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Opinion Analysis Hardware [REVISED] Sony & Microsoft 10th-Gen Speculation: SONY EDITION

Will Sony release PS6 in JP, do something else for JP, or Skip JP Altogether?

  • Yes, Japanese release day-and-date

    Votes: 21 70.0%
  • Yes, Japanese release but months after America/Europe

    Votes: 6 20.0%
  • No Japanese release, some other device for Japanese market instead (portable)

    Votes: 0 0.0%
  • No JP release, no JP device, PC/mobile stream client for Japan

    Votes: 0 0.0%
  • No JP release, no JP device, PC/mobile stream & NATIVE play client for Japan

    Votes: 0 0.0%
  • No JP release, no JP device, no JP PC/mobile ports/service, JP abandoned :(

    Votes: 3 10.0%

  • Total voters
    30
  • Poll closed .
Aug 28, 2019
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NOTE: This thread is EXCLUSIVELY for Sony discussion; for Microsoft discussion here is the companion thread!!!

---

Picking back up from the mid-gen refreshes speculation, here's revised 10th-gen speculation. This thread will focus on the Sony side. If any questions over how I arrive at some things (like HBM4), ask them in comments. Most of what you think is random, uses real data trends to extrapolate from. At end of day, this only speculation.

Long read, have been warned. Have fun!

--------


(Concept render of a PS6. Glad the old thread still had this linked ;) )

[SONY PLAYSTATION 6]

>More or less continues traditional console design philosophy

>Comes with an Entry-level PSVR Gen 3 helmet for standard SKU

>Revised DualSense controller, now full VR-capable. Unique three-piece design, revamped haptics,
positional/motion/acceleration/proximity detection. Center piece usable as a room-scale calibration
and tracking module (extras can be purchased separately; wireless connection to mesh grid
network for expanded, scaled tracking)

>Significantly revamped OS for VR-native navigation, features, etc.

>Optional VR controls will also be available for users who prefer it​


[CPU]

>CORES: 8 (CPU block 1), 8 (CPU block 2)

>THREADS: 16 (CPU block 1), 8 (CPU block 2)

>CLOCK: 5.2 GHz (CPU block 1), 5.2 GHz (CPU block 2)

>L1$: 64 KB (per core, CPU B1), 32 KB (per core, CPU B2)

>L2$: 1 MB (per core, CPU B1), 1 MB (per CCX, CPU B2)

>L3$: 8 MB (all, CPU B1), 4 MB (CPU B2)

>L4$: 8 MB (shared, CPU B1 & B2)

>>NOTES: CPU B2 is repurposed integration of PlayStation Stream CPU. PlayStation Stream CPU is more advanced (i.e features) processor vs PlayStation Fold, still 8C/8T design, lower-clocked in PlayStation Stream. Design necessary as PS Stream provides native play of PS4 titles requiring 8C/8T setup with similar L2$ and L3$ implementation.

B2 cores based on lower-scale Zen-ARM variants; have certain reduced functionality (reduced FP and AVX 256) vs. B1 cores that are based on regular design. Cores B1 & B2 operate in HMP (Heterogeneous Multi-Processing) Mode.​


[GPU]

>ARCHITECTURE: RDNA

>GENERATION: 7

>PROCESS: N3P

>CONFIG: Chiplet

>SHADER ENGINES: 2

>SHADER ARRAYS (PER SE): 2

>COMPUTE UNITS: 40 (20 per Shader Engine, 10 per Shader Array)

>COMPUTE UNIT CONFIGURATION: Dual CU

>SHADER CORES (PER CU): 128

>SHADER CORES (TOTAL): 5120

>ROPs: 128

>TMUs: 8 (per CU), 320 (total)

>ALUs/SHADER UNITS: 5120

>STATE MODES (IF ANY): 2; FULL (40 CUs), HALF (20 CUs)​

>WHAT IS STATE MODE: A way to dynamically shift power across sections of the GPU so that a given power draw profile can​
be maintained while increasing specification of performance for active parts of GPU. "Inactive" portion essentially goes into​
Standby Mode, data in cache is kept resident as required. Since Inactive portion is still technically active (just at much lower​
clocks, 25 MHz), specific low-impact tasks WRT data management can still be done on Inactive portion if desired.​

