Course overview

How to Design Purpose-Built Hardware

46 modules
186 lessons
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Part 1

Appendices

  1. Appendix A - Diagram Templates by StepSign in

  2. Appendix B - Mapping Concepts to Real Hardware FamiliesSign in

  3. Appendix C - Readiness Checklists: Moving Up the LadderSign in

  4. Appendix D - GlossarySign in

Part 2

Course Setup and the Incremental Ladder

  1. Course Setup and the Incremental LadderSign in

  2. Why "Cartridges to Consoles"Sign in

  3. How to Use This CourseSign in

  4. The Incremental Ladder (Step 0 to Step 7)Sign in

  5. The Course LensesSign in

  6. Diagram Legend and Notation TypesSign in

Part 3

Purpose-Built Hardware vs General-Purpose Computers

  1. Purpose-Built Hardware vs General-Purpose ComputersSign in

  2. Consoles, Appliances, Dedicated DevicesSign in

  3. Fixed Target vs VariabilitySign in

  4. Why Build a Console-Like PlatformSign in

Part 4

Historical Patterns in Console Architecture

  1. Historical Patterns in Console ArchitectureSign in

  2. Generational Shifts - Cartridges, Optical Media, and Digital DeliverySign in

  3. Graphics and Interaction Trends - From 2D Loops to 3D Worlds and Online PlaySign in

  4. Bending Hardware for Software - Accelerators, Fast Paths, and Platform ContractsSign in

Part 5

Core Building Blocks

  1. Core Building BlocksSign in

  2. The Big Four - CPU, GPU, Memory, and I/O as the Platform BoundarySign in

  3. SoCs vs Multi-Chip Boards - Integration Trade-offs in Cost, Bandwidth, and ManufacturabilitySign in

  4. Power, Thermals, Cost, Form Factor - Constraints That Shape Every Design DecisionSign in

Part 6

System-Level Architecture Views

  1. System-Level Architecture ViewsSign in

  2. Block Diagrams as Contracts - SoC, Board, Peripherals, Power, and What Can Fail TogetherSign in

  3. Dataflow Diagrams - CPU, GPU, Memory, Display, and Input as the Latency-Critical LoopSign in

  4. Firmware, OS, and SDK Placement - What Lives in Silicon, What Lives in Firmware, and What Is Exposed to DevelopersSign in

