Comparison of gaming platforms
Table
Name | Availability | Processing power in FLOPS | Operating System(s) | Library | Input | Backward compatibility | Forward compatibility | Retail availability | Online services | Game distribution methods | Platform market share | Platform market size | Sales |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PC | 1970s–present | Varies greatly depending on host device form factor and specialization. | Windows, OS X, Unix, BSD, Linux-based: Ubuntu, Chrome OS, Android-x86, Steam OS, Other Linux |
|
Yes, although DOSBox or virtual machines may be required for games 15+ years old. | Partial - Newer games may be incompatible if the machine is incapable of handling newer hardware features required by the software, i.e. 64-bit, SSE or newer APIs such as DirectX 12. | Global | Various. Notably Steam, Origin, Uplay, and Battle.net. |
|
51%[1] | $25 billion[2] | ||
PlayStation 2 | 2000–2013[3] | 6.2 GFLOPS[4] | Proprietary OS developed by Sony | 3870 | Yes | No | Global | Network Play | Physical | 155 Million Units[5] | |||
Xbox 360 | 2005–present | 240 GFLOPS[6] | Xbox OS (Xbox 360) | 1125 | Partial[lower-alpha 2] | No | Region-specific | Xbox Live |
|
83.7 Million | |||
PlayStation 3 | 2006–present | Theoretical maximum of 230.4 GFLOPS in single precision/Up to 100 GFLOPS in double precision[7] | XMB | 795 | Partial, hardware-based for CECHBxx and CECHAxx models, software-based for later models | No | Region-specific | PSN |
|
80 Million+ Units[8] | |||
Wii | 2006–2013[9] | 2.9 GFLOPS | Wii system software | 1222 | Yes, but not available on Mini model | No | Global | Nintendo Wi-Fi Connection, WiiConnect24, Wii Shop Channel |
|
101.15 Million Units[10] | |||
iOS devices | 2007–present | Varies greatly depending on host device form factor and specialization. | iOS |
|
Yes, but notably short-term due to frequent OS changes. | Partial | Region-specific | Game Center | iOS App Store | 1.025 billion[11][12][13] | |||
Android | 2008–present | Varies greatly depending on host device form factor and specialization. | Android | 600+ (not accounting for titles available through cloud services) |
|
Yes, but notably short-term due to frequent OS changes.[14] | Partial[15] | Global | Google Play Games |
|
|||
Wii U | 2012–present[16] | 352.0 GFLOPS[17] | Updated IOS | 409 |
|
Yes | Unknown | Global | Nintendo Network |
|
6.68 Million Units[18] | ||
PlayStation 4 | 2013–present | 1.843 TFLOPS[19] | Orbis OS | 317 | Dualshock 4 Controller | Partial - Select older titles are available via stream.[20] | Unknown | Global | PSN |
|
10 Million+ Units[21] | ||
Xbox One | 2013–present | 1.310 TFLOPS[22] | Xbox OS (Xbox One) | 279 | Xbox One Controller | Partial - Only select games are available. Games need to be manually made compatible with the Xbox One by Microsoft and ran in an emulator.[23][24] Games emulated on the Xbox One may result in lower performance than the original platform, due to the nature of emulators.[25] | Unknown | Limited[26] | Xbox Live |
|
3 Million+ Units[27] |
Note: Most of these platforms support HID-compliant keyboards, but usually only as methods for entering text. Rarely, console games support input from keyboards and mice for gameplay purposes, such as CS:GO on the PS3.[28]
Platforms in Competitive Gaming
All platforms support competition in some form. The Space Invaders Championship held by Atari in 1981 was the earliest large scale video game competition.[29] Players would compete for the highest scores.
The tournaments which emerged in the mid 1990s coincided with the popularity of fighting games, played in both arcade machines and video game consoles. In the late 1990s, broadband internet paved the way for first-person shooters tournaments on PC, the most notable being the Red Annihilation tournament in 1997 where Dennis "Thresh" Fong won John Carmack's Ferrari.[30] In the early 2000s, real-time strategy games on PC became overwhelmingly popular in South Korean internet cafés, with crucial influence on the development of competitive gaming worldwide.
As of August 16, 2014, the largest platform for competitive gaming is PC, with the games Dota 2, League of Legends, StarCraft II, and Counter-Strike: Global Offensive. Over $22 million has been awarded in Dota 2 competitions.[31] Various Nintendo Games (played on Nintendo Consoles with local, LAN or Online Multiplayer) and the latest iteration of the Call of Duty franchise are popular on consoles.
