The x86 PlayStation 4 could signal a sea-change in the console industry
arstechnica.com
arstechnica.com
No one likes to feel controller or compelled to act in a certain way, which is why pretty much all DRM schemes have been broken and why the MP3 became so incredibly popular.
I feel like game producers are making the same argument for the second-hand game market as the MPAA makes for pirating movies: Every used game sale is a lost new game sale and blocking used games is better than innovating or changing the pricing/sales structure.
It was the same for lots of my friends.
Actually, they're making the exact same argument. The Entertainment Software Association (ESA), which is the video gaming industry's equivalent of the MPAA, also sponsored PIPA and SOPA.
The gaming industry's involvement in that legislation managed to fly under the radar, for most part, while everyone was focused on "Hollywood." In reality, Big Gaming and Big Entertainment are strikingly similar industries, with strikingly similar politics.
That said, most flagship titles (Halo, Metal Gear, Final Fantasy, etc.) will probably stick to a single console due to contractual obligations.
Actually, toolchain for the PS3 with its Cell processors and unconventional memory / processing model was a major, major pain.
Elsewhere, EPIC Itanium failed for the lack of sufficiently smart compilers.
In terms of endianness, it's not a huge problem - the toolchain normally copes with this, as assets are built individually for each target platform. This is what we did last time I worked on a cross-platform game anyway.
Remember when Halo came out on the Mac, and it was running slow as molasses on higher-performance hardware than what the game was originally written for? That's in part because many of the optimizations that make code run faster on x86 did the opposite on PowerPC. And any code that relied on SIMD instructions would likely have to be rewritten from scratch.
I'm not particularly familiar with the Cell architecture, but based on what I do know I suspect that going between it and x86 would be an even bigger headache.
As other posters have mentioned, weird processors (notably freaks like the Cell) can require a lot of knowledge of the instruction set and chip quirks (see http://www.insomniacgames.com/category/research-development/ for a lot of good info on this), even requiring you to throw away your nice virtual object hierarchies and things to make the SPUs happy ( http://www.insomniacgames.com/wp-content/uploads/2011/06/GDC... ).
Also, just because a compiler targets an architecture doesn't mean that it can optimize code for it worth a damn.
EDIT: oh god it may even lie about its program counter ( http://www.insomniacgames.com/wp-content/uploads/2009/08/gdc... )
I think it is extremely naive to assume that the CPU's underlying architecture and microarchitecture are utterly mundane details abstracted by the C++ compiler, ESPECIALLY in the case of consoles. Consoles are underpowered by today's standards, and making today's game run on them requires a deft maximization of both the GPU and CPU, not a mindset like "well C++ will take care of the CPU stuff". In case you hadn't figured it out, common C/C++ stuff from Havoc Physics to little old memcpy() and strcmp() are all hand-optimized for their platforms -- sometimes multiple implementations that make use of various ISA extensions. Try stepping through them in a debugger sometime.
I also don't recall very many PSX/DC/N64 --> PC ports. MGS and FF7 would have been some of the few that I remember from those days.
It's definitely better today than it was 10 years ago.
And even if ps3 does leaves the processor as is, the OS they are going to use is not going to be windows. Perhaps a variant of Linux of some kind. This may mean more games on Linux (however highly unlikely), but definitely no new games for Windows PC.
I think very few people go out and buy a powerful graphics card. A console is simply a much more consumer friendly product that also happens to be a better bang for the buck in terms of hardware.
It makes the most sense for Microsoft to go the compatibility-route a la Apple and iOS -- Apple proves it works, Middleware companies will love it (Crytek, Unreal, Unigen) and gamers won't need to skip a beat.
So it's basically a business case thing, and a matter of leverage. Big, successful studios - say, Rockstar, makers of GTA - have a very strong bargaining position, and they know they can sell lots of units on all platforms. Whereas a weaker developer might be happy to take a boatload of money for an exclusive, as it de-risks the development somewhat for them.
OS is like what the TSA is doing on the airports - it has to check everything, and it slows down quite a lot the queue of people going and flying. It's not that the airplanes are faster or slower (GPU, CPU)
Not the case on the consoles, where this is your responsibility, and your game is tested by QA, and later the console manufacturer itself until it passes. But no "TSA" there (or not to such extent).
