Video game console

Game (s) are consoles computer or computer-like devices that are primarily designed for video games. Aside from playing game consoles offer more functions (eg playback of Audio CDs and DVD -Video). It is estimated that gaming consoles accounting for 25% of the world's total computing power of general-purpose computers in 2007.

Technology

A distinction is made between stationary state devices which are usually connected to a TV, and portable game consoles with built-in monitor (see handheld console ).

In their respective development period, the graphics performance of gaming console corresponds mostly about the current computer models or even exceeds the performance of the current computer. There are subpanels whose processor performance is also better than that of current PCs, but usually it is less.

From the perspective of game developers, the biggest advantage of game consoles over PCs is that they are dealing with their own standard hardware platform for which they can optimize the software. PCs on the other hand consist of a variety of components, so it is difficult to find a single line in optimizing the programs and to ensure the smooth functioning of the game with all of these components.

Although game consoles, the hardware components are usually less efficient in comparison to the same time offered PCs, a console game often seems more fluid than a PC game. This will be one hand by the programmers who know how to fully exploit the resources of the console. On the other hand, is already respected in the development phase of a console sure to use components that are only meant for playing. Unnecessary peripherals and various connections is omitted for cost reasons. Although modern game consoles have advanced connections, but these serve as gadgets and are rarely used. For the user, the advantage is that when consoles no system maintenance and costly operating system installation is necessary. A permanently stored firmware boots the device.

The disadvantage of the consoles is that the platform is frozen on a certain level of development and increasingly lags the performance of the life cycle of the game console behind the current PCs. An increase in output by replacing individual components, as it is often possible with PCs is not or only partially possible and also not provided with game consoles in general. Also the handling capabilities of the console are limited compared to the PC. In addition, the prices for video games are usually due to licensing fees, the game makers have to pay at the respective console manufacturers, higher than their PC counterparts (even if it is the same game ). Also various hardware and gadgets are for consoles only in a higher price range exists because it is special developments for the respective console model, while PC peripherals usually works with pretty much all PCs at the same time available and therefore can be produced in larger quantities.

History stationary game consoles

These can be roughly divided into several sections and generations divided ( see references ), the assignment and counting but varied. There is also information ignore, for example, the beginnings of the 1983 crash and include here the "third generation " devices listed as "first generation". See also History of video games and List of video game consoles.

Hardwired consoles (1972-1979)

The first game console in the world was developed by Ralph Baer Brown Box in 1968 and in 1972 published licensed version Magnavox Odyssey. Since the devices of this first generation were designed for connection to standard TV, they were usually called in Germany video games. One of the first games was Pong. The video games offered only predetermined game modes, interchangeable game cartridges were usually not provided. With these devices, it was not about computers in the true sense; there were no programs, but the individual games were created directly by hardwired electronic circuits. Among the first generation of consoles also include the Home Pong consoles from Atari and Coleco Telstar of the Coleco.

8 -bit era to the Video Game Crash ( 1976-1983 )

The second generation had simple 2D graphics capabilities, could represent only a few colors, had no graphics acceleration and a very limited memory. Yet this had been to "real" computer. A CPU usually 8-bit processors were used, as storage media cartridges are used.

  • Atari 2600 ( in Japan Atari 2800, in the United States sometimes known as a Sears Video Arcade )
  • Atari 5200
  • Channel F (1976 )
  • ColecoVision
  • Hanimex HMG 2650
  • Intellivision (the first 16-bit computer)
  • Interton VC4000 (1978, first German console, identical with Grundig Super Play Computer 4000)
  • Nintendo Color TV Game 6 (1977, Japan only )
  • Philips G7000
  • SG -1000 Sega
  • Vectrex

In 1983, the video game market collapsed, the gap in the console gaming history was filled by home computer; see history of video games. It prophesied the end of the game consoles era until new consoles reconquered part of the market.

8- bit era after the Video Game Crash ( from 1985)

The third generation offered improved 2D graphics capabilities, more colors, graphics acceleration and slightly larger memory. Again, 8-bit processors are still used.

16- bit era (late 1980s to early 1990s )

The fourth generation usually had 16 -bit processors, comprehensive 2D graphics capabilities, rudimentary 3D capabilities and possibilities for larger memory modules and extensions. For the first time the CD was used as a storage medium.

  • Sega Mega Drive, Sega Genesis in North America (16 bit)
  • Super Nintendo Entertainment System ( SNES), Japan Super Famicom (SFC ) ( 16-bit)
  • SuperGrafx NEC (16 bit)
  • Neo -Geo SNK (16 bit)
  • Philips CD- I (16 bits)
  • CDTV Commodore Business Machines (16 bit)

Breakthrough of 3D consoles ( mid 1990s to the end )

The fifth generation offered 3D graphics capability, rendered video sequences and better sound. Most consoles now used CDs instead of modules as a storage medium. There were also vibration functions of controllers, memory cards to save game, playing audio CDs, and in exceptional cases, on-line access.

