console hardware
58:05Guarding Against Physical Attacks: The Xbox One Story — Tony Chen, Microsoft
95K views • 7 years ago
Platform Security Summit
Microsoft's Tony Chen explains how the Xbox One was designed to resist physical attacks, including secure boot, encrypted memory, a security processor and a hypervisor. The goal was to make any hardware attack cost more than the price of many games.
1:00:4636C3 - Open Source is Insufficient to Solve Trust Problems in Hardware
13K views • 6 years ago
media.ccc.de
A 36C3 talk by Bunnie Huang arguing that open source is necessary but not sufficient for trustworthy hardware, because verifying hardware is destructive and so creates a time-of-check/time-of-use gap. It surveys supply chain security and classes of hardware attacks, and presents the Betrusted approach to narrowing that gap.
45:32BlueHat Seattle 2019 || Guarding Against Physical Attacks: The Xbox One Story
7K views • 7 years ago
Microsoft Security Response Center (MSRC)
Tony Chen of Microsoft explains at BlueHat Seattle 2019 how the Xbox One was designed to resist physical attacks. He covers the security design and hypervisor-based OS architecture that kept the console uncracked for years.
53:44Console Hacking 2016 (33c3)
166K views • 9 years ago
media.ccc.de
A 33c3 talk by marcan on reverse engineering the PS4 hardware to run Linux with 3D acceleration. It covers how the console differs from a PC and includes a story about tunneling PCIe over RS-232.
1:06:20USENIX ATC '21/OSDI '21 Joint Keynote Address-It's Time for Operating Systems to Rediscover Hardware
46K views • 5 years ago
USENIX
Timothy Roscoe of ETH Zurich delivers the joint USENIX ATC/OSDI 2021 keynote arguing that operating systems must reckon with modern hardware, which is a heterogeneous collection of processors, firmware and coprocessors rather than a simple machine. It shows how much runs below and beside Linux.
1:01:07The Ultimate Game Boy Talk (33c3)
241K views • 9 years ago
media.ccc.de
Michael Steil's 33c3 talk explains essentially everything about the Game Boy: CPU, video hardware, peripherals, and the tricks used by games and demos. It revives the era of counting clock cycles around hardware limits.
Topic match · Game history & retro gaming
1:12:02Java on a 1000 Cores - Tales of Hardware / Software CoDesign
23K views • 17 years ago
Google TechTalks
Cliff Click of Azul Systems gives a Google Tech Talk on running Java business applications on a machine with about a thousand cores. He covers hardware and software codesign, including garbage collection hardware and the JIT.
32:18How I hacked a hardware crypto wallet and recovered $2 million
10M views • 4 years ago
Joe Grand
Joe Grand recounts being hired to hack a Trezor One hardware wallet and recover $2 million of cryptocurrency. He describes three months of experimentation, voltage glitching, failures and high-stakes attempts with only one chance to get it right.
44:1127c3: Console Hacking 2010 (en)
33K views • 15 years ago
Christiaan008
The fail0verflow team (bushing, marcan, sven) present console hacking at 27C3, covering Wii, Xbox 360 and PS3 exploits. They explain how the PS3 was cracked after Sony removed Other OS.
51:00GOD MODE UNLOCKED - Hardware Backdoors in x86 CPUs
319K views • 8 years ago
Black Hat
Christopher Domas's Black Hat talk demonstrates a hardware backdoor in a third-party x86 processor, a hidden core that grants root from userland. He uses it to discuss how feasible broader hardware backdoors might be.
52:45The Road to PS5
16.8M views • 6 years ago
PlayStation
PS5 lead system architect Mark Cerny gives a deep dive into the PS5's architecture, covering its SSD, I/O, audio and design goals. He explains how removing bottlenecks shapes future games.
Topic match · Game history & retro gaming
45:38BlueHat IL 2019 - Andrew "bunnie" Huang - Supply Chain Security: "If I were a Nation State...”
21K views • 7 years ago
Microsoft Israel R&D Center
Andrew "bunnie" Huang examines how realistic hardware supply chain attacks are, from rogue insiders to nation states, in the wake of the Bloomberg Businessweek report. He explains how undocumented components could be hidden on boards and how hard they are to spot.
