Title: COMPUTER GAME PLATFORMS AND TECHNOLOGIES
1Unit 15
- COMPUTER GAME PLATFORMSAND TECHNOLOGIES
- L/600/6610
LO2 - Understand hardware technologies for game
platforms
2LO2 - Assessment Criteria
Learning Outcome (LO) The learner will Learning Outcome (LO) The learner will Pass The assessment criteria are the pass requirements for this unit. The learner can Pass The assessment criteria are the pass requirements for this unit. The learner can Merit For merit the evidence must show that, in addition to the pass criteria, the learner is able to Distinction For distinction the evidence must show that, in addition to the pass and merit criteria, the learner is able to
1 Understand game platform types P1 Describe game platform types with some appropriate use of subject terminology M1 - Describe how computer games platform types have developed over time D1 - Explore potential future gaming platform types
2 Understand hardware technologies for game platforms P2 Describe hardware technologies for game platforms with some appropriate use of subject terminology M2 - Describe mobile technologies for game platforms D2 - Evaluate the suitability of mobile technologies for game play
3 Understand software technologies for game platforms P3 Describe software technologies for game platforms expressing ideas with some appropriate use of subject terminology M3 - Discuss the different software technologies for multiple platform usage D3 - Justify the choice of platform on which to run an identified software technology
4 Be able to connect and configure platforms and devices to enable gameplay P4 Apply techniques to connect and configure platforms and devices with some assistance M4 - Explain the different connection types for multiplayer gaming D4 - Justify how the connection types are appropriate for the different multiplayer gaming experiences
3Assessment Criteria P2, M2 and D2
- Assessment Criteria P2
- P2 Learners will need to describe at least six of
the hardware technologies identified in the
teaching content for learning outcome 2
describing their features. This could be for a
range of platform types which may include mobile.
This could be presented as a report or
presentation. - Assessment Criteria M2,
- For merit criterion M2 learners will need to show
they have explored the mobile technologies for
game platforms. This means they need to describe
at least 3 different mobile technologies. This
could be an extension of the evidence for P2, or
a separate document. Annotated screenshots and
photos will help evidence this. - Assessment Criteria D2
- For distinction criterion D2 learners will need
to evaluate the suitability of mobile
technologies. This should include the cross
platform usage of software or repurposing. They
should consider at least five mobile technologies
which may include those within the learning
outcome or include new technologies. They will
need to evaluate the suitability of them for game
play in different formats and giving clear
descriptions of the technologies including
connectivity and costs.
4LO2 - Understand hardware technologies for game
platforms
- Here the learners will need to understand the
hardware technologies available for the game
platforms and in particular to explore the
expanding market in mobile technologies, looking
at comparing the different technologies in terms
of playability. Due to the vast range of options
and the speed of technological developments
within this sector, group working will ensure a
depth and breadth of research and group feedback
will inform the wider group with the variety and
choice. This could be a mixture of lectures,
investigations and practical exercises which
could involve handling the technologies
available. - Learners should then be able to evaluate the
different mobile hardware technologies and their
suitability for game play. Group discussion will
identify areas for further discussion or
consideration.
5P2.1 Hardware technologies for game platforms -
Graphics
- Graphic Development Pong was two colours, white
and not white, Pacman was 8 with no shading, the
hardware to run either of these games was limited
to memory, Jamma Boards contained back them 4k of
memory, this is the equivalent of 4096 characters
of code. By the time of Street Fighter in 1988
the colour depth was now 16 colours with shading.
Similarly consoles like Magnavox was two coloured
and came with four games. Atari VCS started the
same way but moved to 4 colour, then 8. NES and
Master System was 8 colour, SNES 16 colour. Each
generation after that multiplied as technology
changed. Similarly with PCs, we had monochrome,
then CGA, 4 colours by 1985, EGA by 1988, VGA by
1992 and SVGA to this day. Analog got replaced
recently by Digital, TV socket by HDMI and
Blu-ray. - The first adventure games on PCs did not even
have graphics, text only, hit Gandalf with
wand, now they have high definition colour and
video quality cut sequences. Each of these
developments has allowed games to get better in
the Arcade, the Console and Computer. Look at the
different generations of Mario as an example. - Nowadays it is all about the Nurbs, Pixels and
Polygons. Faster cards, faster Nurbs, more
polygons. Everything is measured in how many per
second.
