PlayStation 5: the specs and the tech
eurogamer.net
eurogamer.net
In a lot of ways, it feels like I should be able to buy one and then just buy a license to play games designed for the other system. Why should I buy (basically) the same processor, same RAM, same graphics, etc. twice?
N64 and PS1 could do very different things and the consoles felt very different and led to very different games. With XSX and PS5, I'd rather throw Sony some money so I can play PS5 games on an Xbox Series X (or Microsoft to play XSX games on the PS5) than create a lot of e-waste buying an undifferentiated platform twice.
Am I missing something about the consoles (other than the whole business/market aspect)?
The previous eras of consoles had a design complexity that made it hard for developers to get anything done or tap the potential of the hardware. This mostly includes the fifth through seventh generation of video game consoles, so PS1-PS3 era, roughly 1993-2010.
The “radically different” architectures are sure a bit more exciting, but as a developer it’s gonna take a few years to really figure out how to use these different architectures to a reasonable semblance of their full potential. The Atari Jaguar had this crazy bus with a 68000 plus two custom CPUs on it, and to unlock the full potential you have to reduce bus contention which means paying attention to what data is local to the SRAM available to each processor. Maybe you need to rearchitect your game to really unlock the potential of the Jaguar. Fast-forward to 2006 and the PlayStation 3 has this fancy new Cell processor where… guess what… you need to pay attention to what data is on the local SRAM for each core and it was a nightmare to figure out how to really use that.
Honestly, I think that console manufacturers were in danger of getting strangled by game developers if they kept up these radical architectures.
Exclusivity, on the other hand, is a key tool in Sony, Microsoft, and Nintendo’s arsenal. Good luck prying that away from them.
I guess it just seems like we're now wasting money on duplicate consoles. It feels like it would be better if Sony and Microsoft created a "standard" for manufacturers to build to. Zen 2 3.5GHz with a specified level of Radeon graphics and 16GB of RAM (with a bit more specifics). You could still have exclusives to your platform - Microsoft has DirectX, Xbox Live, and other exclusive software features. Developers would still want access to a platform for their games.
Don't they usually lose money on the actual hardware?
Nintendo is doing a slightly different thing with the Switch, but the PS4/XBONE and PS5/XBX it seems like they're just making people pay twice for the same hardware just because they've locked up some exclusives.
What's the business model there? 1) Lose lots of money selling a console; 2) We'll pay to develop first-party games that we'll sell to fewer people because they're exclusive; 3) We'll pay third-parties to make their games exclusive to our platform (as compensation for the lost sales due to exclusivity); 4) charge huge licensing fees for access to the platform for non-exclusive developers.
It just seems like there are a lot of money-losing (and consumer-happiness-losing) steps to get to #4. That's a lot of loss to society just to get to #4.
I guess the reason why they can charge such high prices for licensing is that developers know that consumers will likely only purchase one system. If people had access to both systems on a single box, then developers could negotiate them against each other. Now, developers can't negotiate them against each other unless they want to lose out on a lot of potential customers.
So of course they flopped.
Steam Machines should have used standardized hardware (even if it was in terms of "levels" like "entry level" or "high end level"), software and peripherals the developers could rely on and Valve should have made sure that the hardware actually fit their respective levels.
But Valve never did that and while they still slowly update SteamOS, they have been long sidetracked by VR so there are low chances for them trying a second time.
I still think that with more investment, Steam machines and SteamOS can become a moderate success, but until push comes to shove it seems to me likely that Valve thinks concentrating on traditional OSes and PCs is far more lucrative, while maintaining work on Linux (see: Proton) so Steam machines and SteamOS always remains a feasible backup platform.
Even the threadripper motherboards have RGB and are branded as gaming motherboards, despite being beaten by $300 processors any day of the week for games.
it makes me sad.
You're talking about two companies notorious for ignoring existing APIs and standards, coming up with their own proprietary systems, using marketing and FUD to knock down and strangle existing and emerging standards, and then spending the rest of their effort locking customers into their proprietary stuff. And they're not alone. It's the standard tech company mentality: Deliberately make your product different and incompatible with everyone else and compete instead of cooperate. Best case outcome is monopoly and customer lock-in. Most likely case is no one solution gains enough traction and you end up with 15 incompatible chat apps. Worst case is you emerge from the fight as HD-DVD.
In retrospect, a G5+RSX with unified memory probably would have been much better.
And I'd say that the SPEs were fantastic, and in a lot of ways was the only thing making up for the anemic GPU. It took a while for game devs to orient their thinking from "this thread is the render thread, this thread is the physics thread" to "this is the dependency graph of work that needs to be done, have all the (even heterogeneous) cores picking work off of that graph and completing them as fast as possible in order", but that was the right direction to go either way. That's about the only way to take advantage of the PS4/Xbone effectively too.