Part 7

Diagramming Console Architectures

  1. Diagramming Console ArchitecturesSign in

  2. Memory Maps, Bus Diagrams, and Interrupt Maps - Documenting the Machine the SDK Must TargetSign in

  3. Boot Flow and OS Stack Diagrams - Chain of Control from Power-On to Game ExecutionSign in

  4. Developer Pipeline Diagrams - Source -> Binary -> Package -> Console, and Where Failure and Friction OccurSign in

Part 8

The Simplest Console Architecture

  1. The Simplest Console ArchitectureSign in

  2. Minimal CPU + GPU Integration: Discrete vs Integrated Graphics at a Block LevelSign in

  3. Monolithic Memory Assumptions: What Changes When You Don't Yet Have a Deep HierarchySign in

  4. Minimal I/O Surface: Controller + Video as the Essential Real-Time LoopSign in

Part 9

ROM, Cartridges, and Simple Boot Models

  1. ROM, Cartridges, and Simple Boot ModelsSign in

  2. ROM-Based Boot: Fixed Entry Points, Predictable Startup, and Minimal Recovery LogicSign in

  3. Cartridge Memory Mapping: Treating Media as Address Space and the Implications for Security and ToolingSign in

  4. Cartridge Delivery Trade-offs: Distribution Simplicity Versus Capacity, Cost, and Update ConstraintsSign in

Part 10

Latency and Deterministic Behavior

  1. Latency and Deterministic BehaviorSign in

  2. Determinism as a Platform Feature: Predictable Timing as a Developer AffordanceSign in

  3. Input-to-Photon Path: Controller -> Console -> Display as a Budgeted PipelineSign in

  4. Designing for Predictability: Avoiding Hidden Background Work That Breaks Timing AssumptionsSign in

Part 11

CPU Microarchitecture at a Console Level

  1. CPU Microarchitecture at a Console LevelSign in

  2. Cores, Pipelines, Caches (High Level): What Matters to Game Workloads and EnginesSign in

  3. ISA Choices and Implications: RISC-ish Trade Spaces and Toolchain ConsequencesSign in

  4. SIMD/Vector Units: Why They Exist and How SDKs Must Make Them UsableSign in

Part 12

GPU Pipelines and Graphics Hardware

  1. GPU Pipelines and Graphics HardwareSign in

  2. Programmable Pipeline Basics: Vertex, Fragment, and Compute Roles in Modern RenderingSign in

  3. Fixed-Function vs Programmable Blocks: Predictable Acceleration Versus FlexibilitySign in

  4. Bandwidth-Aware GPU Design (High Level): Tiling, Caching, and Minimizing External Memory PressureSign in

Part 13

Memory Hierarchy and Bandwidth

  1. Memory Hierarchy and BandwidthSign in

  2. RAM, VRAM, Caches, Scratchpads: What Each Tier Optimizes For and What It ConstrainsSign in

  3. Bandwidth as a Shared Resource: Bus Width, Frequency, and Contention as System-Wide LimitsSign in

  4. NUMA-Like Effects in SoCs: Locality as a Performance Variable That SDKs Must Surface or HideSign in

Part 14

Shared Memory and Contention Management

  1. Shared Memory and Contention ManagementSign in

  2. CPU/GPU Sharing Memory Channels: Failure Modes of Starvation and Unpredictable Frame TimesSign in

  3. Contention Avoidance Strategies: Scheduling, Buffering, and Batching as Architectural TechniquesSign in

  4. API and SDK Shaping: Designing Interfaces That Guide Developers Toward Hardware-Friendly UsageSign in

Part 15

Controllers, Input Devices, and Haptics

  1. Controllers, Input Devices, and HapticsSign in

  2. Interfaces (Conceptual): Wired/Wireless Control Paths and Reliability ConsiderationsSign in

  3. Input Latency Budgeting: Where Latency Accumulates from Controller Scan to Game LogicSign in

  4. Haptics Pipelines: Turning Simulation Events into Device Outputs Under Tight TimingSign in

Part 16

Display Subsystem and Video Output

  1. Display Subsystem and Video OutputSign in

  2. Scanout Engines and Framebuffers: How Rendered Frames Become Displayed PixelsSign in

  3. Resolution, Refresh, HDR (Hardware View): Capabilities and the Trade-offs They ImposeSign in

  4. Timing and Sync (Conceptual): Tearing, Vsync, VRR and Why the Platform Must Define BehaviorSign in

Part 17

Audio Subsystem and DSPs

  1. Audio Subsystem and DSPsSign in

  2. Codecs, DACs, Output Paths: The Physical Pipeline of SoundSign in

  3. Hardware Mixing and Spatial Audio: Why Dedicated Audio Paths ExistSign in

  4. Audio/Video Sync: Failure Modes and the Platform Responsibilities for ConsistencySign in

Part 18

Storage and Media

  1. Storage and MediaSign in

  2. Media Families: Cartridges, Optical, Flash/SSD, and Their Operational DifferencesSign in

  3. Bandwidth, Seek, Load-Time Constraints: What Storage Implies for World Streaming and UXSign in

  4. Wear and Error Handling: Durability, Data Integrity, and Recovery StrategiesSign in

Part 19

Board-Level I/O and Expansion

  1. Board-Level I/O and ExpansionSign in

  2. Ports and Expansion: USB-like, Custom Ports, Slots, and Future-Proofing ChoicesSign in

  3. Networking Hardware (Block Level): Ethernet/Wi-Fi Roles in Online Features and UpdatesSign in

  4. Optional Accessories: Integration Boundaries and How Peripherals Expand the Platform Surface AreaSign in

Part 20

Internal Buses and Interconnect Design

  1. Internal Buses and Interconnect DesignSign in

