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Comparison of gaming platforms

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Platforms[edit]

File:WPVG icon 2016.svg This video game-related list is incomplete; you can help by expanding it.
Name Availability Processing power in FLOPS Operating system(s) Library Input Backward compatibility Online services Game distribution methods Install base
PC 1970s–present Varies greatly depending on host device form factor and specialization. Current maximum single GPU (RX Vega 64): 13.7 TFLOPS Windows, macOS, Linux, others 17,750+[1][lower-alpha 1] Yes[lower-alpha 3] Multiple. Notably Steam, Origin, Uplay, and Battle.net. 261 Million Units[3]
Super Nintendo Entertainment System 1990-2003 Unknown Proprietary 1691[lower-alpha 4] No Satellaview (Japan only), XBAND (third-party), Nintendo Power
  • Physical
  • Broadcast (Satellaview, Japan only)
49.1 million units[4]
Nintendo 64 1996–2003 100+ MFLOPS Proprietary 388 No Randnet (Japan only), SharkWire Online (third-party) Physical 32.93 million units[4]
PlayStation 1994 100+ MFLOPS[5] Proprietary 7918[6] N/A Physical 104.25 million units[4]
Dreamcast 1998-2001[7] 1.4 GFLOPS[8] Proprietary software developed by Sega / Custom version of Windows CE (with DirectX) developed between Microsoft and Sega 636
  • Dreamcast Controller
  • Dreamcast Keyboard
  • Dreamcast Mouse
  • Other Input Devices
No SegaNet, Dreamarena Physical 9.13 Million Units[9]
PlayStation 2 2000–2013[10] 6.2 GFLOPS[11] Proprietary OS developed by Sony 10,035[6] PlayStation Network Play Physical 155 Million Units[12]
GameCube 2001–2007[13] 9.4 GFLOPS[14] Dolphin OS 660 No Limited Physical 21.74 million units[15]
Xbox 2001-2009 20 GFLOPS[16] Xbox Dashboard 1045 N/A Xbox Live Physical 24+ million units
Xbox 360 2005–2016 240 GFLOPS[17] Xbox OS (Xbox 360) 1183 Xbox [lower-alpha 5] Xbox Live 85.49 million units[4]
PlayStation 3 2006–2017 Theoretical maximum of 230.4 GFLOPS in single precision; up to 100 GFLOPS in double precision[18] XMB 2217 PlayStation (available on all models)

PlayStation 2 (only available on launch model)

PSN 80 million+ units[19]
Wii 2006–2013[20] 12 GFLOPS[5] Wii system software 1653 GameCube, only available on launch model Nintendo Wi-Fi Connection, WiiConnect24, Wii Shop Channel
  • Physical
  • Some games distributed through Wii Shop Channel
101.63 million units[15]
iOS devices 2007–present Varies greatly depending on host device form factor and specialization. iOS 729,893[21] Yes Game Center iOS App Store Unknown [lower-alpha 6]
Android 2008–present Varies greatly depending on host device form factor and specialization. Android 100,000+ [22]
  • Standard: Touchscreen
  • OEM-specific hardware input methods
  • third-party devices
Yes [23] Google Play Games Unknown [lower-alpha 6]
Wii U 2012–2017 352.0 GFLOPS[24] Wii U System Software 774 Wii Nintendo Network
  • Physical
  • Some games also distributed via Nintendo E-Shop
13.36 million units[15]
PlayStation 4 2013–present 1.843 TFLOPS[25] Orbis OS 1222 No PSN 40 million+ units[26]
Xbox One 2013–present 1.310 TFLOPS[27] Xbox OS (Xbox One) 1119 Xbox 360 [lower-alpha 7] Xbox Live 3 million+ units[31]
Xbox One S 2016 1.4 TFLOPS[32] Xbox OS (Xbox One) 1119 Xbox 360 [lower-alpha 7] Xbox Live Unknown
PlayStation 4 Pro 2016 4.2 TFLOPS[25] Orbis OS 1222 PlayStation 4 PSN 65,194[33]
Nintendo Switch 2017 Nintendo Switch system software 395
  • Nintendo Switch Console
  • Joy-Con
  • Switch Pro Controller
No Nintendo Network 4.7 million units[34]
Xbox One X 2017 6 TFLOPS[35] Xbox OS (Xbox One) 1119 Xbox 360 [lower-alpha 7], Xbox One Xbox Live Unknown

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.[36]

Platforms in competitive gaming[edit]

All platforms support competition in some form. The Space Invaders Championship held by Atari in 1981 was the earliest large scale video game competition.[37] 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.[38] 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.[39] 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[edit]

Footnotes[edit]

  1. It is impossible to account fully for all games that existed on the platform due to its extensive lifespan and open nature.
  2. Including console controllers, Valve's Steam controller, flight joysticks, and various other peripherals. 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).[original research?]
  3. Depends on the operating system and hardware; games incompatible with the host system can be run using software solutions including (but not limited to) DOSBox, virtual machines, Glide wrappers and source ports.
  4. 1447 on Super Famicom, plus 231 on Satellaview and 13 on Sufami Turbo. 783 in USA/Europe
  5. Via software-based emulation, there is a backwards compatibility rate of 51% of 461 for first-generation games. Network functionality not emulated.[citation needed]
  6. 6.0 6.1 This is a multi-purpose platform. Only use statistics that expressly refer to usage in gaming context - hardware sales figures do not translate to it directly
  7. 7.0 7.1 7.2 Only select games are available. Games need to be manually made compatible with the Xbox One by Microsoft and ran in an emulator.[28][29] Games emulated on the Xbox One may result in lower performance than the original platform, due to the nature of emulators.[30]