>CLOCK FREQUENCIES: 3901.396 MHz (FULL), 4659.96 MHz (HALF)

>IPC: 2

>IPS: 6724.427 million IPS (FULL), 9319.9236 million IPS (HALF)

>THEORETICAL FLOATING POINT OPERATIONS PER SECOND: 39.95 TF (FULL), 23.859 TF (HALF)

># PRIM UNITS: 4 (2 each SE, 1 each SA)

># PRIMs/CLOCK PER UNIT: 4

># TRI RAS/CLOCK PER UNIT: 2

>PRIMITIVES PER CLOCK: 16

>TRIANGLES PER CLOCK: 8

>GEOMETRY CULLING RATE: 62.422 billion (FULL), 37.279 billion (HALF)

>TRIANGLE RASTERIZATION RATE: 31.211 billion (FULL), 18.639 billion (HALF)

>PIXEL FILL RATE: 499.378 Gpixels/s (FULL), 298.237 Gpixels/s (HALF)

>TEXTURE FILL RATE: 1248.446 Gtexels/s (FULL), 745.5938 Gtexels/s (HALF)

>THREAD DEPLOYMENT RATE: 40,960 (FULL), 20,480 (HALF)

>CACHE CAPACITY:

>L0$: 16 KB per CU (640 KB total)

>L1$: 64 KB per dual-CU/WGP (1.28 MB total)

>L2$: 512 KB per Array (2 MB total)

>L3$: 16 MB

>TOTAL: 19.92 MB

>CACHE BANDWIDTH:

>L0$: 39.55 TB/s (FULL), 23.62 TB/s (HALF)

>L1$: 27.685 TB/s (FULL), 16.534 TB/s (HALF) (L0$ * .70)

>L2$: 16.611 TB/s (FULL), 9.92 TB/s (HALF) (L1$ * .60)

>L3$: 8.3 TB/s (FULL), 4.96 TB/s (HALF) (L1$ * .30)

>TOTAL: 88.829 TB/s (FULL), 55.034 TB/s (HALF)​

[TASK ACCELERATION ENGINE]
**Heavily modified CU for various hardware-based RT, ML, IU, AI tasks

**Each Shader Engine is paired with a Task Acceleration Engine

**TAEs can house either 1 or 2 Task Acceleration Arrays

**TAAs can be of any given size when it comes to TAUs; however ideal
balanced designs generally call for TAAs that are 50% the core unit
count of a design's Shader Array (i.e a design with 5 Dual CU Shader
Arrays (10 CUs) having 5 TAU TAAs).

**TAUs can be thought of as pseudo-FPGA cores; each unit has internal
fixed-function hardware as well as a modified frontend compared
to normal CUs. TAUs also can range from having the following:

>2,000 To 8,000 logic cells

>16 Kb (2 KB) to 128 Kb (16 KB) distributed RAM (LUT) (acts as L0$)

>64 Kb (8 KB) to 512 Kb (64 KB) BRAM (acts as L1$)

>Internal Command Sync & Program Interface Configuration core
(directed by application to program the FPGA logic into
desired program state, manage unit state)

>Compute Thread Controller core (this is what programmers
interface with in dispatching code for the configured units
in the TAA to execute)

>1 Mb (128 KB) to 4 Mb (512 KB) SRAM (L2$, shared with all units in TAA;
meant for processed data locality storage)

>Shared 8 MB XIP (Execute-in-Place) Resource State Preset-allocated
MRAM (holds the microcode in bit-addressable/byte-addressable
format for immediate configuration)*

* = Will be able to be updated with future firmware changes

* = Shared between both TAAs

* = Simply used to configure the FPGA logic & fixed-function
aggregate unit states to specific profile presets (RT, ML, AI,
or IU) by storing the relevant set-up and configure/compile data

># TAEs: 2 (1 per SA)

># TASK ACCELERATION UNITS (TAU) PER TAE: 5

>LOGIC CELLS: 5000 (per TAU); 25,000 (per TAE), 50,000 (total)