  2. Interconnect Families: Shared Bus, Crossbar, NoC, and Why Topology MattersSign in

  3. Arbitration, Priority, QoS: Making Performance Predictable Under Mixed WorkloadsSign in

  4. Traffic Class Mapping: CPU, GPU, DMA, I/O Flows and How They Coexist Without CollapseSign in

Part 21

DMA Engines and Data Movement

  1. DMA Engines and Data MovementSign in

  2. DMA as a First-Class Primitive: Offloading Copies to Preserve CPU BudgetsSign in

  3. Streaming Workloads: Textures, Audio, and Asset Pipelines as Continuous Data MovementSign in

  4. Bus Mastering and Contention: When DMA Helps and When It Destabilizes PerformanceSign in

Part 22

Custom Chips and Co-Processors

  1. Custom Chips and Co-ProcessorsSign in

  2. Fixed-Function Accelerators: Why Consoles Add Special-Purpose BlocksSign in

  3. Compression and Crypto Engines: Shifting Work to Silicon to Meet Throughput TargetsSign in

  4. Flexibility vs Efficiency vs Cost: Designing Accelerators With Ecosystem ConsequencesSign in

Part 23

Multi-Chip Modules and SoC Integration

  1. Multi-Chip Modules and SoC IntegrationSign in

  2. SoC vs Separate Packages: Integration Levels and What They Imply for Bandwidth and ThermalsSign in

  3. Package-Level Integration (High Level): Interconnect, Heat, and Manufacturability ConstraintsSign in

  4. Yield and Cost Trade-offs: How Production Realities Drive Architecture DecisionsSign in

Part 24

Memory Controllers and Cache Coherency

  1. Memory Controllers and Cache CoherencySign in

  2. Memory Controller Roles (High Level): Policies, Scheduling, and Fairness Across MastersSign in

  3. Coherency Boundaries: CPU/GPU Coherence Models and Their Performance ImplicationsSign in

  4. SDK Impacts: How Coherency Choices Shape APIs, Data Ownership, and Synchronization PatternsSign in

Part 25

Boot ROM, Bootloader, and Early Initialization

  1. Boot ROM, Bootloader, and Early InitializationSign in

  2. Power-On to First Instruction: Boot ROM Responsibilities and Minimal Trust RootsSign in

  3. Hardware Bring-Up: Clocks, Memory, Peripherals and Staged Initialization SequencingSign in

  4. Hand-Off to OS: Establishing Invariants Before Exposing the System to Complex CodeSign in

Part 26

Low-Level OS and Kernel Architecture

  1. Low-Level OS and Kernel ArchitectureSign in

  2. Scheduling and Priorities: Platform-Level Scheduling as a Performance ContractSign in

  3. Driver Surfaces: GPU/Audio/Input/Storage Drivers and How They Define CapabilitySign in

  4. Syscalls and ABI Toward Games: Making the OS Surface Stable Enough for a Long-Lived EcosystemSign in

Part 27

Resource Management and Sandboxing

  1. Resource Management and SandboxingSign in

  2. Process and Memory Isolation: Preventing Games from Destabilizing the PlatformSign in

  3. CPU/GPU Time Partitioning: Reserving OS Headroom While Enabling Predictable Game PerformanceSign in

  4. Sandboxing Models: Stability and Security Through Constrained InterfacesSign in

Part 28

SDK Design and APIs

  1. SDK Design and APIsSign in

  2. API Surfaces: Graphics, Audio, Input, Networking, Storage as Boundary DefinitionsSign in

  3. Exposing Strengths, Hiding Complexity: Guiding Developers Toward the Fast PathSign in

  4. Versioning SDKs: Stability Versus Evolution and How Deprecation Policies Become ArchitectureSign in

Part 29

Dev Mode, OS Variants, and Debug Interfaces

  1. Dev Mode, OS Variants, and Debug InterfacesSign in

  2. Retail vs Dev Modes: Feature Differences and Why They ExistSign in

  3. Debug Hooks and Counters: Tracing and Performance Counters as Required Platform CapabilitiesSign in

  4. Remote Debugging Protocols: Dev Hardware Flags, Controlled Access, and Security ImplicationsSign in

Part 30

Performance Budgets and Targets

  1. Performance Budgets and TargetsSign in

  2. Frame-Time Budgets: Splitting Time Across CPU, GPU, and Platform OverheadSign in

  3. Memory and Storage Budgets: Capacity and Throughput as Design Constraints for ContentSign in

  4. Power and Thermal Budgets: Console, Handheld, Appliance Envelopes and Sustained PerformanceSign in

Part 31

Profiling and Hardware Counters

  1. Profiling and Hardware CountersSign in

  2. Exposing Counters to Developers: What to Measure and Why Access Shapes BehaviorSign in

  3. CPU/GPU Profiling Workflows: Frame Timing and Frame Capture as Primary DiagnosticsSign in

  4. Bottleneck Analysis: CPU-Bound vs GPU-Bound vs I/O-Bound and the Platform's Role in AttributionSign in

Part 32

Asset Pipelines and Runtime Efficiency

  1. Asset Pipelines and Runtime EfficiencySign in

  2. Build-Time Preprocessing: Compression, Mipmaps, and Streaming Layouts as Platform ResponsibilitiesSign in

  3. Shifting Work Left: Minimizing Runtime Costs Through Pipeline TransformationsSign in

  4. Streaming and Background Loading: Keeping the Main Loop Stable While Content LoadsSign in

Part 33

Memory and Bandwidth Optimization

  1. Memory and Bandwidth OptimizationSign in

  2. Data Layout for Caches: Locality, Prefetching, and Preventing Bandwidth WasteSign in