References[edit]

  1. "Steam Search". Steam. Retrieved 12 September 2017.
  2. "PlayStation Now on PC". playstation.com. Retrieved 26 August 2016.
  3. "Steam Stats". SteamSpy. Retrieved 16 September 2017.
  4. 4.0 4.1 4.2 4.3 "Most sold video game consoles worldwide 2016 | Statista". Statista. Retrieved 2016-12-02.
  5. 5.0 5.1 "Processing Power Compared". pages.experts-exchange.com. Retrieved 2016-12-03.
  6. 6.0 6.1 "Cumulative Software Titles". Sony Computer Entertainment Inc. Archived from the original on 21 September 2008. Retrieved 19 September 2014.
  7. "Sega Cancels Dreamcast". BBC News. Retrieved 19 June 2017.
  8. "Dreamcast Hardware Specs". GameSurge. Retrieved 19 June 2017.
  9. Zackariasson, Peter; Wilson, Timothy L.; Ernkvist, Mirko (2012). "Console Hardware: The Development of Nintendo Wii". The Video Game Industry: Formation, Present State, and Future. Routledge. p. 158. ISBN 978-1138803831. Search this book on
  10. Keith Stuart. "PlayStation 2 manufacture ends after 12 years". the Guardian. Retrieved 16 February 2015.
  11. Jon Peddie. "Update: How many FLOPS are in game consoles?". TG Daily. Retrieved 16 February 2015.
  12. "Sony stops shipping PlayStation 2 units in Japan". Rappler. Retrieved 16 February 2015.
  13. Tor Thorsen. "Nintendo officially pulls plug on GameCube?". GameSpot. Retrieved 23 October 2016.
  14. "DCTP - Nintendo's Gamecube Technical Overview". Retrieved 23 October 2016.
  15. 15.0 15.1 15.2 "IR Information : Sales Data - Hardware and Software Sales Units". nintendo.co.jp. Retrieved 26 October 2016.
  16. "GPU GFLOPS". kyokojap.myweb.hinet.net. Retrieved 2016-12-15.
  17. Xenos (graphics chip)
  18. PlayStation 3 technical specifications#Central processing unit
  19. Sony Computer Entertainment America Inc. (6 November 2013). "PlayStation®3 Sales Reach 80 Million Units Worldwide". prnewswire.com. Retrieved 16 February 2015.
  20. "Nintendo says sayonara to the original Wii". CNET. CBS Interactive. Retrieved 16 February 2015.
  21. "App Store Metrics | Pocket Gamer.biz | PGbiz". www.pocketgamer.biz. Retrieved 2016-12-03.
  22. "Chapter 2: An Analysis of Apps in the Google Play Store". 10 November 2015. Retrieved 12 September 2017.
  23. "Application backward compatibility". android.com. Retrieved April 16, 2016.
  24. "AMD Wii U GPU". TechPowerUp. Retrieved 16 February 2015.
  25. 25.0 25.1 "Playstation 4 Pro Tech Specs". playstation.com. Retrieved 19 October 2016.
  26. "PlayStation®4 Sales Surpass 40 Million Units Worldwide". Sony. PR Newswire. Retrieved 26 May 2016.
  27. Smith, Matt (November 6, 2013). "How to upgrade your PC to put it on par with the PS4 and Xbox One". Digital Trends. Retrieved December 8, 2016.
  28. Mary Jo Foley. "Emulation is key to Microsoft's Xbox backward compatibility story". ZDNet.
  29. "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
  30. "Mass Effect: Xbox One Backwards Compatibility vs Xbox 360 Frame-Rate Test". Digital Foundry. Retrieved 2 February 2016.
  31. "Thank You for an Epic 2013". xbox.com. Retrieved 16 February 2015.
  32. "Xbox One S is 7.1 percent faster than Xbox One, but it's complicated". Retrieved 12 September 2017.
  33. "Japanese Sales Chart: PS4 Pro Sells 65,000 Units". PlayStation LifeStyle. 2016-11-16. Retrieved 2016-12-02.
  34. "Nintendo Switch sells 4.7 million units". IGN. 2017-07-26. Retrieved 2017-07-26.
  35. Thang, Jimmy (11 June 2017). "Console Specs Compared: Xbox One X, PS4 Pro, Switch, And Xbox One S". Retrieved 12 September 2017.
  36. http://www.eurogamer.net/articles/2011-08-26-ps3-cs-go-supports-keyboard-and-mouse. Retrieved 2016-05-03
  37. "Players Guide To Electronic Science Fiction Games". Electronic Games. 1 (2): 35–45 [36]. March 1982. Retrieved August 16, 2014.
  38. Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 89. ISBN 0-375-50524-5. Search this book on
  39. "Top 50 Games Awarding Prize Money :: e-Sports Earnings". Retrieved October 20, 2014.


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