>LUT RAM (L0$): 12 KB (per TAU), 48 KB (per TAE), 96 KB (total)

>BRAM (L1$): 48 KB (per TAU), 240 KB (per TAE), 480 KB (total)

>SRAM (L2$): 384 KB (per TAE), 768 KB (total)

>MRAM: 8 MB (total)

># CU: 1 (PER DUAL CU IN SA), 5 (PER SA), 10 (TOTAL)​

[AUDIO]

>ARCHITECTURE: Tempest Audio (Tempest Audio Engine Next (TAEN))

>GENERATION: 2

>DSPs: 2

>PROGRAMMABLE LOGIC: 1

>Modified single CU core

>3.9 GHz (fixed clock)

>8 KB L0$, 32 KB L1$, 128 KB L2$DFD

>No L3$

>~ 1 TF (998.75 GFLOPs)

>Can leverage up to 40 GB/s of system bandwidth​


[MEMORY]

>TYPE: HBM4E

>GENERATION: 1

>MODULE CAPACITY: 2 GB

>MODULE AMOUNT: 16x

>CONFIGURATION: 1X 16-HI

>I/O PIN BANDWIDTH: 6.2 Gbps (775 MB/s)

>I/O PIN COUNT: 128

>BUS WIDTH: 2048-bit

>MODULE BANDWIDTH: 99.2 GB/s

>TOTAL BANDWIDTH: 1587.2 GB/s (1.5872 TB/s)

>TOTAL CAPACITY: 32 GB​


[I/O COMPRESSION/DECOMPRESSION/MEMORY CONTROLLER]

[SSD]

>FORM FACTOR: M.2

>INTERFACE: PCIe-CXL

>INTERFACE GENERATION: 6.0

>CONNECTION SLOT(S): 1x (x4)

>NAND TYPE: ZNAND

>NAND MODULE CAPACITY: 2 Tb (256 GB)

>NAND MODULE BANDWIDTH: 2 GB/s

>NAND MODULE LATENCY: 1.8 ms

>NAND MODULE CHANNELS: 4 (per module), 32 (total)

># NAND MODULES: 8x​
>DEVICE BANDWIDTH: 16 GB/s

>MAXIMUM SUPPORTED BANDWIDTH: 32 GB/s

>DRIVE CAPACITY: 2 TB (2048 GB)

>MAXIMUM SUPPORTED DRIVE CAPACITY: 16 TB (16384 GB)​
[FLASH MEMORY CONTROLLER]

>STORAGE CACHE: IFC-SRAM, 384 MB

>STATUS: Internal cache control, GPU L4$ (shared cache)

**Specific implementation of Infinity Cache level for PlayStation 6

**Can replicate an approach similar to NVRAM without need reworking
of underlying memory sub-systems outside of virtual dynamic partition
scaling of the cache pool.

**Decompressor can stream through 96 GB of storage data into 384 MB cache
pool (would require 250 data block-buffer write cycles per second to the cache);
GPU can then access as an L4$ type Infinity Cache via an IFC cache
controller fabric (shared with the decompression hardware).

**Decompression block & flash memory controller logic sorts management of
cache coherency routines.​

>INTERFACE SUPPORT: x4 (full) M.2 PCIe-CXL 6.0 NVMe, x2 (half) M.2 PCIe-CXL 6.0 NVMe (either/or)

>BANDWIDTH CAPACITY (CACHE): 4150 GB/s (4.15 TB/s)

>LATENCY THRESHOLD: Sub-100 ns​

[COMPRESSOR/DECOMPRESSOR/MANAGEMENT]

>DECOMPRESSION BANDWIDTH LIMIT (HARDWARE): 96 GB/s

>DECOMPRESSION RATIO: 6:1

>COMPRESSION BANDWIDTH LIMIT (HARDWARE): 96 GB/s

>COMPRESSION RATIO: 6:1

># ENGINES: 4

1: IFC-SRAM Data Management Engine (DME)

2: RAM Data Management Engine (DME)

3: Network Data Management Engine (DME)

**Management for data over wifi and ethernet ports

4: Overhead/General Management Core Engine

**Orchestrates comms of the other three DMEs​


[PERIPHERAL SUPPORT]

>USB GENERATION SUPPORT: GEN 1, GEN 2, GEN 3, GEN 4

>USB-C SUPPORT: YES

># USB PORTS: 4

>FRONT: Custom USB Gen 4 Type-C 3x2 Alt-Mode data port (VR), 1x regular USB Gen 4 Type-C 2x2 port
(controllers, charging kits, etc.)