6P2.1 Hardware technologies for game platforms -
Graphics
- Similarly, 3D games often rely on a powerful
graphics processing unit (GPU), which accelerates
the process of drawing complex scenes in real
time. GPUs may be an integrated part of the
computer's motherboard, the most common solution
in laptops, or come packaged with a discrete
graphics card with a supply of dedicated Video
RAM, connected to the motherboard through either
an AGP or PCI-Express port. It is also possible
to use multiple GPUs in a single computer, using
technologies such as NVidia's Scalable Link
Interface and ATI's CrossFire but all this takes
money, time and effort and not all games will
take advantage of these, depending on the way a
game is programmed. - Game compatibility and development however does
not immediately recognise this hardware and games
may need downloads and bug fixes from the game
sites to take advantage of these technologies.
The standard graphics card used as a template has
changed over the years and used to be NVidia
GeForce. Without this the graphics were worse,
lower quality, lower speed. Better cards brought
the game up to a level and downloads made the
game better. Doom when it was released used a GL
download for Pentium machines with a Graphics
card to improve the screen quality and for a
number of years GL technology was the standard.
Now every PC has a unique card which can be
specified by the user.
7P2.1 Hardware technologies for game platforms -
Graphics
- Graphics cards handle all of the visual data
within a computer, interpret it and display it
via a VDU. - Components on a Graphics card include
- GPU Graphical Processing Unit is a dedicated
microprocessor making calculations in order to
display both 2D and 3D graphics. - Motherboard interface This is the method of
connection and transfer of information between
the motherboard. These include PCI, AGP and PCI
express. - Video BIOS - basic program that governs the video
card's operations and provides the instructions
that allow the computer and software to interface
with the card. - Video memory if the card is integrated onto the
mother board it may use the computers RAM,
otherwise it will have a dedicated amount of
memory for use for storing other data as well as
the screen image such as object co-ordinates. - Random Access Memory Digital-to-Analogue
Converter This coverts the digital signals
produced by the computer processor into an analog
signal which can be understood by the computer
display - Output connectors this is how the graphics card
connectors to the VDU. This can include DVI,
HDMI and component. - Cooling device Video cards may use a lot of
electricity, which is converted into heat. If the
heat isn't dissipated, the video card could
overheat and be damaged. Cooling devices are
incorporated to transfer the heat elsewhere.
Three common methods are heat sink, fan or water
block. - P2.1 Task 1 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Graphic capabilities in
terms of history, purpose and benefits to gaming.
8P2.2 Hardware technologies for game platforms -
Storage
- Storage Limitations Storage limitations along
with graphics has been a big hindrance to the
market moving forward. The Gameboy dominated the
market for 10 years without moving forward
because the technology was not there to replace
it (ignoring the Lynx, Gamegear and Nomad). The
first arcade machines had 4k of memory, expanded
by the end of the golden era to 64mb with games
like Colin McCrea rally. In terms of storage they
only had enough memory to recall the last race to
show the user and store the high score table. - Home Consoles Machines like Odyssey, Magnavox and
Atari 2600 left the memory capacity up to the
cartridge with 48k on board to store scores.
Every generation of console since has doubles the
memory capacity on release. ZX80 had 1k, ZX
Spectrum 48k, Commodore 64 had 64k, Amiga had
512k, Megadrive and SNES had the same capacity
and left it up to the cartridges. By the time of
the first Xbox there was a hard drive of 20gb.
This was a revolution in itself, unless you are a
PC owner. - And the cartridge and game discs were an issue,
the Nintendo 64 had 8mb of storage and the
cartridge had up to 16mb for the later games. To
store a whole game in there on this amount of
memory meant compromising, not as much as earlier
consoles. Graphics could not be realistic, cut
sequences could not be photo realistic, games
could not have hundreds of different levels with
different graphics so there had to be repeats.
