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The Future of Gaming Revisited

With the launch of the first “Pro” console of this generation and the addition of Microsoft taking Xbox in a different direction, it’s a great time to revisit the console market, taking a closer look at the potential direction the business could end up going in the not so distant future. I will focus mainly on both Microsoft and Sony throughout this article as they face a similar demographic in terms of player base, unlike Nintendo who have their own very successful niche, for the time being.

I’ll start with a simple statement: “Follow the money.” When attempting to understand the future direction of any industry, it’s essential to examine the current market positions of key players, visible trends, and the wider macroeconomic factors that may influence those markets. It’s less about looking into a crystal ball and more about making an educated guess. I’m also going to keep things simple and at a high to avoid getting bogged down in the “too much detail.”


Gen 9: A Retrospective So Far

Generation 9 (Gen 9) marks the first time where consoles from the previous generation would be directly compatible in terms of software. For those familiar with the PC space, this makes things similar to just upgrading your rig with a new GPU and possibly a new CPU to be able to play the latest games that bit better. At the same time, Gen 8 saw the growth of the digital library, a key factor that will resonate through future generations.

This built-in backwards compatibility posed both an opportunity and a challenge for Microsoft and Sony. First and foremost is the inevitable cross-generational software support. Following the money, it’s impossible to ignore the large install base of the previous generation, where players have invested time and money into their respective ecosystems. At the same time, there must be a compelling reason to move to the newer, more powerful hardware; it’s a commercial and logistical balancing act, at least for Sony.

The current generation introduced a unique scenario with both Gen 8 and Gen 9 consoles sharing many architectural similarities, as both are x86-based and use custom SoCs manufactured by AMD, derived from their RDNA 2 product line in the main with some custom additions made by both Sony and Microsoft. On the surface, this should have been an opportunity to save on costs associated with game development and a way to control the transition to new hardware through next-gen software as opposed to the way previous generations have started, with a line drawn in the sand with sometimes radically different hardware dictating how things played out. If a controlled, cost effective and smooth transition between generations was the original intention, then it didn’t quite pan out as intended, especially against the backdrop of a global pandemic, disrupted supply chains, and skyrocketing inflation. Fast forward to 2024, and we’re still seeing healthy support for 11(+)-year-old Gen 8 hardware as a direct result.

That said, if you look at the current generation just in terms of how many consoles have been sold, you’re missing the bigger picture and the not so subtle hints as to where the future of the console is likely heading.

This generation has seen further harmonization between consoles and their PC counterparts, sharing similar hardware DNA that has streamlined game development to some extent. However, at the same time, AAA games in particular have become more complex, and development costs have spiraled out of control while the industry is facing significant challenges as it reorients itself in a post COVID world where customer buying trends and behavior are changing. In addition to this, the industry as a whole is trying to understand where to leverage the obvious benefits AI can bring to the table in terms of game development efficiencies and overall cost savings, albeit at the detriment to the associated job market.


A Change in Strategy

Since mid-way through Gen 8, Microsoft has begun to adopt a more diverse broader strategy, one that has sent ripples through the rest of the industry. After two generations of trading blows with Sony and Nintendo, Microsoft’s Xbox division has been forced to pivot and carve out its own unique position by leveraging its core strengths. The result? A focus on software as a service, culminating in the highly successful Game Pass.

Following the likes of Netflix and, to some extent, the business models found within its own Azure portfolio, Microsoft has iterated on a formula for delivering games via a subscription service. Game Pass has become the focal point of the Xbox ecosystem, bolstered by advances in backwards compatibility, cross-platform saves, and a sleek implementation of cloud gaming. To further strengthen the appeal of its ecosystem, they have invested heavily in the publishing arm with the massive acquisitions of Activision Blizzard King and Zenimax, aiming to make Game Pass a must have. The goal isn’t just to enhance their console and PC offerings but also to tap into the lucrative and ever-evolving mobile market down the line, leveraging both native applications and cloud streaming where viable.

A curious development has been the de-emphasis or diluting of their own hardware with the opening up of the platform. This goes against their initial posturing from the latter half of Gen 8 and the messaging from the begging of Gen 9, with the obvious play to reduce the barrier for entry to next gen software through a two tier console hardware option via the premium Xbox Series X and its smaller, more cost-sensitive brother, the Xbox Series S, priced at almost $200 less. In addition to this, we also had Xbox All Access combined with the value play of a multi-tiered Game Pass subscription to help spread the cost of new hardware with one affordable monthly payment. Microsoft clearly had designs on Xbox being the number one console on the market for Gen 9 and had hoped to entice those invested in rival player bases before being forced to pivot.

Traditionally, console manufacturers focused on selling hardware, often at a loss, with the aim to recoup investments through lucrative software sales. Nowadays, this model is being challenged by rising operating costs, supply chain turbulence, and a volatile global economic environment that has dampened consumer confidence in purchasing new hardware. This applies to the broader console market, too, and Microsoft’s new approach aims to have its software and ecosystem available on as many screens as possible, including Sony and Nintendo platforms at least from a software perspective, for now.

