GB/s on a Cell processor running at 3.2 GHz so this number is a fair reflection on practice as well.

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Optical interconnect

Sony is currently working on the development of an optical interconnection technology for use in the device-to-device or internal interface of various types of cell-based digital consumer electronics and game systems.

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Memory controller and I/O

Cell contains a dual channel next-generation Rambus XIO macro which interfaces to Rambus XDR memory. The memory interface controller (MIC) is separate from the XIO macro and is designed by IBM. The XIO-XDR link runs at 3.2 Gbit/s per pin. Two 32 bit channels can provide a theoretical maximum of 25.6 GB/s.

The system interface used in Cell, also a Rambus design, is known as FlexIO. The FlexIO interface is organized into 12 lanes, each lane being a unidirectional 8-bit wide point-to-point path. Five 8-bit wide point-to-point paths are inbound lanes to Cell, while the remaining seven are outbound. This provides a theoretical peak bandwidth of 62.4 GB/s (36.4 GB/s outbound, 26 GB/s inbound) at 2.6 GHz. The FlexIO interface can be clocked independently, typ. at 3.2 GHz. 4 inbound + 4 outbound lanes are supporting memory coherency.

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Possible applications
Main article: Cell microprocessor implementations

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Blade Server

On the 29th Aug 2007, IBM announced the BladeCenter QS21. Generating a measured 1.05 Giga Floating Point Operations Per Second (GigaFLOPS) per watt, with peak performance of approximately 460 GFLOPS it is one of the most power efficient computing platforms to date. A single BladeCenter chassis can achieve 6.4 Tera Floating Point Operations Per Second (TeraFLOPS) and over 25.8 TeraFLOPS in a standard 42U rack.

IBM Press Release

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Console video games

Sony's PlayStation 3 video game console contains the first production application of the Cell processor, clocked at 3.2 GHz and containing seven out of eight operational SPEs, to allow Sony to increase the yield on the processor manufacture. Only six of the seven SPEs are accessible to developers as one is reserved by the OS.[18]

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Home cinema

Reportedly, Toshiba is considering producing HDTVs using Cell. They have already presented a system to decode 48 standard definition MPEG-2 streams simultaneously on a 1920×1080 screen.[28][29] This can enable a viewer to choose a channel based on dozens of thumbnail videos displayed simultaneously on the screen.

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Supercomputing

IBM's new planned supercomputer, IBM Roadrunner, will be a hybrid of General Purpose CISC as well as Cell processors. It is reported that this combination will produce the first computer to run at petaflop speeds. It will use an updated version of the Cell processor, manufactured using 65 nm technology and enhanced SPUs that can handle double precision calculations in the 128 bit registers, reaching double precision 100 GFLOPs.[30][31]

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Cluster computing

Clusters of PlayStation 3 consoles are an attractive alternative to high-end systems based on Cell blades. Innovative Computing Laboratory, a group led by Jack Dongarra, in the Computer Science Department at the University of Tennessee, investigated such an application in depth.[32] Terrasoft Solutions is selling 8-node and 32-node PS3 clusters with Yellow Dog Linux pre-installed, an implementation of Dongarra's research. As reported by Wired Magazine on October, 17, 2007, an interesting application of using PlayStation 3 in a cluster configuration was implemented by Astrophysicist Dr. Gaurav Khanna who replaced time used on supercomputers with a cluster of eight PlayStation 3s. [33]

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PS3 helps break world record

With the help of the computing power of over half a million PlayStation 3 consoles, the distributed computing project, Folding@Home, has now been recognized by the Guinness World Records as the most powerful distributed network in the world. The first record was achieved on September 16, 2007, as the project surpassed one petaflops, which had never been reached before by a distributed computing network. Additionally, the collective efforts enabled PS3 alone to reach the petaflop mark on September 23, 2007. In comparison, the world's most powerful supercomputer IBM's BlueGene/L performs around 280.6 teraflops which means Folding@Home's computing power is approximately four times BlueGene/L's (although the CPU interconnect in BlueGene/L is more than one million times faster than the mean network speed in Folding@Home.)

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Mainframes

IBM announced April 25, 2007 that it will begin integrating its Cell Broadband Engine Architecture microprocessors into the company's line of mainframes.[34]