And sprites had to be limited to bitmap or vector
but rarely both in the same game. Look at Doom,
characters were always face on, Mario Kart, the
trees were not solid but x shaped, not 3d
modelled. - This storage is important in the development of
games. When the Playstation and Saturn came out,
the gaming world had moved to CD, 660mb of data.
They could have cut scenes, more levels, vector
and bitmap, they could have realistic voices and
sounds, CD quality. When games like FF7 came out
it had 20 hours of filmatic sequences added,
realistic faces, CGI graphics, character modelled
figures. They could have what PCs had, that was
the difference. Then DVD, BluRay, capacity for
more, bigger, better, more sequences, more film,
more realism with barely a restriction.
9P2.2 Hardware technologies for game platforms -
Storage
- Storage Limitations Storage limitations along
with graphics has been a big hindrance to the
market moving forward. The Gameboy dominated the
market for 10 years without moving forward
because the technology was not there to replace
it (ignoring the Lynx, Gamegear and Nomad). The
first arcade machines had 4k of memory, expanded
by the end of the golden era to 64mb with games
like Colin McCrea rally. In terms of storage they
only had enough memory to recall the last race to
show the user and store the high score table. - Home Consoles Machines like Odyssey, Magnavox and
Atari 2600 left the memory capacity up to the
cartridge with 48k on board to store scores.
Every generation of console since has doubles the
memory capacity on release. ZX80 had 1k, ZX
Spectrum 48k, Commodore 64 had 64k, Amiga had
512k, Megadrive and SNES had the same capacity
and left it up to the cartridges. By the time of
the first Xbox there was a hard drive of 20gb.
This was a revolution in itself, unless you are a
PC owner. - And the cartridge and game discs were an issue,
the Nintendo 64 had 8mb of storage and the
cartridge had up to 16mb for the later games. To
store a whole game in there on this amount of
memory meant compromising, not as much as earlier
consoles. Graphics could not be realistic, cut
sequences could not be photo realistic, games
could not have hundreds of different levels with
different graphics so there had to be repeats.
And sprites had to be limited to bitmap or vector
but rarely both in the same game. Look at Doom,
characters were always face on, Mario Kart, the
trees were not solid but x shaped, not 3d
modelled. - This storage is important in the development of
games. When the Playstation and Saturn came out,
the gaming world had moved to CD, 660mb of data.
They could have cut scenes, more levels, vector
and bitmap, they could have realistic voices and
sounds, CD quality. When games like FF7 came out
it had 20 hours of filmatic sequences added,
realistic faces, CGI graphics, character modelled
figures. They could have what PCs had, that was
the difference. Then DVD, BluRay, capacity for
more, bigger, better, more sequences, more film,
more realism with barely a restriction. - P2.2 Task 2 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Storage needs in terms of
history, purpose and benefits to gaming.
10P2.3 Hardware technologies for game platforms -
Sound
- Sound cards are also available to provide
improved audio in computer games. These cards
provide improved 3D audio and provide audio
enhancement that is generally not available with
integrated alternatives, at the cost of
marginally lower overall performance. - The Creative Labs SoundBlaster line was for many
years the de facto standard for sound cards,
although its popularity dwindled as PC audio
became a commodity on modern motherboards. Newer
developments in PC technology meant 8bit to 16
bit sound cards an, d now 32bit and sixty four
bit technology is available. - Sound cards used to be separate from the
motherboard but are now part of the on board
system taking away some of the compatibility
issues but the quality will not be as good as a
separate card. - Then along came the modern consoles and the push
for better sound as a USP. Stereo became 5.1,
7.1, HD output. Now we can barely tell the
difference between sound within a game and sound
within a film. Now it is all about how you can
make your speakers dance to the music as sound
quality has reached its realistic peak. - P2.3 Task 3 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Sound and Audio needs in
terms of history, purpose and benefits to gaming.