Which is not _that_ far from what the 360 ended up with. The 360 CPU is basically a triple-core variant of the the Cell without the SPEs, and it has 512MB unified memory.
I thought the developers that did figure out how to tap the potential of the hardware did quite well?
They tried the same playbook again with the PS3, but paniced when they realized how hard the cell SPEs would be to program to execute shaders effectively and added an Nvidia GPU. The PS3 was not sufficiently more popular than the Xbox 360 to justify the level of investment to really capitalize on the unusual architecture.
You have a limited budget and a limited number of employee-hours with which to create and ship a game.
Every hour spent fighting with the platform itself is very literally an hour spent not creating cool and fun stuff.
That time investment would only be worth it if a "novel" platform delivered huge gains in return for time invested. However, IMO we've long passed the point where that's feasible. CPUs and GPUs are very mature at this point: they are the result of decades of evolution and trillions of dollars of R&D.
Inventing your own radically-different, competitive, bespoke architecture for a game console at this point would require an investment orders of magnitude beyond the expected earning potential of these systems.
It also wouldn't be guaranteed to work.
My perspective is colored by being a huge fan of the demo scene and loving older games. A large part about what made some of them fun was understanding just how hard they were to do. Is also, I feel, why so many games did not have as much in game help. Couldn't put it in. There is something to be said for that.
My hunch is there was a selective pressure such that only really amazing things survived. That said, how many potentially amazing things were killed fighting the platforms? Could Daikatana have been amazing with more powerful tools? I honestly don't know.
All of them have a common theme, fighting with the platform is what made all of those classical games a success.
Demoscene and game development communities have a different point of view about "fighting the platform".
Those developers succeeded despite the struggles inherent to their given platforms.
If you watch (and pay attention to) the videos you'd see what many of those struggles were. Hardware bugs. Missing/bad documentation. Bugs in the software toolchain.
Those things don't make standout games better. They make every other game worse.
(And even the standout games would have been better -- or at least developed in less time -- had the developers not been forced to heroically struggle through those problems...)
For example, the shadow character in Prince of Persia.
Also, I am talking out of experience here, started coding in 1986 and was into portuguese demoscene PC/Amiga.
However, I was responding to the comment chain below this comment:
"Do you want your game creators focuses on
twonking around in the guts of an obscure,
probably poorly documented and understood
one-off architecture"
This was not about hardware limitations like the RAM limits Mechner faced while writing PoP. This is about bugs and other such things.The XOR instructions used to draw the shadow-man weren't a "wonky" feature of the Apple II hardware... it was a pretty standard and well-documented feature.
In fact, in the video, if I recall correctly, Mechner specifically mentioned seeing the XOR instruction in the documentation. It was not "poorly documented." The Apple II was quite well documented.
Also, I am talking out of experience here, started coding in 1986
and was into portuguese demoscene PC/Amiga.
I am always in awe of the demoscene... props to you.However even though I am not a demoscene or game developer I am speaking from 20+ years software development experience. Nearly as long as you. I did not start doing this yesterday.
Nintendo's really the only one really trying to do something different and not just go for the latest and greatest hardware. They have the benefit of having a lot of beloved IP and ability to make great games around them, so raw computing power is less of a focus.
At this point, that version of “different” is basically “sell a mid-range phone with a gamepad attached to it”. Don’t get me wrong, the Switch is great, but it’s very boring on the inside.
That's been their strategy almost every console generation since the NES—that was a 8-bit console when 16-bit processors were common. I think maybe the N64 had some exciting hardware on the inside (at the time), but that's pretty much it. They look for excitement in the controller.
The SNES and Genesis continued the trend. You took a decent but cheap processor (65C816 or 68000), made a custom chip to draw sprites on the screen, and paired the whole thing with a dedicated processor to handle audio. You might call the 68000 a “32-bit processor” but however you label it, it’s not so different from a 65C816 which both have 16-bit ALUs and 24-bit address busses.
It wasn’t until later that we got people adding MORE CHIPS to make it go MORE FAST, and Nintendo stepping back from the race.
I did a homebrew project for the NES and before I started, I spent a long time sitting down analyzing how these consoles worked so I could choose the console I liked. The 6502 and Z80, despite their design differences and different clock speeds, end up being fairly similar in terms of performance (although I think the SMS is slightly faster).
The NES's CPU was a 6502 without decimal mode and certainly not exciting, but it's PPU wasn't too usual. 64 sprites, 56 colors, and a 2x2 screen virtual tilemap. I don't think any system had a big virtual tilemap quite like that at the time
SNES is definitely unique. Rotation and other transforms on a huge tilemap in hardware. No programmable sub-CPU or DSP is pushing pixels at all, you literally program 8 registers on the video chip to set the scaleX, scaleY and other parameters and the graphics chip outputs transformed pixels.
32x brought similar capability to the Genesis but it had some SH-1's performing transforms on textures I think, it was more similar to SuperFX than the SNES.