>BACK: 1x USB Gen 4 Type-A 2x2 port, 1x USB Gen 3 port​

>MICRO SD SUPPORT: YES

*Used for physical media delivery (128 GB/192 GB Game Cards). Managed by FMC & Decompressor.

*Game Card Bandwidth: 60 MB/s​

># MICRO SD SLOTS: 1 (FRONT, UHS-III, SDHC class)

>THUNDERBOLT SUPPORT: NO​


[WIFI/ETHERNET/BLUETOOTH]

[ETHERNET]

>IMPLEMENTATION: Single Port

>ETHERNET PHYSICAL LAYER: 25 Gbit

>NAME: 25GBASE

>STANDARD: 802.3bq-2016

>CONNECTOR: RJ45

>LINE CODE: 64b/66b

>TRANSCEIVER MODULE
: SFP28

>RECOMMENDED CABLE: 25GBASE-CR, 25GBASE-CR-S

>BANDWIDTH: 3.125 GB/s​
[WIFI]

>IMPLEMENTATION: Single Module

>NAME: Wifi 7

>STANDARD: 801.11acx

>ENCODE RATE: 8b/10b encoding

>MU-MIMO STREAMS: 5

>BANDWIDTH: 2925.427 Mbps per MIMO, 14.627 Gbps theoretical, 1.828 GB/s converted​


[VR SUPPORT]

>1x Entry-Level PSVR Gen 3 headset included with PS6

>Headsets also compatible with PC as VR peripheral units

>Includes wired (USB Gen 4 3x2 split as 4x USB Gen 3-speed Type-C ports), proprietary
connection w/ safety mechanisms to secure connection line

>Included VR helmet supports "2K" (1080p) 120 Hz

>10th gen PSVR headsets come in 3 model variants:

>ENTRY: Supports up to 2K (1080p) 120 Hz, per eye. $129.99 MSRP (1x with every PS6)

>Bandwidth rate: 8 BPC/RGB/No Compression/No Timing (6.37 Gbit/s (796 MB/s) * 2 = 12.74 Gbit/s (1.5925 GB/s))
lower end, 8 BPC/RGB/No Compression/CVT Timing (7.27 Gbit/s (908.75 MB/s) * 2 = 14.54 Gbit/s (1.8175 GB/s))
higher end.

>W/ USB 4 Gen 3x2 128/132b Encoding: 13.138 Gbit/s (1.642 GB/s) lower end, 14.994 Gbit/s
(1.874 GB/s) higher end

>W/ WiFi 7E: 13.66 Gbit/s (1.707 GB/s)(lower end), 15.59 Gbit/s (1.94 GB/s)
(higher end)(96% utilization on wireless module only); 16.67 Gbit/s (2.08 GB/s)
(lower end), 19.49 Gbit/s (2.436 GB/s)(higher end)(75% utilization on standard WiFi 7E
transmission devices).

>Built for uncompressed 2K 120 Hz per eye

>Built-in speakers

>Built-in entry level microphone

>Internal battery; can charge through the USB port when in wired mode. Can
also charge wireless via wireless transmission unit's charging station feature
(sold separately).

>Comes with 9' USB Type-C cable for wired play, charging, and data transmission

>160 degree FOV

>Built-in 2x 320 MHz bandwidth MU-MIMO antenna streams​
>ENTHUSIAST: Supports up to native QHD (1440p) 90 Hz per eye. $199.99 MSRP

>Bandwidth rate: 10 BPC/RGB/No Compression/No Timing (9.95 Gbit/s (1.24 GB/s) * 2 = 19.9 Gbit/s (2.48 GB/s))
lower end, 10 BPC/RGB/No Compression/CVT-RB Timing (11.04 Gbit/s (1.38 GB/s( * 2 = 22.08 Gbit/s (2.76 GB/s))
higher end.