11P2.4 Hardware technologies for game platforms -
Memory
- Memory demands on a Gaming have grown
exponentially over the years and doubles every
time a new version of windows or a console is
released. Currently 2gb of memory is enough to
run Windows 8 smoothly but not enough to play
good games well. 3gb is good, 4gb is better. - 15 years ago with Windows 98, 256mb was the
standard for a good game on a PC, 512mb for
hardcore gamers. - But memory is necessary, the more there is, the
faster a game will be. - There are three standards for memory and all of
them are speed based. DDR, DDR2 and DDR3. They
have a clock speed, the faster the clock speed,
the faster the processing time. And this improves
games, the more processing power that is taken
from the CPU, the faster the CPU can deal with
the instruction code of the game.
12P2.4 Hardware technologies for game platforms -
Memory
- Similarly for consoles, the memory capacity,
separate from storage, is now 8gb on board for
PS4 and Xbox One, an indication of the on screen
capacity of the games. With consoles like SNES
and Megadrive it was 2mb (16mbit) hence the
reason why most games were vector based
(mathematically calculated rather than graphical
based, less storage but more processing power) - And for handhelds, 8gb of storage is not memory,
the iPhone only has 1gb of memory compared to 4gb
and 8gb offered on Android tablets. All this
translated into what a game can do. - Unified ram is ram that is shared by the graphics
processor allowing on-board ram to be set aside
for graphics when it needs it. This is new and
though it is not pure graphics ram, will allow
memory usage by the core processor so that
graphics cards can do their good stuff without
the burden of boring routines. - P2.4 Task 4 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Memory storage needs in
terms of history, purpose and benefits to gaming.
13P2.5 Hardware technologies for game platforms -
CPU
- Whatever Platform type is used for game playing,
there are internal hardware considerations which
will have an affect on the speed and quality of
the game, nothing more important than the CPU,
the brain of a machine. Every Console if
different and each generation that comes along
uses a different CPU. On a PC we are used to
Intel, AMD and Celeron, each with a variety of
names that go with them, Xeon, Athalon, Pentium
etc. For Consoles they have always had variants,
the current standards are AMD and IBM core,
previous generations were Xenon and 68000. - Processor this is the brain of the computer,
the more powerful the CPU the faster a a game
will be generate and move and the result
processed to the screen. This means it will apply
CUDA processing faster, rendering images more
effectively (especially 3D images), batch
processing and scrolling around an environment
when the resolution is very high or zoomed in
quite close. Apples and PCs have different CPUs
but the function and result is still the same. - The Processor is not something that can be
changed easily on either machine. On a PC this
could mean removing the motherboard and paying a
lot of money. On an Apple do not bother. - The number of cores is now more important, Xbox
One and PS4 both have 8, a good PC has 4, a
handheld generally 1 but Android Tablets often
have 2. - P2.5 Task 5 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of CPU needs in terms of
history, purpose and benefits to gaming.
14P2.6 Hardware technologies for game platforms -
Interfaces
- The one thing that has not changed in gaming in a
generation is the use of menus. They have gotten
more intricate, more memory intensive, more
interactive with more selections but they are
still there. But with the rise of the joystick
and specifically with more intensive PC gaming,
the use of menus and the customising of keyboards
for speed of access has grown. - Good Starcraft II players measure their key
presses per minute rather than their skill level.
They customise the menus and the groups by
keystroke, just from action to action across the
board like a chef might stir the soup while
cooking pasta. Whole actions are set to a
key-press, function keys are set as guides,
customised buttons like macros control whole
battalions. On a PC this has always been the case
since the first FPS game but now menus allow
Joypads on Consoles to be customised for the
user. - This added level of user interaction gives the
player more control, more responsibility, user
centred. And players who get more into the game
through interaction are more likely to come back. - P2.6 Task 6 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Human Interface needs in
terms of history, purpose and benefits to gaming.
15P2.7 Hardware technologies for game platforms -
Display
Monitor Vga 16 bit colours 14
screen Graphics Card None but Open GL or 16mb
for optimum effects. Processor Pentium
1 Memory 8mb , minimum, 64mb optimal Sound
None or 16mb optimal. Controller Keyboard,
mouse or joypad controlled.