IIRC N64 was pretty much an upgraded PS1 polygon engine (hardware was SGI dervied like the PS1): one with a higher clock rate and a separate DSP for calculations instead of the GTE, but hamstrung by cramped cartridge ROM instead of a CD and really low texture cache.
After that Nintendo started using ATI for graphics hardware and adopted an IBM-designed PowerPC-arch CPU (as did Xbox 360) that lasted until the Will U.
So Nintendo's biggest lesson from the N64 was, in fact, that they needed to make boring hardware, because weird stuff wasn't going to be adopted anymore.
Sony learned the same thing almost a decade later with the PS3.
The SNES was basically a mid-range Apple II with some slightly different hardware. The scaling and rotation hardware was getting to be pretty common in arcades and had been around for quite a while in Sega and Taito games. Nintendo focused on tilemaps instead of sprites, and later games quickly added more hardware in the carts to overcome the limitations beyond what F-Zero and Pilotwings could do.
I agree with you on the N64.
Sega had a completely different philosophy, theoretic backwards compatibility all the way back to the beginning. The SG-1000 was a spec revision of the Coleco and MSX specs, the Mark III was a rev of the SG-1000. The Genesis/Mega-drive had the same hardware, but then added an entire other console's hardware around it (IIR Master system compatibility was just a pin adapter). The Sega-CD was a console wrapped around the Genesis. The 32X was a console plugged into that.
The Saturn dropped the 8-bit stuff, but kept theoretic compatibility with the Mega Drive (it had a 68000 in it and a cartridge slot and was rumored to be geared up to be fully compatible at one point IIR).
Sony more or less followed suit for a while as well. The PS2 basically contained a PS1 in it.
I assume you mean the IIgs with the 65816 like the SNES.
This made me dive into what the IIgs video hardware was like. I know it had an Ensoniq chip for 32-voice sound but didn't know too much about the graphics. Looks like it could do 640x200 with 256 colors.
The Wolfenstein 3d port is interesting even if it does need an accelerator card to run decently. I'm not sure how that was pulled off on the SNES (I don't think Wolf3d had the SuperFX).
N64 was literally SGI derived, but PS1 was at best "SGI inspired". This comparison overstates the similarities.
> After that Nintendo started using ATI for graphics hardware
Nintendo was using the ArtX designs before ATI bought them. It was a very different design than the native ATI line.
However, if you want to know more about individual platforms, you may want to look for:
1. Homebrew coding tutorials for various retro platforms
2. "War stories" from devs who pulled off these tricks.
Gamehut is fantastic, with some of each: https://www.youtube.com/channel/UCfVFSjHQ57zyxajhhRc7i0g/vid...
Ars Technica also has a "war stories" video series that is quite good!
with microsoft and sony getting into game streaming even someone without a good pc will be able to play xbox games, xbox exclusives are worthless and the library doesnt have any real competitive ip
xbox console is essentially doa
They're pretty close to what you'd find on a top tier smartphone really
A top tier smartphone from a few years ago, maybe. My not-so-top-tier phone has better specs than my Switch.
I held off from getting a Switch until this past November, and it was a weird product called Ring Fit Adventure that ultimately made me pull the trigger.
Well the switch was release several years ago, so it makes sense.
The 2017 Gen 1 switch was using a variant of the X1 chip that had been around in other devices since 2015.
And the differentiation of special case acceleration like what we're seeing on these architectures is less exciting on its surface than strapping a high nominal spec to some wild programming model, but it's also a more sane way of achieving next-gen performance.
Cerny's PS5 talk put it this way: The PS1's "time to triangle" (i.e. the basics of the asset pipeline are proven and real development can commence) took 1-2 months, the PS2 doubled that, the PS3 doubled that again, and everyone protested so much that they got it back down to 1-2 months for PS4, and with PS5 they are aiming for under a month, which is actually really ambitious for any development platform!
Also, I sense that the special-case approach also has neat goodies in store down the line because console devs always end up abusing hardware features to get results beyond the original requirements. There's stuff in the PS5 arch intended for DSP code, for raytracing, for decompression, and probably other things too, but most of these things are a little bit more open than just being an accelerated single-task function. I haven't seen what they're doing on the XBox end yet but I wouldn't be surprised if it has some good details to geek out over too. These functions are uniformly win-wins since they give an immediate result that accelerates something common, and then we find out what else they're good for later. Sometimes they aren't, but it's common that they surprise.
Once you accept x86 as a given, there’s only two companies of any significance on the market. You could hypothetically do an Intel CPU and an NVIDIA or AMD discrete GPU but then you don’t have an SOC and that increases system integration costs. You’d have to talk two competitors into licensing you their IP for integration and it’s just not really either easy or something those companies really do lightly or often.
