On the hardware front it's going to be the same as the PS4/PS5, look at what PC is doing a few years before and extrapolate from there. I fully expect the leap from PS5 to PS6 to be smaller then the PS4 to PS5 was in both CPU and GPU (outside of RT and AI). It seems likely the GPU will be roughly 4x in raster but with much bigger leaps in RT and AI. Some increase in SSD speeds are also likely but I wouldn't expect another massive leap, PCIE 5 drives are running very hot just for a doubling in transfer speeds.
I think this is reasonable. The power jumps we can expect, while maintaining TDPs that fit a console and take into account the reality of smaller nodes costing more, will likely shrink. Plus it's taking longer and longer for devs to fully harness the power of these systems as budgets, team sizes and dev time for AAA games continues to grow.
As for VR? I think the reception of PSVR2 as well as the dire sales of Quest 3 firmly put a nail in any dreams of it being more then a niche gaming segment. Bundling it with the console seems foolhardy, a very large segment of the population still finds VR uncomfortable to use. I highly doubt PSVR3 will be a thing.
Well the current state of the VR market is somewhat self-fulfilling where some or many of these companies might've expected the products to sell based on their novelty alone, but without much in the way of a roadmap to push content and marketing long-term. I think outer factors like the pandemic and chip shortages, and internal factors like a priority shift early on to GaaS/live-service, might've taken Sony's focus away from optimally providing for the PSVR2 since they had to get the PS5 supply back on track, and make adjustments to some areas internally.
However, somewhat soft sales for PSVR2 shouldn't be used as an indicator to say there is no larger interest in VR. It just needs to be a lot more affordable, and be something people don't have to go out of their way to enjoy. Like imagine if CD-ROM drives remained optional in the console space well into the 2000s; you'd of gotten none of the widespread game design innovations that came with standardization of the medium, but it'd of been self-fulfilling in a sense because no one took the initiative to prioritize CD-ROM as a system standard.
And, arguably, companies like Sony were able to do this because they had a vested interest in CD-ROM technology. Well, they have a vested interest in VR technology between things like the lenses being used, cameras, and just R&D already invested into the tech as-is. If they could have the foresight to establish some type of standard in VR tech with other companies, that would help with various things related to adoption of standardized features that could help in lowering costs at scale, then companies like Sony can take the initiative to get VR production scalable and cheap enough to include some form of it as a standard in a mainstream system like PS6.
At that point, adoption comes naturally and devs now have all the incentive to consider that tech in aspects of their game design at the core. Sony have the incentive to develop UI experiences at the system level using that tech at its core. And all of that, creates more and more interest with customers. It all feeds into each other.
Streaming and Cloud on the other hand will be pushed heavily. With the success of the Portal as well as the continued growth and development of Cloud technologies (Sony themselves heavily investing into it) I think both the Steaming and portability thereof will continue to get greater focus.
I think so, too, but in ways that complement the main pillar of their gaming ecosystem, the console. Less so in ways where they mitigate the importance or need of the console.
And that's a key distinction to make.
I don't see the PC strategy focus changing either, the entire venture has been extremely profitable for Sony and the ROI for them is very high. They even have contractual obligations for it for the next 10 years. I highly doubt day one (outside of some GaaS) ever becomes a thing, so the continued strategy of a 2 years gap would likely work for them.
Eh, it hasn't been that profitable. Many of the more recent ports have not done great numbers, and the last results the previous FY fell short $50 million even while including Destiny revenue. The PC ports are potentially cheap (as we know now, anything under $30 million just required an email for approval), but doing multiple numbers of such ports a year still can add up near $100 million if not more, then you're looking at potential sales, Valve's cut, to get final results.
For example TLOU Remake did ~ $52 million in revenue on PC. But, assuming the port cost was just $30 million, then you take out Valve's 30% cut, and suddenly that port is barely profitable for Sony/SIE. I bet games like Spiderman went over the $30 million threshold, how much over though we don't know. As far as the contractual obligations, that's only been proven with the X-Men game and maybe some of the other Marvel ones Insomniac are working on; none of that would extend to IP SIE themselves own, and even with the Marvel stuff, those contracts can be re-negotiated as needed. We've seen that clearly between Microsoft and Lucasfilm (an arm of Disney) for games like Indiana Jones, for example.
All that said, I think the plans for PC WRT GaaS/live service games will likely remain the same. Most of them I can see coming to PC, most of those being Day 1 releases. There's still a situation where Sony has to convince console owners that version is worth playing even if the online isn't free, meaning they either get rid of paid online or put in lots of free item & cosmetics perks for PS+ subscribers on console, but that's a different bridge to cross.
It's been a while since we heard a peep on the ReRAM front. Maybe the pandemic sidelined any plans they had and they'll get back on track. My hope is that with the joint venture plant with Sony and TSMC going live in late 2024 that Sony will utilize this plant to get their ReRAM plans off the ground. I would imagine that at first this tech would be implemented in high end products like their Alpha cameras where charging a premium is expected. Then after 3 or so years of perfecting manufacturing and hammering costs down, then maybe it'd be ready to be put into the PS6 as the primary storage. Here're the stated raw speeds of ReRAM back around 2019:
- 128GB (8x 128Gb) - 25.6GB/s read, 9.6GB/s write.