Monitor Vga 16 bit colours 14
screen Graphics Card Processor AMD 64
3200/Intel Pentium 4 3.0GHz or better Memory 8
GB free hard-drive space, 512MB RAM (XP)/1GB RAM
(Vista) Graphics Shader 3.0 or better, 256MB
Nvidia GeForce 6600GT/ATI Radeon 1600XT or
better Monitor 17 minimum
Monitor Vga 16 colours 14 screen Graphics
Card None Processor - 286 Memory 1mb ,
minimum Sound Internal speaker. Controller
Keyboard or mouse controlled only.
16P2.7 Hardware technologies for game platforms -
Display
- PC Monitors started off as 2 colour, green and
not green, 1-bit colour. Then came CGA in 1980,
2-bit colour, four colours and with it the first
colour game that could take advantage of this
amazing technology, Zork. In 1984 came the first
VGA monitors, sixteen colours, 4-bit, and with it
the first versions of Wolfenstein. VGA moved up
to 8-bit and with a graphics card, finally to 16
bit, 16.7 million colours. - Consoles however had the benefit of using the
television as the display screen. The technology
was always there to the point that arcade
machines were simply a Jamma board connected to a
televisions screen in a box. The resolution was
the same, only the quality of output differed. - Then life adapted, UHF signal output became
SCART, then HDMI, resolution deepened,
Televisions went to 1080p and will go higher.
Games took advantage because they could. As PCs
struggle to keep up with 1900dpi output and 250
graphic cards, consoles push it through the
connector to a SMART television happy to accept
1080dpi. - Handhelds on the other hand had a slower
progression, bit depth is only a recent thing,
the PS Vita has the same resolution as a SNES, an
iPhone has the same resolution as a Gameboy
Colour. Small screen technology has not changed
that much, it just feels like it did. - P2.7 Task 7 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Visual Display needs in
terms of history, purpose and benefits to gaming.
17P2.8 Hardware technologies for game platforms -
Controllers
- First there was the paddle, it could go in two
directions, up and down. Pong, space invaders,
all the classics from childhood used them. They
were the last thing you thought about and the
first thing you held. - Then came the wheel, driving games where you
literally moved the car with a wheel, left, right
and if you survived, left again. They got more
sensitive, Sega Rally for instance felt like real
driving but still the car moved left then right. - Then the Joystick, suddenly there were four
directions and the world became perspective. To
this day the technology has not changed, it just
got more buttons. A generation wanted VR, human
Interaction, physical controls, one console after
another with the keyboard and buttons there still
in the background. - Then came Kinect, sort of, a novel idea that is
still trying to catch on. We now have 3D
movement, gestures, multiple sensors. Soon we
will have Occulus Rift and the world of VR will
once again loom. - Voice interaction is all that is left to master,
Kinect can hear but cannot understand, Siri can
understand but not comprehend, Google Glasses can
comprehend but not see. At the end of the day the
gaming generation will adapt to new technologies
in the hope that it benefits play. - P2.8 Task 8 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Controller and Input needs
in terms of history, purpose and benefits to
gaming.
18P2.9 Hardware technologies for game platforms -
Mobiles
- Mobile game play is not a new thing but the push
towards Phones as a game playing device has been
consistent since screens first went to colour.
Snake was popular but since then the generation
of game players uses Smartphones as a substitute.
Now every gaming household has some device that
is portable, PSP, DS, iPad etc. - They are small, they have a limited battery life,
they have less capacity of gaming, they have less
memory, screen size, sound capability, they have
everything going wrong for them but we love them.
What they have is an addictive quality, gaming on
the move. Games for them know thins so the games
are aimed at the short term memory audience, the
short attention span. - Candy Crush, flappy Birds, Temple Run, short term
games, into the game within seconds, take on from
where you left off, little capacity for memory or
past achievements and no memory to go back to
where you came from and see the devastation. And
the USP is their cost, small games and a small
cost. - Along with the wide range of Apps, all these
devices have a capacity to outgrow, another day
another App, a new game, a new craze, the old one
as forgotten as easily as the current one. - P2.9 Task 9 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Mobiles Devices in terms of
history, purpose and benefits to gaming.