  • Pippin Apple and Bandai
  • Saturn by Sega (32 bit)
  • Nintendo 64 from Nintendo (64 bit)
  • Sony PlayStation (32 bit)
  • Panther by Atari (32-bit, but was replaced before the market launch of Jaguar)
  • Jaguar by Atari (64 bit; was released in October 1993)
  • Jaguar 2 by Atari (64 bit, 64 MHz; launch for early 1996 planned, then canceled )
  • CD ³ ² by Commodore International ( 32 bit; already appeared in the early 1990s )
  • Panasonic 3DO (32 bit)
  • iQue Player from Nintendo (64 bit)
  • PC -FX NEC Corporation ( 32-bit)

Advanced multimedia features (late 1990s to mid 2000s )

The sixth generation offered some advanced multimedia capabilities ( video DVDs playable online access, multi-channel sound, optional remote control ), partly optical audio outputs, USB and network connections, better 3D graphics and an optional installation of hard drives.

  • Dreamcast Sega (32-bit CPU / 128 bit FPU)
  • PlayStation 2 by Sony (64-bit CPU / 128 bit vector units)
  • GameCube by Nintendo (32-bit CPU / FPU 64-bit )
  • Microsoft Xbox (32-bit Celeron )

Expanded online features and motion control (from 2005)

The consoles of the seventh generation are capable online via dial-up, Ethernet or Wi-Fi and offer advanced multimedia capabilities. Even more important in this generation was the increased use or have a firm establishment of game controllers by means of movements. Here, the different concepts of the manufacturer to implement a motion control differ enormously.

  • Xbox 360 from Microsoft
  • Wii from Nintendo
  • PlayStation 3 from Sony

Microsoft and Sony have developed their consoles consistently in the direction of increasing computing power and graphics capabilities as well as playback of DVD formats successor. Sony also used a wireless motion sensitive controller ( Sixaxis ), which corresponds to the original exterior design of the PS2 controller. Since July 2008, known controller with DualShock function are also available from the previous models.

Nintendo bordered on the other hand apart from its two competitors and sat with hardly improved graphics performance in an innovative controller ( Wiimote ) which have motion sensors and a built-in infrared-sensitive camera. This avoids both position and acceleration detection is possible as well as the accurate detection of the targeted point at the TV screen, similar to a mouse on the PC. With comparatively low price and accessible game design has been tried to address additional buyers. The power consumption is lower than that of the two competitors.

Later, in 2010, also released Sony and Microsoft improved motion controls as extensions for their consoles. While Sony's PlayStation Move motion-sensitive both a controller and a camera (Playstation Eye), which recognizes this includes, Microsoft's Kinect no need for a controller and is controlled using a depth sensor and color camera alone by body movements.

Entertainment stations and beginners consoles ( from 2012)

The first release of the new console generation was Nintendo's Wii U, which was released on November 18, 2012 for the first time in North America. The sale in Europe and Australia began on 30 November 2012, and in Japan on December 8, 2012. The console is backward compatible with both the software and the accessories of its predecessor Wii. Technically the device is at about the level of performance of the PlayStation 3 and Xbox 360 main feature is a game controller with a touch-sensitive, integrated second screen that can be used, inter alia, in conjunction with the players on the monitor / TV for the display of additional content.

The PlayStation 4 was presented by Sony on February 20, 2013 the first time. It is based first on an x86 micro-architecture, the AMD Jaguar, and was implemented as an APU ( Accelerated Processing Unit). Processor and graphics unit are thus located on a common chip. The release of the console was announced for November 2013.

The Xbox One of Microsoft was presented on 21 May 2013, and also announced the release for November 2013.

In addition, several vendors presented new console concepts that are often based on the use of the Android operating system for mobile devices. In an article that was published on both the U.S. industry website Gamasutra and the British gaming magazine Edge, designated author and game developer Tadgh Kelly this in reference to the term microcomputer for low-cost home computers such as the BBC Micro, Commodore 64, Sinclair Spectrum or the Amiga as "micro consoles " (micro console). In this case, if it were not very large and, compared to the previous providers less powerful devices that are for much smaller and cheaper and their games would also be published at a far lower price via the integrated online shop. According to the U.S. game magazine 1UP also targets any of these consoles from it, with other providers to compete for the position as the sole game machine.

Among the best known representatives of this micro consoles counts on the Kickstarter funded with the help of a crowdfunding campaign Ouya. With the delivery of Ouya began in April 2013. The operating system is an Android version is used. Equipped with an NVIDIA Tegra 3 SoC (Quad-Core with 1.4 GHz) has the console over 1 GB of RAM and supports HDMI 1080p.

Classic home consoles

  • AMD True Audio DSP
  • Secondary chip for network processes
  • Audio DSP ( with 8 processors)
  • 4 Move Engines ( DMA)
  • 3 video processors ( for unlocking and decoding, and scaling)

Micro consoles and other

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