AMD is basically the only game in town for a fast CPU core integrated with a fast GPU on a single package, at least for now. After Intel starts getting serious about XE you could hypothetically see a high performance SOC.
As in many areas, the world would be drastically different if patent law didn’t protect a processor’s “API” and x86 could be freely implemented by many companies. For some reason it’s (probably) legal with a software API but not a hardware one, despite the “magic” all being in the actual implementation and the instructions just being “function calls”.
What a given part does, what size it does it within, where it links up to other parts (with what sort of links), and how well it does the thing are all facts. After knowing those facts a 'cleanroom' implementation of a generic part shouldn't infringe on anything.
Convince the average person of that, and then extrapolate that to making a machine that responds the same exact way to a 3rd party's recipe.
Often, given physics and current or near possible tech, there's only a small number of possible answers, and for a given set of criteria one is going to be 'the best' answer.
Physics and Math are tools that express how nature works.
Intel could have done it with there Iris Graphics as well if they wanted to. The problem is Intel doesn't like low margin, the are too focused on their high margin they let slip the iPhone SoC and Consoles SoC.
Not saying this is a bad thing, financially Intel is still doing great
Did it ever matter though? I played a lot of video games and owned nearly every system. I played the systems that had the games I liked, and I don't recall anyone I knew doing differently. Games sell consoles, not specs.
That said, I can think of one counter example: Sega Genesis and their "Nintendon't" campain, as well as the subsequent "blast processing" marketing push. I remember kids talking about "blast processing" during our console holy wars at lunch. The genesis was also initially targeted at the NES.
The XBOne is more powerful than the PS4, but it got murdered last generation. The 3DO and Jaguar both had specs that topped the competition at the time, but they didn't have the games and they failed.
Most are discussing this here from the point of view from gamers, I rather see it from game development point of view.
If I were making video games I know I'd get excited about developing for a platform which lets me do more than I could before, so I get it, but I don't recall any console in history winning their generation because of specs.
In no moment have I equated specs to super computers on the bleeding edge of hardware engineering.
Don't know how you came to the conclusion that I implied that, but I guess I'm just completely missing the point you're trying to make here. You said:
>And specs make games, specially in what concerns game design.
And I'm saying that specs mean very little in relation to gameplay and story. Yeah, obviously you wouldn't be successful releasing the NES today, but no one would do that.
The switch has been beating the crap out of the XBOne since release. The reason is that it has better games. At the end of the day, consumers want fun games. All talk of specs and pretty graphics fades away if your console doesn't have those. It's like web devs who get all excited about their framework of choice. No one else cares.
Maybe I just read too much into that single sentence you first replied with?
That is exactly my point Switch specs lead to the game designers targeting it, to create game designs that would accommodate a more interesting experience, given the target platform.
Had the same team started with XBOne and the gaming experience would have had a completely different design.
I found this comparison quite interesting, it goes into more detail about each platforms differences: https://kotaku.com/playstation-5-versus-xbox-series-x-the-te...
You are missing the way the CPUs, GPU, audio controllers and DMA channels are actually layed out, the low level programming aspect (console OSes are pretty much like bare metal programming), and how their GPUs offer capabilities and shading languages differ from mainstream hardware and hardware agnostic 3D APIs.
- Instant feeling gameplay: startup, load next, and world density, speed not seen since the Vectrex-era (1980's). - Uhhh, hopefully more than just that.
They are just PCs with shitty OS and lockins now
Thankfully the PC as a gaming platform has survived despite being declared dead for the last 20 years, and more and more console games are making the jump and are also available on PC (there's also exclusivity deals on PC, see the Epic Store, but those are usually limited to a few months).
The whole situation sucks for users, but unfortunately it's the business model everybody is following today.
It's happened before to various levels of success.
1. https://en.wikipedia.org/wiki/Steam_Machine_(hardware_platfo...
However, outside of gaming (and even computing), it becomes very common once it's no longer a differentiator to build your own version of a thing. Consider VHS, DVD, shipping containers, standardized faucet fixtures and so on.
This is slowly becoming the state of reality for Xbox, at least in regards to PCs. They've dropped exclusivity for all of their titles, meaning every game Microsoft produces will be also released for PC. And for many of those, if you buy the game, you get it for both the Xbox and PC.
It remains to be seen if the trend continues to grow outside Microsoft though, and it seems unlikely that it would occur between Xbox and Playstation.
The reason for owning multiple consoles, then and now, is to play exclusives. And yes, it totally creates e-waste, but what are you going to do about it?
Exclusives have always been anti-consumer.
The CPU only played a very minor role in those machines and mainly was used as a controller for the video and audio custom chips which did the actual hard work.
the older you go back the deeper they were in a way, there's a book about Nintendo with a chapter on how Nintendo hardware team managed to add (or free) a kilobyte of ROM then told the software team. Everybody stopped because that kilobyte meant making a whole new level.