19P2.10 Hardware technologies for game platforms
- Connectivity
- Back in the days gaming was stand alone. You
could have 4 players, each player a corner of the
screen. Goldeneye, Mario Kart. Today games are
still stand alone but that is no longer why we
buy them. We play COD until it is done, 6 hours
or so, and then we go online and spend weeks or
months at it. We play Skyrim all the way through
and then go online and get more. The solitary
play and nature of games has always been there.
Two player games have been around since Pong, 4
player games came in later with Sega Rally in the
arcades and 4 way splitters on the SNES. - There is nothing like a game of FIFA with
friends, controller ports have allowed more
players, the Sega Saturn was the first console to
take this as a standard followed by PS2 and
Dreamcast. Now a games machine without
multiplayer is unheard of. The ports and
connections changed with each generation until
USB became the standard but the 4 way option
makes gaming a group thing. - Even on handhelds it became accepted on the
Gameboy Advance that two players connected with a
wire was better than one and games companies took
advantage. The player became an AI on the other
screen, more processing power to the CPU, less
storage and thinking in terms of movements.
20P2.10 Hardware technologies for game platforms
- Connectivity
- Network play came into place with games like
Doom, Quake, ROTT, Heretic, FPS shooters where
midnight gaming in clubs became fashionable.
Today the network play is global with the
Internet but before that the rise of multiplayer
games and multiplayer contests grew to the point
of Blizzcon proportions. - Game playing on the Internet as a group is the
current wave of team playing proportions. WOW
with 6m user, Starcraft with 3.3, DOTA, COD, EVE,
Battlefield. Every FPS game that comes out has
Internet play as its hope, the more players the
more loyalty. The communication lines that are
available allow for mass play within games, new
games expect 30,000 players battling against each
other in a single conflict. The crashing of GTA
online is an indication of the amount of players
who believe that online play is the only play. - Wireless and Bluetooth are more subtle ways of
compensation for the Internet and Network play.
To link to someone close with wireless or
Bluetooth like DSi and Vita allows for private
play, games like DrawIt took advantage of the
instant, private communication, the speed is
acceptable for all but the higher level of
graphic games. - P2.10 Task 10 Using appropriate terminology
and examples, describe hardware technologies for
game platforms in terms of Game Connectivity in
terms of history, purpose and benefits to gaming.
21P2.11 Understand hardware technologies for game
platforms
- What limited down most of the above and what
limits mobiles, handhelds and phones is the use
of power. Handhelds rely on their internal power
supplies, same with mobiles, and the advances in
battery technology has improved game playing and
portability but this is still a limitation. The
Kindle with its 80hrs battery life infers black
and white, low level viewing. Put a movie on the
Kindle Fire and this gets reduced down to 2hrs. A
phone charge can last 3 days without charging but
play a game, watch a film, surf the internet and
the charge runs down quickly. - The restriction of the external supply limits
down the distance and portability that makes
mobiles and handhelds so appealing. With the WiiU
there is the best of both worlds, a portable
device that is also a full console. PCs have
always been restricted by their 230 power supply,
shrink a machine down and it is still there,
smaller but limiting. Consoles with their
internal supplies made them as reliant on power
as PCs. - P2.11 Task 11 Using appropriate terminology
and examples, describe hardware technologies for
game platforms in terms of Power Supplies needs
in terms of history, purpose and benefits to
gaming.
22M2 Understand hardware technologies for game
platforms - Mobiles
- Mobile game play is not a new thing but the push
towards Phones as a game playing device has been
consistent since screens first went to colour.
Snake was popular but since then the generation
of game players uses Smartphones as a substitute.
