fantasy console
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.
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.
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.
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.
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.
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.
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.
44:40DCEmu Reviews - 27C3 - Chaos Communication Congress 2010 - fail0verflow - FULL VIDEO
47K views • 15 years ago
1KIND Reviews
The fail0verflow 27C3 talk on breaking PS3 security, covering how Sony's implementation failed, including its ECDSA mistakes.
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.
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.
25:55React.js Conf 2015 - Beyond the DOM: How Netflix plans to enhance your television experience
26K views • 11 years ago
Meta Developers
Jafar Husain of Netflix explains at React.js Conf 2015 how Netflix runs React-style rendering without the DOM on smart TVs and game consoles. It uses a canvas-like API for performance.
43:13Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.