Today even with 2x the TFLOPS I don't think it will make a difference
As things are now, flagship games on the PS4/Xbox One struggle to stay at 30FPS, frequently dropping to 20FPS or less, without the option to reduce graphics quality or resolution PC gamers have. All the while the low power Nintendo Switch is a joy to game on because most games are specifically optimized for it.
Visible shorter loading times are not the main effect. Cernys talk was enlightening. A big part of level design is making sure that the player doesn't move so fast that the hardware cannot deliver the assets any more. So, you get corners and corner, and elevators and whatever tricks dev use just to make sure they can load the next part of the level fast enough without showing a loading screen. If a game can request assets and they are almost instantly you don't have to redesign levels again and again because "yes, this looks the way we want, but the hardware isn't fast enough".
For me the interesting question is if developers will use the playstation specific options. For playstation exclusives it's a given, but for multi platform releases there probably won't be different levels for playstation vs pc/xbox, so much of it could be wasted. Same for all the other things. Doesn't help much if the controller has six levels of priority if game devs don't use them because PC has only two.
I found it really quite interesting, even if I don't game on consoles primarily.
Same with ongoing updates. I replaced my original HD with a FireCuda which helps some but I feel like the PS online infrastructure is run on fractional T1s and Sun boxes or something
Do you find it fails to work when you're most interested in buying something? Because that's how it goes with me, literally as soon as I'm like "oh yes I would like to buy that game" the store stops working completely.
For a low end PC system we are talking about having 8 cores, 16GB of ram, a decent video card, and an SSD usually or at least a disk capable of 100+ MB/s. Also the platform is pretty easy to develop for and release on.
For a console you get 5 or 6 cores to use, each of which is not as good as a modern CPU core, 8GB of shared ram, and a disk where you have to handle being only able to read from it at 30MB/s. You also have to deal with the black box of vendor tools, that don't necessarily work easily.
So the whole team ends up spending a lot of time actually optimising the game to actually run on these underpowered and lowest spec'd consoles. Removing extra details, downgrading graphics, culling data, compressing, managing memory, just so it can run at 30fps.
That's definitely not low-end. More like mid to high-end.
Low-end is still 2 cores, 4 GB of RAM, with integrated graphics.
Yes it's more of a mid tier system but it's a low end system that you would get to play games on.
Also given that games still target the consoles you can get away with 8GB of ram easy.
Further, no one targets 16 GB RAM for a game. Not even the non-released, next-gen consoles have 16 GB dedicated CPU memory.
Similarly, not everyone one has an SSD and therefore companies cannot target that. Only in a few months with the new gen of consoles we will see actual games targeting SSD speeds.
As with the other points though, a low-mid tier gaming PC is something like 4 core/8 thread, 16GB ram, a HDD for bulk storage and an SSD for system & some select game(s). Someone that is buying a Macbook Air or an Ultrabook or something with only 2 cores is selecting it for something else rather than gaming. So irrelevant to the discussion.
The reason no big publisher targets 16GB for a game is because of these old consoles. The games can and do use more memory if available but they are limited by having to target these low spec consoles. They're also required to support the slow HDD speed of the current generation of consoles, so no exploiting SSDs either. This takes significant time and resources to optimise for!
The console AAA games are the ones that target proper GPUs because consoles have them. If they were targeting PC only, you wouldn't see them.
But it is also very much a known quantity and games should be designed to take that into account. Arguably it should be easier to write games that hit 60fps today than it was 6 years ago.
But games have become way more complex in that time, and the expectations of players have grown considerably. So you end up having to put more content in, more features and more data. The disk and memory become a bottleneck and you need to write and optimise some pretty complex systems to be able to handle that well.
PC Hardware has actually advanced since that time as well, so the artists have now more power to create better looking and feeling things in their tools, which means more data to process and get into the game.
Also designers will often surprise you as a programmer with the features and creative solutions to problems. They don't really think and design the same way a programmer would, and don't really design for the system hardware (except for the input/output devices of it).
I would replace my current switch in a blink of an eye if a new model with reduced loading time would come out
With a gaming computer you'll get 2k resolution and 60+fps easily.
On switch you barely get 720p/30fps
Will have more time the next few weeks anyway.
I have to get out of it but then it's probably better to start a new game... :-(
I hope for the second part to include more surprises into the world itself and not in shrines.
The ideas in the shrines definitely could have been expanded on more though for sure.
Once they get a C&D and they close shop and disappear into the void taking the source with them, the patreon supporters are going to feel so dumb.
My advice is to _Never_ support the development of a closed source emulator.
Developers are doing what they can here, but the average game that has these sorts of drops is dealing with limited CPU resources, budgeted around a 30FPS target. Especially on consoles like Xbox One X (due to its powerful GPU but limited CPU), it becomes evident that, on average, resolution and graphics cuts have little effect on performance in these situations. The only mitigation is to build your game with a higher frame rate target in mind from the start, requiring serious compromises to things like simulation complexity, for instance.