46:04DEF CON 26 - Christopher Domas - GOD MODE UNLOCKED Hardware Backdoors in redacted x86
86K views • 8 years ago
DEFCONConference
Christopher Domas presents research at DEF CON 26 showing a hidden alternate instruction set and undocumented hardware backdoor in some x86 processors, found on a third-party CPU. He uses it to ask how feasible wider hardware backdoors are.
1:05:28HC2023-K2: Hardware for Deep Learning
15K views • 3 years ago
hotchipsvideos
Bill Dally of NVIDIA gives a Hot Chips 2023 keynote on the challenges of building hardware for deep learning. He traces how GPUs have been adapted for machine learning, especially training.
22:21Reverse emulating the NES to give it SUPER POWERS!
1.1M views • 8 years ago
suckerpinch
Tom Murphy (suckerpinch) shows 'reverse emulation', using a Raspberry Pi in an NES cartridge to give an unmodified NES new abilities such as playing SNES games. The video starts in a strange way and gets stranger.
Topic match · Game history & retro gaming
36:5235C3 - Modchips of the State
41K views • 7 years ago
media.ccc.de
A 35C3 talk presenting a proof-of-concept SPI bus hardware implant with capabilities like those alleged in the Bloomberg Supermicro story, plus countermeasures for detecting such modchips.
56:5034C3 - Console Security - Switch
135K views • 8 years ago
media.ccc.de
A 34C3 talk on the security architecture of the Nintendo Switch and the early progress breaking it. It introduces the Switch's custom OS and software stack, with the hackers' reverse-engineering and glitching work.
1:00:34Pitfall: A Classic Game Postmortem
63K views • 10 years ago
GDC Festival of Gaming
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game. He explains how he created the game under the severe hardware limits of the console.
Topic match · Game history & retro gaming
59:21A Crash Course in Modern Hardware by Cliff Click
21K views • 10 years ago
Devoxx
Cliff Click walks through a small performance example on a modern out-of-order CPU. He covers pipelining, ILP, CISC vs RISC, multicore, and why cache misses and the memory subsystem dominate performance.
1:05:06AWS re:Invent 2018: Powering Next-Gen EC2 Instances: Deep Dive into the Nitro System (CMP303-R1)
57K views • 7 years ago
Amazon Web Services
An AWS re:Invent 2018 session diving into the Nitro system, a set of hardware offload and security building blocks behind next-generation EC2 instances. It covers the design and architecture and how Nitro enables new instance types.
12:04How we fit an NES game into 40 Kilobytes
3.7M views • 8 years ago
Morphcat Games
Morphcat Games explains how they fit Micro Mages, a full-featured NES game, into 40 kilobytes. It covers compression of sprites and level layouts and other space-saving tricks.
Topic match · Game history & retro gaming
10:45The Making of: ROM City Rampage (Retro City Rampage)
399K views • 13 years ago
VblankEntertainment
Making-of video about ROM City Rampage, the NES version of Retro City Rampage, covering how the game's core was crunched to run on real 8-bit hardware and how NES games are made.
Topic match · Game history & retro gaming
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
76K views • 15 years ago
GameSpot
David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.
Topic match · Game history & retro gaming
1:22:13HandmadeCon 2016 - History of Software Texture Mapping in Games
15K views • 9 years ago
Molly Rocket
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.
Topic match · Game history & retro gaming
1:48:55The Thirty Million Line Problem
326K views • 8 years ago
Molly Rocket
Casey Muratori's long talk arguing that modern software has ballooned to tens of millions of lines because of hardware and OS diversity. He proposes a stable ISA for entire system-on-a-chip packages and recalls when games shipped with their own boot disk.
1:19:52CppCon 2016: Jason Turner “Rich Code for Tiny Computers: A Simple Commodore 64 Game in C++17”
264K views • 10 years ago
CppCon
Jason Turner's CppCon 2016 talk builds a simple Commodore 64 game using C++17, showing how constexpr and const let a modern compiler produce tight 6502 code. He walks through assembly output to show abstractions being optimized away.
1:41:27Defcon 21 - Decapping Chips The Strike Easy Hard Way
69K views • 12 years ago
HackersOnBoard
A DEF CON 21 talk by Adam Laurie and Zac Franken on decapping chips, covering how to remove chip packaging and image the die to read out contents such as ROM.