>With USB 4 Gen 3x2 128/132b Encoding: 20.52 Gbit/s (2.56 GB/s) lower end, 22.77 Gbit/s
(2.846 GB/s) higher end

>W/ WiFi 7E: 20.696 Gbit/s (2.587 GB/s)(lower end), 22.96 Gbit/s (2.87 GB/s)
(higher end)(96% utilization on wireless module only); 24.875 Gbit/s (3.109 GB/s)
(lower end), 27.6 Gbit/s (3.45 GB/s)(higher end)(75% utilization on standard WiFi 7E
transmission devices).

>Built-in speakers

>Built-in upgraded microphone

>Internal battery; charge through USB port in wired mode. Can
also charge wireless if used with wireless transmission unit via
proximity with unit charge station functionality (sold separately).

>3.5 hours on full charge for wireless play.

>Comes with 12' USB Type-C cable for wired play, charging, and data transmission

>160 degree FOV

>Built-in 2x 320 MHz bandwidth MU-MIMO antenna streams​
>PERFORMANCE: Supports up to native 4K 90 Hz per eye. $399.99 MSRP

>Bandwidth rate: 10 BPC/YCbCr 4:4:2/No Compression/No Timing (14.93 Gbit/s (1.866 GB/s) * 2 = 29.86 Gbit/s (3.73
GB/s)) lower end, 10 BPC/YCbCr 4:4:2/No Compression/CVT-RB(16.23 Gbit/s (2.028 GB/s( * 2 = 32.46 Gbit/s (4.05
GB/s)) higher end.

>W/ USB 4 Gen 3x2 128/132b Encoding: 30.79 Gbit/s (3.849 GB/s) lower end, 33.474 Gbit/s
(4.184 GB/s) higher end

>W/ WiFi 7E: 31.0544 Gbit/s (3.8818 GB/s)(lower end), 33.75 Gbit/s (4.21 GB/s)
(higher end)(96% utilization on wireless module only); 37.325 Gbit/s (4.66 GB/s)
(lower end), 40.575 Gbit/s (5.0718 GB/s)(higher end)(75% utilization on standard WiFi 7E
transmission devices)*

* = 4K 90 Hz native refresh rate not provided with standard
WiFi 7E transmission devices​

>Built-in speakers​
>Built-in upgraded microphone​
>Internal battery; charge through USB port in wired mode. Can​
also charge wireless if used with wireless transmission unit via​
proximity with unit charge station functionality (sold separately).​
>3.5 hours on full charge for wireless play.​
>Comes with 12' USB Type-C cable for wired play, charging, and data transmission​
>160 degree FOV​
>Built-in 2x 320 MHz bandwidth MU-MIMO antenna streams​
>Optional wireless module sold separately; plugs into system's USB 4 Gen 4 3x2 port.
Wifi 7-based, following specs:

>Five MU-MIMO antenna streams

>7 GHz band (7234 MHz)

>Compatible with 320 MHz channel width

>2925.427 Mbps per MIMO

>14.627 Gbps theoretical

>1.828 GB/s converted

>~ 1.75 GB/s effective (96% utilization)

>Can support Entry headsets (1x, ALL. 2x, DSC 3, ALL), Enthusiast (1x, 10 BPC/RGB/No Compression/No Timing,
lower end), Entry headset (3x, ALL @ 90 Hz, DSC 3), (1x Entry (10 BPC/RGB/DCS 3/CVT-RB) + 1x Enthusiast
(10 BPC/RGB/DCS 3/CVT-RB))

>Eight-core/Eight-thread high-end ZEN-ARM processor block (repurposed PS6 CPU B2)

>Modified/repurposed GPU CU core

>Built-in compression hardware with DSC 3.0x support

>512 MB LPDDR5 RAM

>1 GB NAND

>MSRP $129.99​

>Second version, performance-level wireless VR module, has specs of:

>Ten MU-MIMO antenna streams

>Simultaneous dual-band (7 GHz (7234 MHz) + 7 GHz (7234 MHz))

