← Back to context

Comment by three_burgers

3 days ago

It feels like each time SCE makes a new console, it'd always come with some novelty that's supposed to change the field forever, but after two years they'd always end up just another console.

You end up with a weird phenomenon.

Games written for the PlayStation exclusively get to take advantage of everything, but there is nothing to compare the release to.

Alternatively, if a game is release cross-platform, there’s little incentive to tune the performance past the benchmarks of comparable platforms. Why make the PlayStation game look better than Xbox if it involves rewriting engine layer stuff to take advantage of the hardware, for one platform only.

Basically all of the most interesting utilization of the hardware comes at the very end of the consoles lifecycle. It’s been like that for decades.

  • I think apart from cross-platform woes (if you can call it that), it's also that the technology landscape would shift, two or few years after the console's release:

    For PS2, game consoles didn't become the centre of home computing; for PS3, programming against the GPU became the standard of doing real time graphics, not some exotic processor, plus that home entertaining moved on to take other forms (like watching YouTube on an iPad instead of having a media centre set up around the TV); for PS4, people didn't care if the console does social networking; PS5 has been practical, it's just the technology/approach ended up adopted by everyone, so it lost its novelty later on.

    • You got a very "interesting" history there, it certainly not particularly grounded in reality however.

      PS3s edge was generally seen as the DVD player.

      That's why Sony went with Blue Ray in the PS4, hoping to capitalize on the next medium, too. While that bet didn't pay out, Xbox kinda self destructed, consequently making them the dominant player any way.

      Finally:

      > PS5 has been practical, it's just the technology/approach ended up adopted by everyone, so it lost its novelty later on.

      PS5 did not have any novel approach that was consequently adopted by others. The only thing "novel" in the current generation is frame generation, and that was already being pushed for years by the time Sony jumped on that bandwagon.

      3 replies →

    • That is very country specific, many countries home computers since the 8 bit days always dominated, whereas others consoles always dominated since Nintendo/SEGA days.

      1 reply →

  • I suspect it won't be as much of an issue next gen, with Microsoft basically dropping out of the console market.

    • They are definitely doing something but it seems it’s going to be more PC-like. Like even supporting 3rd party stores.

      I’m intrigued.

  • It’s also that way on the C64 - while it came out in 1981, people figures out how to get 8 bit sound and high resolution color graphics with multiple sprites only after 2000…

Maybe I ate too much marketing but it does feel like having the PS5 support SSDs raised the bar for how fast games are expected to load, even across platforms.

  • Not just loading times, but I expect more games do more aggressive dynamic asset streaming. Hopefully we'll get less 'squeeze through this gap in the wall while we hide the loading of the next area of the map' in games.

    Technically the PS4 supported 2.5" SATA or USB SSDs, but yeah PS5 is first gen that requires SSDs, and you cannot run PS5 games off USB anymore.

It does but I don't think that's necessarily a bad thing, they at least are willing to take some calculated risks about architecture - since consoles have essentially collapsed to been a PC internally.

  • I don't think it's a bad thing either. Consoles are a curious breed in today's consumer electronics landscape, it's great that someone's still devoted to doing interesting experiments with it.

That was kind of true until Xbox 360 and later Unity, those ended eras of consoles as machines made of quirks as well as game design as primarily software architecture problems. The definitive barrier to entry for indie gamedevs before Unity was the ability to write a toy OS, a rich 3D engine, and GUI toolkit by themselves. Only little storytelling skills were needed.

Console also partially had to be quirky dragsters because of Moore's Law - they had to be ahead of PC by years, because it had to be at least comparable to PC games at the end of lifecycle, not utterly obsolete.

But we've all moved on. IMO that is a good thing.