For example (this might be a bit out of date, but used to be valid at least going back to Windows 2000) - You have a index buffer with 32-bit indices - on a console you know it's your responsibility to make sure the indices are valid, but no checks are done. On a PC, due to security restrictions the OS must make this check.
What I don't understand is, if the performance is being slowed by 4x to 10x, what is it being compared to? I doubt anyone is actually coding GPU assembler for complex 3D scenes all the big games require. If there are no alternatives to these API's for allowing game devs to create the results they need, then its a lot like comparing apples to oranges.
http://www.pcper.com/reviews/Editorial/John-Carmack-Intervie...
On OS's, there is no buddy, friendship. The OS (kernel) does not trust you by default, and there is no friendly language to get quickly the stuff done as in the consoles.
You can't schedule a DMA user-space. You can't batch too many draw calls in one piece. You can't check, inspect more detailed what the system is doing. You can't talk to any of the devices directly, but have to delegate this through the OS.
Now, the consoles have gotten to be closer and "less" friendly in that respect. But then again, security becomes much more important these days, especially with online games...
I guess trying to mix directx / opengl and cuda / opencl would be a pain. One is at a completely different abstraction layer than the other.
The thing is, the bandwidth mismatch between the GPU and its memory and the PC memory to GPU memory is crazy. There seems to be extra latency involved there too.
As long as we plug a special-purpose video card into an expansion bus, I suspect the best performance will come from manually-scheduled transfers.
As for programming manuals, any of the really low level ones I've seen are about 4 years old now. If you know of any up-to-date ones, I'd love to see them out of personal interest, but I've yet to find any myself.
http://developer.amd.com/sdks/amdappsdk/assets/amd_hd_6900_s...
These don't seem to be linked on AMD's site so you have to do some searching.
TV manufacturers are currently delivering 1080P sets in volume and at low prices. Nobody can really get out of a commodity play, and the future of bigger HDTVs is kind of pointless.
Apple is delivering up 1080P content already, and the iPad 3 delivers better in our hands. (3D is a red herring.)
So what's next? Higher resolution TV screens. IMAX in the home. iPad functionality on the walls.
We are, in my opinion, going to continue to see a steady rise in the resolution of our TV screens (and change in what they do), and the content resolution will need to increase to match. That content will increasingly be delivered over IP.
Apple is rumoured to be entering the TV market, and we know it won't be with a me-too commodity product. So why wouldn't they launch with a higher resolution screen, just as they did with the iPhone and iPad 3? They can control the delivery of media through the Apple TV, and with the iPad already in the lounge gaming on the higher resolution TV is essentially ready to go.
So for me the NextGen gaming devices better launch alongside new TVs (Sony can do this), and with stunningly detailed graphics, or we will rightly yawn at their arrival and stick with our computers, iPads and iPhones.
Heck - if Sony, Nintendo & Microsoft continue with their very slow release cycles for the gaming machines, then the next generation may well be the last - and we'll be driving big screen games using iPads and other tablets.
If the rumors here are to be believed, innovation among console makers is waning, so you're right in assuming the inevitable TV disruption is coming from elsewhere.
It could come from Apple, but my money is on a startup.
TVs, ultimately, are just monitors. They process a signal that comes from an external source. The first product that meaningfully augments the signal, regardless of source (antenna, cable, satellite, streaming, game console) is the true disruptor.
Tayloring your TV watching experience to your web browsing, social, taste, and purchase histories is where TV will ultimately be disrupted. When you walk into the living room to watch Mad Men, the TV should know it and adjust the in-screen Twitter feed accordingly. It should hear you laughing at Its Always Sunny in Philadelphia and provide suggestions to other shows people laughed at who laughed at the same joke. No man should ever watch a commercial for feminine hygiene again. No woman should watch a beer commercial that objectifies women again. And when I see Don Draper wearing a slick hat, I should be able to pause the show so I can buy it.
As far as I can tell, the only thing stopping this gazillion dollar disruption is that we can't get signal providers to play well with device makers. Apple has made this work with cell phones, so there's every reason to believe they could do it to TV, but I think a startup that figures out how to augment the signal without the provider detecting and blocking it has a chance to become the next Apple.