- 256GB (16x 128Gb) - 51.2GB/s read, 19.2GB/s write
Having raw speeds that are 10x faster than the PS5's SSD would be absolutely crazy. Maybe even higher once compression is taken into consideration.
I'm still trying to picture what a use case for ReRAM would be in a console if you already give it a good enough amount of GDDR-based RAM, and it has a decently fast SSD with robust I/O subsystem to boot. Plus no matter what, ReRAM is still going to be more expensive than NAND.
The byte-addressability is an advantage, but it'd have to come at a much higher bandwidth at modest cost. It looks like you get 200 MB/s for each GB of ReRAM; if Sony were to include something like that in PS6 it probably wouldn't be a large amount, maybe 64 GB at most, and it'd have to serve a point bandwidth-wise between GDDR and the SSD I/O. Personally I'm not necessarily seeing a way it can be increased in bandwidth to, say, 1 GB/s per 1 GB capacity, between 2019 and a little less a decade from then if the only mass-market application is in lower-volume high-end products going to market in 2025.
It feels like ReRAM is a technology that'd be more suitable for a PlayStation console beyond PS6, but I can see it having use in the PS6 gen on the server/cloud side of things, though. Even with the idea of an auto-LOD
foamdino
was saying earlier, which I think would be a great customization (especially if it could also predictively construct higher-level assets from lower-quality LODs and textures, basically something tech like DLSS and XeSS, and FSR to a lesser extent, are doing at the hardware level for framebuffers), I think that could get done with 'regular' GDDR RAM and a good enough SSD with great decompression tech, and really good GPU decompression for GPU-format data.
Something to serve that type of system where there's say 32 GB of fast GDDR7 (or GDDR7W) maybe hitting 1 TB/s bandwidth or more, and some 2 TB SSD doing say 12 GB/s raw bandwidths but > 50 GB/s with decompression, would be great if affordable in bandwidth & capacity. So if it were ReRAM, something like 64 GB capacity doing like 224 GB/s of bandwidth, but can that really be ready for a console by 2027/2028?
My idea is that by following the current trend, around PS6 release the physical game sales will be almost zero, and maybe there won't even be PS6 physical disc games anymore, but they may instead sell boxes with PSN codes for gifts, or special/collector editions stuff like illustration cards, artbooks, figurines etc. in the physical stores. I see that in the future physical will be more for that collector edition part than for for the normal game copies.
If PS6 disc games exist, they will represent a tiny portion of their game revenue, so won't care if you go with the disc to your friend's house, or sell it in 2nd hand, or stuff like that.
The unique code is a good idea but if they didn't already implemented it may be due to some reason, like maybe mass produced discs must be exactly the same.
Dunno; didn't some of the recent leaked info show that most PS5 owners are still buying physical? I mean there is a gradual transition happening, but I'm starting to think growth of digital doesn't have to mean physical is shrinking at a similar rate. In fact that doesn't seem to be the case at all with PlayStation; digital is still growing especially in certain markets but physical is still very strong unlike on Xbox, where physical has basically collapsed.
There isn't much where in the next 4-5 years, physical just has a collapse on PlayStation and that there's no need for physical PS6 games. I can see Sony and other companies doing the incentives for physical as you mention, but they can also still print-to-order physical copies of games for those who order them specifically. These would likely be collectors anyway, so if they have to pay a bit more than the normal price, they won't mind.
Just make sure the actual game data is on the disc, and the disc isn't just a DRM code. But, they can customize codes at pressing for each physical disc made, to help act as an identifier in a database for ownership, without having the user continuously insert the disc for verification, as
EDMIX
was saying.
Speculating on the PS6 launch window games, I'd expect:
- At Launch, In Fall 2028...
- Destiny 3 (Bungie) – PC, PS5 & PS6 cross-gen.
- Marvel's Spider-Man 3 (Insomniac Games) – PS5 & PS6 cross-gen.
- Marvel's Spider-Man Collection (Insomniac Games / Nixxes Software) – PS6 exclusive; including Spider-Man, Miles Morales, Spider-Man 2 and Venom, all remastered with full raytracing and next-gen features support.
- New Astro's Playroom (Team Asobi) – PS6 exclusive.
- New Action IP (Shift Up) – PS6 exclusive.
- Next-Gen Updates – Naughty Dog's New IP, Bend's new IP; Horizon III; the next God of War; Gran Turismo 8...
- Over The Launch Window, In Winter and Spring 2029...
- New IP (Haven Studios) – PC, PS5 & PS6 cross-gen.
- Racing Game (Firesprite) – PS5 & PS6 cross-gen; possibly MotorStorm.
That'd be a solid launch and launch-window lineup...aside maybe Spiderman Collection. I mean if they're already going to have Spiderman 3 there at launch, a collection of the older games would be redundant perhaps. They could offer next-gen updates for those instead.