PS5 and Xbox Series X have a good chance of pushing past this limit. Current generation consoles are using aged laptop-grade CPUs while the upcoming console generation features desktop-grade Zen 2 processors at surprisingly high clock rates.
That means you'll be able to store maybe 4 AAA grade games on the SSD.
Many (most ? ) Switch games already do that automatically.
Consoles don't really make sense as a concept anymore. The only remaining appeal is their DRM capability for publishers.
As someone who prefers console gaming to computer gaming (for the most part), I have to disagree. I like that the console is hooked up to my gigantic TV instead of my less gigantic computer monitor. I like that it uses controllers instead of mouse and keyboard (the same things I'm using all day at work). I like that my console is in a different room from my computer. I like that it's more conducive to playing a game with (local) friends, since they can just sit down on the couch and turn on another controller. I like that I don't have to worry about what graphics card my console has, or worry about a game not working well with that graphics card. I like that it's simply not my computer.
Yes, I know that you can hook a computer up to a TV, and you can use controllers with your computer, and not all of these apply to everyone, and so on and so on. There's still a difference, and I like that difference.
Yeah, they're mostly just a PC under the hood. But they're PCs with consistent hardware. How much easier would PC game development be if you know all of your customers had the same CPU, GPU, RAM, and OS?
I'm not sure how anyone can dispute that the new xbox and play station are anything other than slightly customised branded PC builds that offer no physical advantages over the real thing, only marketing ones like DRM and exclusive releases.
When they come over, the thing we want to spend most of our time doing is 2 v 2 FIFA. If I spend 30 mins doing anything here, we're losing precious time. If I spend 60 mins debugging, I'm just not going to do it. I'll even take a zero probability of fixing if it means a lower probability of failure of any sort (even recoverable).
A lounge PC is a shithouse experience compared to a console. Absolute garbage. Simply supporting multiple people in a household on an Xbox is trivial and easy. On a PC using Steam it's absolute trash. Steam treats PCs like it's 1995 and single-user.
* I can rent games from my local redbox to try out for a few days. Sometimes, that's all I need and I saved myself the price of the game.
* Couch co-op is typically superior on console.
* Ease of use: simple connection to TV, simple remote controllers. The story for HDR support is also steamlined (as in, my TV supports it so if the game does too, done)
* Consoles are much quieter, making them a much better TV-room appliance.
* Easy purchase and sharing games, especially with a physical copy. Loan out the physical game, no fuss.
* Some sort of resale value for physical games, albeit not that much. However if you are the type to locust the content of a game quickly, as in the first week of release, you can often resell for most the purchase price.
* A UI built for TV and remote use. No, I'm not excited about controlling Windows from across the room by keyboard/mouse.
* Great portability. One of my consoles is a Nintendo Switch, and it travels far better than a PC. Yes you can get a gaming notebook but that solution is no longer competitive on pricing.
* Better multi-user design. It's easier to have a family console with multiple accounts than it is have a Windows PC with multiple accounts. And have parental controls, etc.
Sure, with suitable amount of time/research and other stuff I'm just no longer interested in doing, I can get wireless controllers, quiet(er) fans, apps for launching that are usable at typical resolution from 6' or more away, fiddle with multiple accounts on Windows (who ACTUALLY does this outside a work setting? It's just... not smooth at all), but there is a cost in my time I don't want to invest anymore.
and other reasons such as
* I want to step away from Microsoft Windows and various issues from privacy to updates. Since the consoles are only for entertainment (gaming, playing videos) I am less concerned about telemetry possibly swooping up everything I'm doing.
Many might not care about that last case... but how many times do half the people in an HN thread about Windows gripe loudly about privacy or monthly updates? It seems like there is some problem with a Windows update 2 or 3 times a year. Yeah, I want off that merry-go-round for my ENTERTAINMENT system.
So, I'm actually doing something about a Window dependency, rather than just griping online. I migrated to Linux for my dekstop (on a NUC) and console gaming to fill the gaming gap. Yeah it isn't perfect and there are a handful of games I still need Windows for, but between linux and consoles, that's about 90% of my need for Windows removed.
> * Consoles are much quieter, making them a much better TV-room appliance.
This is a joke, right? My gaming PC is virtually silent (140 mm exhaust fan FTW) while my friend's PS4 Pro sounds like a hair dryer under load.
My Switch is essentially 100% silent, as in, not detectable that it is on from any noise that it makes.
I don't know about Xboxes.
As far as anecdotes, I have a friend whose gaming PC is loud enough to be distracting while watching movies. Heck it's audible above the A/C.
Now that I'm more into consoles, I'm more sensitive to PC noise... before I'd just accept and tune out a certain amount, but now it is grating because I've seen the alternatives and am constantly unintentionally comparing.