That sounds awful. The issue at hand when compared to video games is that television and film are not interactive- people have tried time and time again to make them so, but I honestly think that is a mistake. I don't want to read instant Twitter reactions to Don Draper's latest verbal beat-down of Peggy, I want to watch it. There is nothing wrong with television and film being a one-way experience.
It could come from Apple, but my money is on a startup.
I doubt it, simply because television is an extremely expensive medium. The existing players make it more expensive than it should be, but creating TV shows will always cost a lot. That's why the moves by the likes of Netflix into original programming are particularly fascinating.
However, when I'm watching a sporting event, I find myself looking down at my phone or tablet and looking for reactions from my favorite sports writers - and then I miss a play and I get frustrated. I can't be the only one having this experience.
Also, GetGlue is proving that people want to make their entertainment social - they want to scream what they're watching to all of their friends.
I'm not saying it shouldn't be passive, but it should be doing a lot more than what it is. When something on the screen illicits a reaction from me - be it a need to hear someone's opinion on it, or a laugh or a desire to make a purchase - the TV should be immediately providing an outlet to that reaction without getting in the way of the experience.
No thank you. This product you describe is abhorrent to me.
No man should ever watch a commercial for feminine hygiene again. No woman should watch a beer commercial that objectifies women again.
The Taliban would approve of that. Except for the part about the beer.
It doesn't matter what you or I think it's "about".
What matters is the behavior of the system in reality, in the present and in the future, not the intent of the original designer at some point in time.
>Tayloring your TV watching experience to your web browsing, social, taste, and purchase histories is where TV will ultimately be disrupted. When you walk into the living room to watch Mad Men, the TV should know it and adjust the in-screen Twitter feed accordingly. It should hear you laughing at Its Always Sunny in Philadelphia and provide suggestions to other shows people laughed at who laughed at the same joke.
Actually, this just sounds creepy. I want my machines to do what I demand of them, not try to plant ideas in my head.
I have a feeling they'll stick with the Apple TV. They might pioneer some connective technology to make it easier to plug into a TV, but television refresh cycles are much longer than what I think Apple is comfortable with.
http://www.engadget.com/2011/07/28/25-percent-of-netflix-use...
What I find scary is that so many people seem to feel dissatisfied with TV at 1080p. I can't make out any pixels at that resolution unless the source material has high-contrast pixel edges (i.e. not camera captured images) and the screen is taking up most of my visual field.
What the Wii/Netflix usage shows is that many people don't care about 1080p or even 720p, they don't even connect video via digital. Even the audio is analog! (In my opinion audio fidelity is more important than picture fidelity.)
Think about that possibility for a second. What would be the motivating factors? Sony has gotten the shit beat out of them relentlessly in terms of multiplayer/online gaming. PSN has been shuddered for weeks at a time. Partially outsourcing this component to groups like Valve will fix many of their problems, but in return Valve probably would like their whole portfolio of content to be accessible.
If Sony goes x86, it'd be a shame to make such a dramatic shift and not capitalize on a content neutral platform.
That would mean support from Microsoft (which would make it basically an Xbox) or Transgaming.
Sony's tools stopped being annoying around 2007 and have been excellent the last few years. In some ways they surpass what's available on the Xbox 360 -- Tuner and GPAD are more flexible than PIX and the debugger isn't tied to the massive anchor that is Visual Studio.
A disk is a lot cheaper to stamp and print than flash or some type of ROM would be.
But yea, I think you're right that the optical disks will still end up being cheaper.
1. Everyone has a fast internet connection to the point where downloading a full BluRay disc of content (~25GB) is a non-issue.
2. Everyone has an Internet connection where downloading up to 25GB of content for a single game will not go over their transfer caps, possibly incurring usurious overage charges.
3. Everyone that will buy a Playstation 4 will be well-off enough that they don't need to resell their games after they have played them in order to afford the next game that they want to play (effectively only paying the difference between the original cost and the resale amount).
Consider also that we're talking 2013 onwards. Connections continue to improve.