>Compatible with 320 MHz channel width

>2925.4275064 Mbps per MIMO

>29.254275064 Gbps theoretical

>3.656784383 GB/s converted

>~ 3.51 GB/s effective (96% utilization)

>Supports Entry headsets (1x, ALL. 4x, DSC 3, ALL), Enthusiast (3x, 10 BPC/RGB/DCS 3/CVT-RB,
higher end), Professional headset (2x @ 90 Hz/DSC 3/CVT-RB, higher end. 3x, 8 BPC/YCbCr/DSC 3/
CVT-RB, mid-low end; 4x, 8 BPC/YCbCr/DSC 3/No Timing, lower end)

>Eight-core/eight-thread ZEN-ARM processor block (repurposed CPU B2 of PS6)

>Modified/repurposed GPU CU core

>1 GB LPDDR5 RAM

>2 GB NAND

>MSRP $249.99​


[PRICING]

>PS6: $499.99

>PS6 WIRELESS VR SKU: $599 (includes PS6, Entry VR headset, and Wifi Client Basic)​

>PSVR GEN 3 PERFORMANCE HEADSET: $349

>PSVR GEN 3 ENTHUSIAST HEADSET: $199

>PSVR GEN 3 ENTRY HEADSET: $129

>PS.STREAM: $199

>PS.STREAM & PSVR GEN 3 ENTRY HEADSET SKU: $299​

>DUALSENSE 2 CONTROLLER: $69

>PSVR WIFI CLIENT BASIC: $129

>PSVR WIFI CLIENT ENHANCED: $249​

[RELEASE]

>November 2027 or March 2028
 
Aug 28, 2019
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(con't)

So, that's what I think a 10th-gen PlayStation console/platform could look like from the hardware side of things. There's obviously the chance this doesn't play out, but I tried my best to look at various data trends and extrapolate any patterns from them, and keeping in mind the general business strategies these companies seem they want to pursue, their markets of interest, and tried timing things out as best as able.

If you all have any ideas for what YOU think Sony'll do for 10th-gen system designs (or if you already shared them in one of the other threads like this I did), please post/re-post them so we can discuss. If you think it's too early to talk 10th-gen, keep in mind these companies are ALREADY in planning stages for future system designs, so if they feel it's a good time to start brainstorming, so can we :goog_wink:

PLEASE keep this one focused solely on Sony and post any Microsoft-related stuff in the Microsoft thread. Also again, if you want me to explain ANYTHING with what I posted, just ask and I can do so; I've been working on this stuff on-and-off for the past several months in my spare time, I have enough notes to pull from ;)

Interested to see what thoughts and ideas you have 👍
 
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TLZ

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Yea definitely in Japan. I cannot see them dropping Japan. No way. PS5 is sold out there and they're doing lotteries. Even if it wasn't, I still don't see them dropping PS6 at all. Sony is still a Japanese company. Heck even MS selling 2 consoles per week is still doing it there.
 
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Just a guess, but I think both companies will move to services rather than hardware.
By 2027/2028? No hardware options at all? I dunno; there's still room for growth in visual fidelity, and there's still a lot to do with VR & AR. Plus expecting internet infrastructure and ISP regulations to 100% tighten up by 2027/2028 is strongly optimistic.

But we'll see what happens; for sure they will rely very strongly on services no matter what tho.

Yea definitely in Japan. I cannot see them dropping Japan. No way. PS5 is sold out there and they're doing lotteries. Even if it wasn't, I still don't see them dropping PS6 at all. Sony is still a Japanese company. Heck even MS selling 2 consoles per week is still doing it there.
That's true but I'm still curious how long sales will remain strong (ish?) in Japan, given some of the growing sentiment of frustration with some Japanese gamers, and Nintendo gearing up to storm it again with new games and the next Switch. I hope MS is able to either improve hardware sales there or see growth through GamePass & Xcloud on mobile, which seems like the more likely option for them in that kind of region.

I kind of think the bigger factor that determines what Sony does with Japan depends on software attach rates for PS5 relative to hardware sales, because it's the software (and services) where the companies make the money. If the ratio's bad, at the very least they might reconsider what type of hardware approach they go for Japan w/ PS6, especially if BOM and distribution costs for the console are too high relative to the profits through software sales in the region.

lol already?