59:34PRACTICE 2018: Joseph White
21K views • 8 years ago
NYU Game Center
Joseph White, creator of PICO-8, retraces the design of the fantasy console and how tools can shape and guide creative work. He discusses cozy, constrained design spaces and the influence of user-made cartridges.
52:21ASPLOS Keynote: The Golden Age of Compiler Design in an Era of HW/SW Co-design by Dr. Chris Lattner
52K views • 5 years ago
SiFive
Chris Lattner's ASPLOS 2021 keynote on the golden age of compiler design in an era of hardware and software co-design, covering compiler infrastructure for accelerators and unifying hardware IRs.
35:45RAAIS 2017 - Simon Knowles, Co-Founder and CTO of Graphcore
7K views • 9 years ago
The Research and Applied AI Summit - RAAIS
Simon Knowles, co-founder and CTO of Graphcore, talks about "intelligence processors", chips designed specifically for machine learning. The talk was given at the RAAIS 2017 summit and covers Graphcore's architecture.
1:45:26Ropecon 2019: Essi Santala, Sampo Juustila: Odysseus – Where Code Meets Light and Sound
1K views • 7 years ago
Ropecon
A Ropecon 2019 talk by a lighting designer and a software engineer on how the Odysseus larp spaceship was built, using over ten IT systems, hundreds of lights and dozens of speakers. It covers the lessons learned.
47:51AWS re:Invent 2014: AWS Innovation at Scale with James Hamilton (SPOT301)
70K views • 11 years ago
Amazon Web Services
James Hamilton, AWS VP and distinguished engineer, gives an insider view of the innovations behind the AWS cloud at re:Invent 2014. He covers custom hardware, networking, regions and availability zones, and infrastructure at scale.
27:56What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)
128K views • 12 years ago
Steamworks Development
Michael Abrash of Valve explains what affordable VR hardware will be capable of within a couple of years, and describes a prototype showing what that level of hardware can do.
23:32Industrial Strength High Performance RISC V Processors For Energy Efficient Computing
8K views • 8 years ago
RISC-V International
David Ditzel of Esperanto Technologies presents their massively parallel, energy-efficient RISC-V processors at the 7th RISC-V Workshop in 2017. It covers the high-performance many-core design aimed at machine learning.
37:47Experiences Building Edge TPU with Chisel
11K views • 7 years ago
Chisel
A Google talk from the Chisel community in which engineers recount designing the Edge TPU with the Chisel hardware construction language. It covers the productivity gains and the problems they hit.
0:41Steve Jobs Quoting Alan Kay
22K views • 9 years ago
Chunka Mui
A short excerpt from the 2007 iPhone launch where Steve Jobs quotes Alan Kay: people serious about software should make their own hardware. It explains part of why Apple built the phone itself.
2:03:05GTC March 2024 Keynote with NVIDIA CEO Jensen Huang
27.4M views • 2 years ago
NVIDIA
Jensen Huang's two-hour NVIDIA GTC March 2024 keynote announcing AI hardware and software advances, including Blackwell, omniverse, robotics and digital twins.
1:25:348 Bit & '8 Bitish' Graphics-Outside the Box
568K views • 9 years ago
GDC Festival of Gaming
Mark Ferrari, the LucasArts background artist, explains in a GDC 2016 talk how he draws 8-bit graphics. He covers color cycling and palette shifting to create complex animated scenery without frame animation.
Topic match · Game history & retro gaming
1:17:43'Diablo': A Classic Game Postmortem
1.1M views • 10 years ago
GDC Festival of Gaming
David Brevik's GDC 2016 postmortem of Diablo covers how it went from a turn-based claymation DOS concept to a real-time action RPG, plus the story of Blizzard North and development anecdotes.
Topic match · Game history & retro gaming
1:02:15Classic Game Postmortem: Sid Meier's Civilization
225K views • 9 years ago
GDC Festival of Gaming
A 2017 GDC postmortem in which Sid Meier and Bruce Shelley tell how Civilization came together from board game design and sim game experience. They cover its development history and design decisions, including fairness and luck.
Topic match · Game history & retro gaming