The commercial significance of 3D gaming on the PC has grown rapidly
during the past few years. Although the overall rate of PC sales
in established markets such as the United States changed little
between 2000 and 2002, revenue from the gaming-enthusiast niche
grew strongly. New OEMs, such as AlienWare, and established vendors,
such as Dell, began offering system configurations specifically
designed for gamers. Just this month, both Intel and AMD introduced
PC processors aimed at the gaming market.
Gaming was one of the first applications for personal computers.
Some of the earliest PCs were created with features such as color
graphics and joystick inputs to support game play. Over time, PCs
evolved to be more-general-purpose systems, and game consoles were
created to provide the best game-playing experience.
By the late 1990s, even as companies such as 3Dfx and Nvidia were
developing graphics chips for 3D gaming on the PC, there was essentially
nothing else on the PC platform expressly designed to support gaming.
The introduction of the PlayStation 2 seemed to show that consoles
would remain the best gaming platform available, and Microsoft's
decision to base its Xbox console on the PC suggested that reusing
PC technology for gaming would require sacrificing the general-purpose
nature of the PC architecture.
Consoles still have certain advantages over the PC. They can be
faster than a PC using similar technology; they are more reliable;
and they support a business model in which game sales can subsidize
the retail price of the hardware. On the other hand, PCs can change
more quickly, adopting the latest available technology for each
product cycleand game developers can incorporate these new
capabilities into each new generation of game, rather than waiting
for a next-generation console to appear.
When the 3D-gaming market proved itself immune to the malaise
affecting the rest of the PC industry, it began attracting more-serious
attention from PC chip and system vendors. Graphics-chip and processor
vendorswhich until late in the 1990s actively stifled bleeding-edge
hobbyists from pursuing performance enhancements such as overclockingbegan
to tacitly accept such efforts and now are looking for ways to assist
them.
Gaming has been seen as an impediment to the acceptance of LCD
monitors, because liquid crystals respond to electrical stimuli
relatively slowly. CRT monitors can refresh their images in less
than 8ms, but an LCD can take up to 40ms to change its display.
Gamers place a high value on fast displays and have therefore been
slow to accept LCDs. Samsung recently introduced a 17-inch LCD with
a 16ms response time, which will likely prove popular among gamers,
but the resulting 60Hz effective frame rate is generally considered
only a bare minimum for gaming. More work remains to be done in
this area, and gaming may yet accelerate the adoption of more-advanced
display types, such as organic LED technology.
Even more significant were Intel's announcement at its Developer
Forum of the Pentium 4 Extreme Edition (which can alternatively
be thought of as the Xeon MP Home Edition) and AMD's introduction
last week of the Athlon 64 FX-51, which is derived from the Opteron
100 series. Gaming systems based on these chips, plus the latest
high-end 3D cards, will sell for prices rarely seen in the past
decade.
Success in the gaming market can position an OEM for better sales
in other areas. We don't expect server processors to take over many
home or business PCs, but every customer who buys a high-end system
instead of a midrange machine contributes to the health of our industry.