Having built various gaming PC's over the years, yes you can have a fairly quiet gaming PC. But you also need to invest some time/effort/money to get liquid cooling, quiet case fans, quiet power supply, quiet CPU fans, etc and you need to take that into account.
Yes, I've read PS4's can be pretty loud. It's a common complaint on /r/PS4. I can't say I've tracked actual numbers, but my feeling is that 80% of those situations are the same root cause: dust/pet hair clogging up the fan, and after cleaning, the system is much quieter.
My current gaming PC is a PowerSpec G706. You know, for those handful of games I still need Windows for. ;) And I got lazy just buying a system instead of building individual components because... I'm just not into that anymore. Anyway, I would rate this system as pretty quiet compared to other ones I've had, but I always know that it is on. Even not playing a game, the ambient noise under zero load is there. Meanwhile, I can't always tell my PS4 is on. And I can't tell if the Switch is on without looking at it.
So, YMMV but in my experience, for off the shelf purchases, consoles are quieter than PC's on average. Also, the people that have "silent" PC's, like myself in a former gaming life, bought specialized components to get there.
If you have any links to computer systems, pre-assembled (since the average person isn't going to build them component by component) that are also price competitive with consoles (around $275 for a ps4 slim or xbox one s, around $350 for a ps4 pro or xbox one x) that are ALSO silent, I'd like to see them. I have a feeling that a PC in that price range is nowhere near as quiet as a console, but I'd love to hear otherwise.
I'll also state without proof that there is zero chance of a gaming PC, price competitive with a switch, that is quieter. That's equivalent to a gaming PC quieter than a cell phone. I don't believe it exists at that price point ($200 to $300 depending on whether you get a switch lite or regular switch).
Low framerates are almost always completely unrelated to optimization. I can make a horribly optimized version of Tetris that still runs at 144hz on modern hardware.
Likewise, I can write a perfectly optimized game that still runs at 20fps on modern consoles.
Framerates are determined by how much the developer wants to push graphical fidelity/AI etc.
Generally, in game development, the term "optimization" refers to the holistic process around getting the game performing at speed, be it compiler optimization options, SIMD-ification, or even adjusting texture resolution (graphical fidelity) or AI parameters. It often starts with profiling, and identifying bottlenecks, and focusing on what can be done to get the game to perform within spec.
Optimization is entirely about context, so, while I generally agree with your comment about Tetris, I'd say your second example is "poorly optimized" by definition.
As to your comment about being determined by how much the developer wants to push... Yes, aiming for higher fidelity will use more resource, it's hardly every simply the "developer's wants" that determine the performance of a particular title, instead performance ends up being the end result of thousands of tiny decisions and elements that contribute to the final experience.
They have a bunch of levers to pull to reach that target. Failing to pull the lever that reduces particle effects does not mean the game is un-optimized.
Source: This, specifically game optimization, is my profession and I've been doing it for 15 years.
Edit: To add, this is clearly a vocabulary argument, it'd help your argument if you gave context and defined what you think specifically optimization refers to. But even then, words are used in context, and the context here seems to be strongly game development flavored.
If you're making an 8 bit 64x64 pixel platformer, your main bottleneck is likely code. If you're making a 3D flight simulator, your main bottleneck is likely draw distance, texture resolution, and the number of assets filling the screen.
If your game is running 20 FPS, your problem very likely is lack of optimization in some way.
I would be interested to see a source on this.
Framerates are determined by how much the console has to process before it can display a frame. Apart from possibly setting an upper bound, FPS is a variable developers do not directly control.
The issue I am pointing is unintentional drops in framerate caused by game events. A developer can spend time testing their game, and tailoring the amount of processing each possible configuration of events and objects require so that at any one time, it doesn't exceed the processing budget allowed by the target framerate. That is optimization. If you do not do it, the framerate will be essentially random.
This is what stands out for me (I know this quote is a bit dramatic but bare with me): for a long time consoles have lagged behind PC technology - in the sense that PC was always the early adopter and spread out before consoles.
I'll dare to say that the last console that achieved this was probably the PS3.
The PS4 was a bit of a turn off for a lot of people spec wise.
So it's good to see they're using these platforms to push the early adoption of new standards.
Also, good for Sony to let standard NVMEs be used, and not some proprietary form factor that adds no value, and has no benefit to the consumer. That's one of the reasons some of their consoles lost traction - proprietary storage media.
(Not saying that being able to buy a machine that will play all the AAA titles for the next ~7 years for ~$500 isn't a really great deal though, just that I don't think there's anything fundamentally different about this generation of consoles than the last two)
About the PS3, I think the CELL CPU that got a lot of attention for it's high end performance (though hard to use).
The only thing where the specs are momentarily ahead are the GPU architectures, but by the time they actually hit the market the equivalent PC GPUs will be available too.