See also
Footnotes
- ↑ Modern PCs can essentially use any input device, as long as there's an adapter to convert it to USB, IEEE 1394, Bluetooth, or any other compatible input protocol. However, only software built to intentionally accept any type of input signal will accept this. For example, modern games probably won't work with a USB-adapted NES controller. However, if the adapter makes use of input APIs such as DirectInput then the range of compatible software greatly increases. Emulators (such as Project64), on the other hand, accept input from almost anything (even mixing between several input devices).
- ↑ Via software-based emulation, there is a backwards compatibility rate of 51% of 461 for first-generation Xbox games. Network functionality not emulated.
References
- ↑ "Gamasutra: Ulyana Chernyak's Blog - Video Game Market Overview: Console vs. PC vs. Mobile". gamasutra.com. Retrieved 16 February 2015.
- ↑ "'PC games have surpassed console games globally'". PCR Retail. Retrieved 16 February 2015.
- ↑ Keith Stuart. "PlayStation 2 manufacture ends after 12 years". the Guardian. Retrieved 16 February 2015.
- ↑ Jon Peddie, President, Jon Peddie Research. "Update: How many FLOPS are in game consoles?". TG Daily. Retrieved 16 February 2015.
- ↑ "Sony stops shipping PlayStation 2 units in Japan". Rappler. Retrieved 16 February 2015.
- ↑ Xenos (graphics chip)
- ↑ PlayStation 3 technical specifications#Central processing unit
- ↑ Sony Computer Entertainment America Inc. (6 November 2013). "PlayStation®3 Sales Reach 80 Million Units Worldwide". prnewswire.com. Retrieved 16 February 2015.
- ↑ "Nintendo says sayonara to the original Wii". CNET. CBS Interactive. Retrieved 16 February 2015.
- ↑ "IR Information : Sales Data - Hardware and Software Sales Units". nintendo.co.jp. Retrieved 16 February 2015.
- ↑ "How many iPhones have been sold worldwide?". AboutTech. Retrieved 19 April 2015.
- ↑ "What are iPad sales all time?". AboutTech. Retrieved 19 April 2015.
- ↑ "Apple sells 100 million iPod touch units". The Loop. Retrieved 19 April 2015.
- ↑ "Application backward compatibility". android.com. Retrieved April 16, 2016.
- ↑ "Application forward compatibility". android.com. Retrieved April 16, 2016.
- ↑ Tom Powter. "Nintendo reveals new sales figures for Wii U and 3DS". Flickering Myth.
- ↑ "AMD Wii U GPU". TechPowerUp. Retrieved 16 February 2015.
- ↑ "Nintendo Financials Reveal Mario Kart 8, Wii U Sales Figures". IGN. Retrieved 16 February 2015.
- ↑ "AMD PlayStation 4 GPU". TechPowerUp. Retrieved 16 February 2015.
- ↑ "PlayStation Now Game List: Here's Every PS3 Game You Can Stream". cinemablend.com. Retrieved 16 February 2015.
- ↑ "Sony has sold 10 million PlayStation 4s". The Verge. Vox Media. Retrieved 16 February 2015.
- ↑ "AMD Xbox One GPU". TechPowerUp. Retrieved 16 February 2015.
- ↑ Mary Jo Foley. "Emulation is key to Microsoft's Xbox backward compatibility story". ZDNet.
- ↑ "Xbox 360 backward compatibility coming to Xbox One". Ars Technica. Conde Nast Digital. June 15, 2015. Retrieved June 15, 2015.
If users already purchased the games digitally through Xbox Live, they can simply log in and re-download the game on Xbox One without paying any additional cost. If they own the game as a disc, they'll have to download the game to their Xbox One hard drive, and the system will then check for the disc before launching the game
- ↑ "Mass Effect: Xbox One Backwards Compatibility vs Xbox 360 Frame-Rate Test". DigitalFoundry. Retrieved 2 February 2016.
- ↑ http://www.xbox.com/en-US/xbox-one/disclaimer
- ↑ "Thank You for an Epic 2013". xbox.com. Retrieved 16 February 2015.
- ↑ http://www.eurogamer.net/articles/2011-08-26-ps3-cs-go-supports-keyboard-and-mouse. Retrieved 2016-05-03
- ↑ "Players Guide To Electronic Science Fiction Games". Electronic Games 1 (2): 35–45 [36]. March 1982. Retrieved August 16, 2014.
- ↑ Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 89. ISBN 0-375-50524-5.
- ↑ "Top 50 Games Awarding Prize Money :: e-Sports Earnings". Retrieved October 20, 2014.