Unless we get either reform on who can lay fiber or get some national fiber channel program in the states, only big cities stand a chance of seeing meaningful increases in bandwidth this decade.
On a different note I wish the PS3 would adopt the 360's way of installing the entire game to the hard drive. I can't think that either Sony or Microsoft will stick an SSD in their next generation console but having a 500 gb hard drive shouldn't be too costly.
WIN: If Microsoft goes the incremental route with the same Xbox OS a-la Apple's iOS evolution, they keep middleware compatibility with larger graphical budgets for teams to play with... EVERYONE likes this and every dev team that has shipped an Xbox 360 game hits the ground running immediately -- possibly opening up the doors to dual Xbox 360 and Xbox 720 releases of their games (one with lower quality textures and rougher geometric assets and the other with higher-end business) -- I am sweeping my hands across a fairly complex problem here, but you get the point. With compatibility intact, there are interesting things that can happen here that we've seen work on the iOS ecosystem. (maybe not for Triple-A devs, but for budget minded games, this could work wonderfully especially as digital-downloads and indie devs grow).
LOSS: Sony has to make a clean cut and scuttle the last 8 years moving onto an x86 design, new OS, new middleware all new QA cycles and retraining all the PS3 devs.
WIN: Sony now matches the same arch as the Xbox-next (same CPU optimizations apply and same GPU family) and we can stop getting these damn port-style games that never take advantage of the extra Blu-ray room or cell processing power.
LOSS: No revolutionary boost in performance if the hardware rumors are true. I have no doubt the bump in specialized/tuned hardware will give us real-time versions of the Unreal Engine 4 demos (of that smoking guy that beats up mechs) BUT, at 4k resolution and 120hz for 3D? Not for every game. I imagine we will see something akin to what we have now with most games running at 720p with the few rare tuned ones actually running at 1080p resolutions. I would guess next-gen will offer 4k resolution on some titles and 3D on others while running at 1080p or some such combination. Obviously if it is a simpler game like a Wave Racer, we'll get both, but for Gears of War 15 and Mass Effect 32, I doubt it.
WIN: Faster game dev cycles means we get some more impressive titles on the improved hardware/experience sooner. Don't have to wait 2 years post-launch for the first real good game.
LOSS: Next-generation consoles are going to be engineered to be all-in-one entertainment hubs... TV cable tuning, DVR, streaming, apps, social, games, mobile-tie-in, etc. etc... this will make jumping between consoles harder as you stake your claim in the Microsoft or Sony (or possibly Nintendo -- yet to be seen if they can pull off a Network) camp and build up your life/existence within their walled garden. This generation it was nothing more than rep points, next-generation (especially Microsoft) will be throwing every Facebook-esque psychologically engineered trick in the book to keep you ON their platform, consuming content through their channel with your credit card en-tow, sharing your pictures with friends and building your character's rep from game to game to game, movie to movie and app to app.
I sincerely doubt we (the harder-core folks) will all have all 3 next-gen systems this next time around and will most likely have 1 (probably Xbox-next) as the cost of flipping between them will be bigger than just powering on Console X to play game Y for a few hours.
LOSS x2: Double the resolution on the Kinect-next, rumored eye-tracking, multi-person tracking and more accurate voice controls? I can't even imagine what is in store (e.g. "You don't seem to be enjoying this episode of Lost, would you like to skip to the next episode or can we recommend Battlestar Galactica?" -- say "Start Mass Effect, invite Scotty32, Soldier load-out" -- experience {episode of Law and Order, McDonald's Billboard in background... notification popup...} "Just emailed you a buy-1-get-1-free BigMac coupon for McDonalds! The nearest one is 2 blocks from you... yummy! Say 'Pause' to pause what you are watching and go grab lunch!")
You get the idea...
[1] http://en.wikipedia.org/wiki/Wii#Technical_specifications
Global Sales
-------------
1. Wii ~95 million[1]
2. Xbox 360 ~66 million[2]
3. PS3 ~62 million[3]
Nintendo has made profit on the Wii hardware sales since launch, roughly $50 on average between US, EU and Japan[4] while it took Sony until 2010 (tail end of 2009) to become profitable with the PS3's hardware[5] while Microsoft most likely hit profitability in 2007 (2006 was a wash[6] with 2008 showing profits of the entire division[7])Given that the Wii wasn't much more than a 50% performance bump over the Gamecube[8] which launched 5 years prior, it was amazing how such a conservative approach with an ingenious/untapped interaction mechanism sold like it was going out of style for years.