And RDNA2 should have scary performance, on the GPU power budgets that are standard these days.
I'm one of those weird people that spends more time playing games on consoles from past generations than I do newer stuff.
current systems throttle down when things start to overheat, this is "non-deterministic" and depends on environmental factors etc. this is harder for developers to optimise for
whereas the PS5 knows it's own power use and power budget, as long as it stays within that budget then it won't overheat. and this means the throttling is 'deterministic' - the same code running will always throttle in the same way at the same time, so this is easier for developers to test and optimise for
> send any unused power from the CPU to the GPU so it can squeeze out a few more pixels
What it sounded like to me (also a layman) is that they have a fixed energy budget that's tied to the thermal properties of a baseline unit in a neutral environment. As long as they're under that budget, they can boost up the clocks of individual components that are under load. So heavy-rendering cycles can use relatively more GPU and heavy-compute cycles can use relatively more CPU.
That might be totally wrong, though, and I would also appreciate an expert's explanation.
There should be power saving modes but that's not what they're talking about. Sony is saying that you can run the CPU at 3.5 GHz xor the GPU at 2.2 GHz but they can't both run at full speed at the same time. So maybe you can have CPU @ 3.3 and GPU @ 2.2 (favoring GPU) or you can have CPU @ 3.5 and GPU @ 2.0 (favoring CPU). I guess most games will favor the GPU but I'm not a game developer.
(As an aside, I coined the term "power shifting" in 2005 to refer to this concept and I'm happy to see it being incorporated into basically everything, even if they probably independently reinvented it.)
My guess is it has something to do with cost savings (cheaper to manufacture silicon that has to perform “better” some of the time as opposed to all of the time).
You can allow one game to use more gpu while reducing cpu and vise versa.
Just imagine a cpu heavy rts vs a graphic intense rpg
In this context, converging hardware with multiple compatible frameworks on top looks like a logical choice.
Console differentiation is more about exclusivity contracts these days.
The SSD is twice as fast as the XB SX and the 3D audio chip is huge. The design is fascinating and it includes a ton of propriety tech. Sony’s devs will have a field day with this.
Watch how 1st party games blow Microsoft out the box at 10.3 teraflops.
Ppl spouting that 12 teraflops from the SX will steamroll Sony’s 10.3 are fools. Teraflops is a vastly overstated term purposely popularized by Microsoft. It isn’t the sole determining factor for performance, nor are all teraflops necessarily created equal.
PS5 is going to be the premier console next gen with the best games and….VR
It's just not the same market.
I don't know what you're playing, but it's a joke to imply that games on consoles run without performance issues.
Anyway, just graphics cards, CPU upgrades, noise and ventilation... It's expensive and it's a mess for anyone except hardcore gamers and people who need a desktop PC that costs $2000 anyway.
For most folks a one time cost of $600 settles their gaming needs for years.
And this one of the main reasons why consoles will continue to thrive. Because not everyone can afford to drop 3k on a gaming PC. Or 2k. Or even 1k.
Yes, one can hook up a PC to a tv. No, that is not without hassle and upgrades. I want a box to play games and watch shows and movies.
The Nvidia Shield does exactly this. It has Android TV on it and can stream games either from your own PC or from Geforce Now.
Plus, I don't get to worry about updating drivers, checking system requirements, disabling cortana or all that other stuff. I can just sit and play. Maybe I have to plug the pad on the USB port to recharge it.
I guess in that sense console ARE PCs, just very specialized ones meant to only play games and some other entertainment apps which to me still makes a lot of sense. I like that thing in my living room instead of a big box that needs constant attention on my desk.
It's really sad that Stadia has flopped so far and that xCloud isn't any closer to being a thing. Nvidia's solution looks better, though still requires a Windows/Mac computer.
Maybe the Stadia announcement next week will have some interesting stuff, I'm excited to not have to worry about devices anymore and simply buy games I like.
But some people just like the convenience of a simple, good-enough plug and play solution.
PC Hardware is cheaper. PC games are also cheaper. And games are seldom console exclusives anymore. When they are, they're not for long.
There's no value to be found in consoles anymore. They exploit the tech ignorance of the riffraff.
That may be true for the Xbox but certainly not for PS4 or Nintendo games.
Could you buy or even build a comparable gaming PC for that much? Not really to up with all the hardware stuff... so curious. Guess you’d need to pick a case, motherboard and then find similar specs if comparing and compatible hardware combination.
Then I thought consoles were some what subsidized since they also get a cut of game sales. Plus targeting the same hardware sounds like a way to be consistent.
Do look up release prices. These consoles are old now.
And keep in mind they're not proper computers: They can only run a selection of programs, which are mostly games. Usefulness-wise, they aren't even comparable.
I sold custom gaming pcs very briefly, these components aren’t free!
The proper comparison would have been against the PS4 Pro