  3. GPU-Tuned Formats: Textures and Meshes Designed to Minimize Decode and Transfer OverheadSign in

  4. Reducing CPU<->GPU Roundtrips: Synchronization Minimization as a Core Optimization HabitSign in

Part 34

Power and Thermal Management

  1. Power and Thermal ManagementSign in

  2. DVFS Concepts (High Level): Dynamic Scaling and Its Effect on Timing PredictabilitySign in

  3. Throttling and Thermal Design: Sustained Performance Versus Short BurstsSign in

  4. Platform APIs and Guidance: Enforcing Envelopes Without Making Development ImpossibleSign in

Part 35

Performance vs Compatibility and Longevity

  1. Performance vs Compatibility and LongevitySign in

  2. Cross-Generation Compatibility (Conceptual): Preserving Assumptions While Evolving CapabilitySign in

  3. Headroom Strategy: Planning for Future Content and ServicesSign in

  4. Launch Optimization vs Long-Term Stability: Avoiding Brittle "One Title" Optimizations That Harm EcosystemsSign in

Part 36

Secure Boot and Chain of Trust

  1. Secure Boot and Chain of TrustSign in

  2. Hardware Roots of Trust: What Must Be Immutable and WhySign in

  3. Firmware Signing and Verification: Ensuring Only Authorized Images ExecuteSign in

  4. Preventing Unauthorized OS/Firmware: Rollback Protection and Controlled Update SurfacesSign in

Part 37

Content Protection and Anti-Piracy

  1. Content Protection and Anti-PiracySign in

  2. Encrypting Binaries and Assets (Conceptual): Protecting Content While Preserving PerformanceSign in

  3. Key Management and Secure Storage: Per-Device Secrets and Lifecycle HandlingSign in

  4. Tamper Detection and Integrity Checks: Runtime Verification Strategies and Failure BehaviorSign in

Part 38

Isolation and Sandbox Security

  1. Isolation and Sandbox SecuritySign in

  2. Privilege Boundaries: Separating System Software from Untrusted Game CodeSign in

  3. Restricted Syscalls and Capability Models: Minimizing Exploit Surfaces by DesignSign in

  4. Defensive APIs: Designing Interfaces That Reduce Accidental Misuse and Intentional AbuseSign in

Part 39

Cheating, Exploits, and Online Fairness

  1. Cheating, Exploits, and Online FairnessSign in

  2. Client vs Server Responsibilities: Where Fairness Can Be Enforced and Where It CannotSign in

  3. Integrity Signals: Detection, Telemetry, and Response Loops (Conceptual)Sign in

  4. Exploit-Limiting Design Patterns: Reducing Authority on the Client and Limiting Sensitive SurfacesSign in

Part 40

Security vs Developer Experience

  1. Security vs Developer ExperienceSign in

  2. Openness vs Control: Ecosystem and Security Trade-offsSign in

  3. Secure Debug Modes: Enabling Development Without Exposing Retail Attack SurfacesSign in

  4. Updating for Security Without Breaking Content: Patch Strategy as a Compatibility ContractSign in

Part 41

Dev Kits and Reference Hardware

  1. Dev Kits and Reference HardwareSign in

  2. Dev Kits vs Retail: Extra RAM, Ports, Instrumentation and Why Developers Need ThemSign in

  3. Reference Boards: Supporting Engines and Tool Vendors with Stable TargetsSign in

  4. Dev Hardware Lifecycle: Provisioning, Access Control, and Generational TransitionsSign in

Part 42

Toolchains, Emulators, and Simulators

  1. Toolchains, Emulators, and SimulatorsSign in

  2. Cross-Toolchains: Compilers, Linkers, Build Systems for Console TargetsSign in

  3. Emulation and Simulation: Functional Emulators vs Cycle-Approximate Tools and What Each Is ForSign in

  4. CI and Automated Testing: Making Console Builds Testable in PipelinesSign in

Part 43

Platform Services and Online Infrastructure

  1. Platform Services and Online InfrastructureSign in

  2. Identity and Account Systems: Platform Identity as a Shared DependencySign in

  3. Multiplayer and Matchmaking (High Level): Service Boundaries and Reliability ExpectationsSign in

  4. Telemetry and Developer Dashboards: Crash Reporting, Performance Data, and Operational Feedback LoopsSign in

Part 44

Storefront, Packaging, and Content Delivery

  1. Storefront, Packaging, and Content DeliverySign in

  2. Physical vs Digital Distribution: Operational Implications for Patching and EntitlementSign in

  3. Packaging, Patching, DLC: Formats, Deltas, and Lifecycle ConstraintsSign in

  4. Certification and Technical Requirements: Governance as a System-Level ConstraintSign in

Part 45

Platform Governance and Lifecycle

  1. Platform Governance and LifecycleSign in

  2. SDK/API Evolution Policies: Stability Guarantees and Planned ChangeSign in

  3. Deprecation and Backward Compatibility: Preventing Ecosystem FragmentationSign in

  4. Generation Transitions: Cross-Gen Support Patterns and Risk ManagementSign in

Part 46

Reference Console and Appliance Architectures

  1. Reference Console and Appliance ArchitecturesSign in

  2. Platform Archetypes: Game Console, Streaming Device, Arcade Cabinet, Specialized ApplianceSign in

  3. Mapping the Ladder to Roadmaps: Using the Steps to Plan Platform Capability GrowthSign in

  4. Tradeoff Case Studies: Cost vs Power vs Features as Concrete Decision NarrativesSign in