Now every gaming household has some device that
is portable, PSP, DS, iPad etc. - Phones themselves are pretty much the same,
limited screen resolution, small amount of
memory, limited storage capacity, reduced access
speeds and compatibility issues. Other than this
we love them. Similarly with tablets though they
are getting steadily more like a PC in your hands
with dual core and increased memory. Screens are
better, memory capacity s improving and all but
the graphics capability is getting more compliant
with a computer. - For the Merit Criteria you need to access 3
mobile devices for their suitability in game
playing. You will need to describe and compare
the specifications, their Operating Systems,
their Suitability for gaming, their technical
limitations and with examples describe their
achievements in terms of gaming ability. - For this task you should select one mobile,
either an iPhone, a blackberry, an android phone
or Microsoft OS phone or a hybrid. You should
also select one tablet, an iPad, Surface, Galaxy
or Android tablet. And thirdly you should select
a handheld with its own OS such as a DS, Vita or
other of your choice. - M2.1 Task 12 - Describe and compare with
examples three mobile devices in terms of
specifications, OSs, Suitability for gaming and
their technical limitations. - M2.2 Task 13 Using a comparison table,
compare the technical features of each of the 3
selected devices to their direct rivals.
Specification OSs Suitability for gaming Technical Limitations.
23D2 Understand hardware technologies for game
platforms - Mobiles
- Other than gaming, mobile technologies span
further than button pressing, achievement
gaining, scoreboard comparison, time consuming,
puzzle solving entertainment. Subtle technology
is all around us, replacing old skills and old
forms of usage with new. - The person who comes to your door has a PDA for
you to sign, RFID tracking in the van means they
cannot stop off at home for a cuppa on the way to
a delivery, the jogger who just ran past you as
you signed with a digital pen has a tracking
monitor that is measuring their heart rate
against their running speed. The car that pulled
suddenly to a stop did not see him on the GPS but
the anti locking brakes and engine scanning
measured how good it is as it lowered its output
and emissions. The children in the back of the
car barely broke a sweat as their DVD of Toy
Story 3 played on. The driver swears to
themselves and wishes the work was as easy to
control as his Occulus Rift so they check with
their Google glasses if there is any emails
waiting because he really wants to get on and
finish Black Ops. - D2.1 Task 14 - Evaluate the suitability of
other mobile technologies including the cross
platform usage of software or repurposing of the
technology. - For Distinction you will need to consider at
least 5 mobile technologies, 3 of which you may
have used in the Merit Criterion, and at least 2
new technologies. - D2.2 Task 15 - Evaluate the suitability of them
for game play in different formats and give clear
descriptions of the technologies involved,
connectivity and costs.
Suitability for adapting to Game play Technical Description of the Technology Connectivity ability Costs
24Assessment Task List
- P2.1 Task 1 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Graphic capabilities in
terms of history, purpose and benefits to gaming. - P2.2 Task 2 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Storage needs in terms of
history, purpose and benefits to gaming. - P2.3 Task 3 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Sound and Audio needs in
terms of history, purpose and benefits to gaming. - P2.4 Task 4 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Memory storage needs in
terms of history, purpose and benefits to gaming. - P2.5 Task 5 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of CPU needs in terms of
history, purpose and benefits to gaming. - P2.6 Task 6 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Human Interface needs in
terms of history, purpose and benefits to gaming. - P2.7 Task 7 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Visual Display needs in
terms of history, purpose and benefits to gaming. - P2.8 Task 8 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Controller and Input needs
in terms of history, purpose and benefits to
gaming. - P2.9 Task 9 Using appropriate terminology and
examples, describe hardware technologies for game
platforms in terms of Mobiles Devices in terms of
history, purpose and benefits to gaming. - P2.10 Task 10 Using appropriate terminology
and examples, describe hardware technologies for
game platforms in terms of Game Connectivity in
terms of history, purpose and benefits to gaming. - P2.11 Task 11 Using appropriate terminology
and examples, describe hardware technologies for
game platforms in terms of Power Supplies needs
in terms of history, purpose and benefits to
gaming. - M2.1 Task 12 - Describe and compare with
examples three mobile devices in terms of
specifications, OSs, Suitability for gaming and
their technical limitations. - M2.2 Task 13 Using a comparison table,
compare the technical features of each of the 3
selected devices to their direct rivals. - D2.1 Task 14 - Evaluate the suitability of
other mobile technologies including the cross
platform usage of software or repurposing of the
technology. - D2.2 Task 15 - Evaluate the suitability of them
for game play in different formats and give clear
descriptions of the technologies involved,
connectivity and costs.