;) Why not? I bet c'ha Mark Cerny and the rest of the team are already brainstorming stuff for PS6 as we wait to get lucky securing a PS5 xD
 
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tillbot8

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By 2027/2028? No hardware options at all? I dunno; there's still room for growth in visual fidelity, and there's still a lot to do with VR & AR. Plus expecting internet infrastructure and ISP regulations to 100% tighten up by 2027/2028 is strongly optimistic.

But we'll see what happens; for sure they will rely very strongly on services no matter what tho.


That's true but I'm still curious how long sales will remain strong (ish?) in Japan, given some of the growing sentiment of frustration with some Japanese gamers, and Nintendo gearing up to storm it again with new games and the next Switch. I hope MS is able to either improve hardware sales there or see growth through GamePass & Xcloud on mobile, which seems like the more likely option for them in that kind of region.

I kind of think the bigger factor that determines what Sony does with Japan depends on software attach rates for PS5 relative to hardware sales, because it's the software (and services) where the companies make the money. If the ratio's bad, at the very least they might reconsider what type of hardware approach they go for Japan w/ PS6, especially if BOM and distribution costs for the console are too high relative to the profits through software sales in the region.



;) Why not? I bet c'ha Mark Cerny and the rest of the team are already brainstorming stuff for PS6 as we wait to get lucky securing a PS5 xD
Yeah, you are right. Really appreciate the effort of the thread btw, very good read :)
 
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Yeah, you are right. Really appreciate the effort of the thread btw, very good read :)
I've been told multiple times I am crazy for writing these but some folks don't understand I just write most of this over a period of weeks.

Glad you've been having fun with what's here; we have to wait a long time to see what exactly these companies do for their next gen of hardware, but hopefully at least some of these ideas become real, in one way or another.
 

smithg5

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It’s hard to even consider what the next generation of consoles will be like:
  • VR is starting to mature with Quest 2 and Half Life Alyx in 2020 - it’s hard to imagine consoles not designed around VR in 2028.
  • If tradition and history holds, these SoCs will be manufactured on an approximately 1nm process. Crazy to think about. 5-8X the performance, the ray tracing, DLSS 5.0 or whatever. Wild stuff ahead If the pace continues.
  • Streaming sucks for hardcore fans but it‘s going to completely upend the long tail of the console market (at least for most genres).
My guess is that there will be console hardware but that the experience will be more different than the 360 launch is (blades and all) compared to the current console experience.
 
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It’s hard to even consider what the next generation of consoles will be like:
  • VR is starting to mature with Quest 2 and Half Life Alyx in 2020 - it’s hard to imagine consoles not designed around VR in 2028.
  • If tradition and history holds, these SoCs will be manufactured on an approximately 1nm process. Crazy to think about. 5-8X the performance, the ray tracing, DLSS 5.0 or whatever. Wild stuff ahead If the pace continues.
  • Streaming sucks for hardcore fans but it‘s going to completely upend the long tail of the console market (at least for most genres).
My guess is that there will be console hardware but that the experience will be more different than the 360 launch is (blades and all) compared to the current console experience.

Personally I am hoping VR becomes a default standard, because that is what's really going to drive adoption rates. Remember when analog sticks and rumble where optional peripherals? Not a lot of games were designed around them. Then when 6th-gen consoles made them more of a standard those sort of things became incorporated more tightly into game design across the industry.

VR headsets of good quality at the cheap should be readily capable of production within the next few years. I'm talking entry-level headsets a little the price of a controller; that way if the BOM is also low enough, include a headset standard with all units. It could also encourage innovations with the UI features/experience, even encourage integration of VR with regular home routines possibly.

This gen is so boring we're already discussing next gen :messenger_tears_of_joy:

Only because most people still can't secure a console. I'm only planning on picking them up near the end of the year, when supply should be regular and easily found.

Mate, you have too much free time, but you use it in a good way. :lollipop_grinning_sweat:
Just biding some time while these consoles continue to act like phantoms for the masses waiting ;)