In a lot of ways the Wii was a lot like the first iPhone -- they did something no one else had thought to do, did it well enough that even hardcore gamers thought it was cool and made it accessible to everyone.
I agree that (especially) in my circles, the Wii is a paper weight, but I have a feeling the market it sold so ravenously to was brand new gamers and non-gamers... people that I don't interact with on a regular social basis which is why the Xbox seems so much more popular to me.
I don't think Microsoft wants to be out-done by Nintendo again, especially since it is clear MS knows how to do the software side better than anyone, and Sony cannot physically afford to do not follow suite... I am actually excited because all these next-gen devices LOOK to have AMD platforms in them (CPU/GPU) which will make middle ware normalization more formal and hopefully make squeezing life out of the platforms even longer and more effective than the current cycle (which blew my mind how long it lasted).
[1] http://en.wikipedia.org/wiki/Wii#System_sales
[2] http://en.wikipedia.org/wiki/Xbox_360#Reception_and_sales
[3] http://en.wikipedia.org/wiki/PlayStation_3#Sales_and_production_costs
[4] http://askville.amazon.com/big-profit-margin-Nintendo-Wii-rivals/AnswerViewer.do?requestId=31918760
[5] http://www.joystiq.com/2010/05/13/ps3-proved-profitable-in-last-sony-fiscal-year/
[6] http://www.techspot.com/news/23612-microsoft-makes-tiny-profit-on-xbox-360-hardware.html
[7] http://www.mcvuk.com/news/read/xbox-celebrates-profitable-year-as-360-hardware-sales-rise/015046
[8] http://www.pvcmuseum.com/games/vs/nintendo-wii-vs-gamecube-specs.htmAnd while it's a great game I don't think this brings anything to the discussion (at least unless you elaborate).
The future generations of kinect will bring astonishing changes to the world of gaming. You assume the new capabilities will be used for "malicious" means which is possible but that's a bad way to judge some technology. That's like saying the next Gen Intel CPUs will be 2x faster so people will use it to spam twice as much or hack passwords twice as fast.
The fact of the matter is Kinect will continue to shape the future of gaming. The hardware is just not good enough for hard core gamers currently. Once that barrier is gone I think it can create a much more immersive gaming experience that would benefit all gamers.
I wonder about this. I think the lack of tactile feedback as well as the higher intensity play style will never sit right with all games or gamers, but I do think there will be genres that become synonymous with the Kinect and become better than they ever were--and more than dancing and fitness. What I hope is that developers recognize this and don't just shove kinect down our throats but use it when it makes sense to do so.
For generation after generation, console manufacturers basically asked us to give up the old box -- and our entire library with it -- and move onto the next one. Developers have to be retrained, consumers have to be resold, and all at a higher price point.
This was all well and good until things like XBox Live started becoming integral to XBox 360, and all the services attached to the online experience became central components of the total experience of ownership.
This is, indeed, the Apple iOS model. The devices might get incremental upgrades every so often -- and it's not inconceivable that we might start seeing incremental yearly refreshes on XBox and PS systems someday, the same way we do with iPhones and iPads. But the core OSes and platforms will remain fairly stable.
Also besides ignoring game sales, it also ignores the fact that Wii sold the most during the early part of it's release. This year Xbox 360 and PS3 are on pace to massively outsell Wii and have been doing so for a while. This is the part in the cycle where hardware sales are most profitable, so who really has the last laugh?
Besides, with the PS3 it was mission accomplished for Sony as they used it as a large bargaining chip to win the blu-ray format war.
Looking at 10 year stock trends, you can see the real story. Nintendo had a massive stock surge after the release of the Wii, but now they have fallen to pre-Wii levels. Sony has been steady throughout.
Which is why the subsidy decreases over time.
The only hope I have now is PC gamers don't have to cope with PC adapted console titles affecting game play. But maybe that's more due to market share and not architecture, but hope dies last!