Later in this generation, there has been a clear intention to prioritize Game Pass and software over the Xbox hardware itself, recently promoting partnerships for xCloud with companies like Amazon and Samsung, using the tagline “No Console Needed.” Even the PC platform has been brought to the forefront of some of their messaging. More recently, the Xbox messaging has stepped up a gear with the “this is an Xbox” strapline next to images of desktop PC’s and handheld PC’s. In the short term, this shift creates a potentially confusing message for the Xbox fanbase and those heavily invested in the console ecosystem, but, when viewed in the context of the broader market and Microsoft’s financial position, it makes perfect sense. The new approach is an omnichannel route to market(s), remaining dynamic to demands while leveraging the group capabilities.

Owning a vast catalogue of key intellectual properties (IP) that resonate with rival player bases provides Microsoft with multiple revenue streams without being confined to the walled garden of a console-only ecosystem. For the remainder of Gen 9, Microsoft seems content to let Xbox software and ecosystem access be available via multiple channels, including previously competing platforms. Just how far Microsoft will go with regards to allowing its key IP on rival platforms can be summed up in a comment from the head of Xbox, Phil Spencer: “No red lines.” Make of that what you will.

Some may argue this is how a third-party publisher operates, and they wouldn’t be wrong. But the lines have blurred in the digital age of online storefronts, ecosystems, and a focus on metrics like Monthly Active Users (MAUs), a flexible figure used to appeal to investors even if the pace of new releases hasn’t been all that great until recently. Microsoft’s new direction for Xbox is driven by the need to maximize existing assets and to quickly generate returns on recent investments. Spending north of $70b on Xbox investments over the last few years will certainly get you on the group radar in terms of performance and just how quickly you can integrate, streamline, and maximize the capabilities you’ve just acquired. As counter-intuitive as it sounds, acquiring companies can have hidden costs associated with them through integration activities in the short term. I think we can expect Microsoft to lead Xbox into a more device, hardware and platform agnostic posture going forward; it’s a risky move for brand identity, but let’s see how it pans out.

What should be celebrated by all gamers is that Microsoft is focusing on what really matters: the software. The acquisition of Activision Blizzard King has been instrumental for Microsoft’s Xbox division, shoring up revenues and providing a catalyst for pivoting to a more open platform that’s focused on software, service, and hardware, in that order. It stands to reason there’s an understanding that large swathes from rival player bases are not going to flock to Xbox even with the gargantuan investments in the short term, and this has been stated by the likes of Phill Spencer numerous times. The direction of travel is to see every device Xbox software touches as an extension of the platform; it’s impossible for Microsoft to ignore the larger previously rival console playerbases where they could also sell their software. The exclusive plays a different role in their ecosystem as they look to maximize profits through software. This is the reason why we hear MAU as a measurement of success being touted by the likes of Satya Nadella and others; software is king.

Athough the “agnostic store front” isn’t a new concept at all, having the owner of the most ubiquitous OS on the planet looking to invest in the concept is reassuring from a consumer point of view. After all, they’re just following the money!


Sony Hold Their Ground

Sony’s strategy for PlayStation seems to be slightly tweaked from Gen 8. Unlike Microsoft who can buy market share, this isn’t a viable option for Sony. They don’t have the same deep pockets. However, they already have a significant presence in the global console market, but, like Microsoft and, to an extent, Nintendo, they are looking to grow their customer base outside of the traditional console ecosystem. Continuing the focus on hardware into Gen 9 has born out numerous PS5 hardware revisions in a launch PS5 with a disc drive, a digital-only PS5, a PS5 slim later in the generation, and the recent PS5 Pro, the latter being an opportunity for Sony to introduce developers to Sony’s custom AI library for image reconstruction early, a technology that will most likely be seen in a PS6 and a new handheld PlayStation. There’s also been a dedicated remote play handheld for Gen 9, the PlayStation Portal, two headset options with a revised Pulse Elite headset and the new Pulse Explore earbuds, both with planar magnetic drivers, and a dedicated “Pro” DualSense Edge controller. Following a similar gameplan to Gen 8, Sony also released the PSVR 2 shortly after the PS5, but to muted success. To date, the PSVR 2 has had a troubled introduction with a drought of quality software to propel the medium on the platform forward; however, you can now use it on a PC, and that’s a plus point, I suppose.

Even with Sony’s devotion to dedicated hardware, it still hasn’t helped them conjure up new customers outside of the well-beaten track of console-centric players; not all MAU’s are of the same value, for instance: comparing a console MAU to a GaaS MAU like Fortnite or Minecraft. Their strategy now incorporates PC as another vertical for their first party IP’s. To address the need to find new customers, their gameplan is to still focus on the console as the center of the ecosystem while dynamically releasing titles on PC when console sales telemetry indicates it’s optimal to do so.

Could this include day and date on PC in the future? Absolutely. It makes commercial sense to remain dynamic to market conditions, and we’ve already seen day and date for live service games like Helldivers II. This approach has also been recently communicated via the investor briefings and trading calls.

To bolster their PC ambitions, Sony has acquired Nixxes in 2021 with the aim to streamline the PC porting process. Unlike Microsoft’s GDK, Sony’s development tools have previously been aimed solely at their proprietary console hardware with all the obvious benefits and pitfalls to boot. Sony seems to be slowly unifying its dev environments to save on costs, and, in light of a new PlayStation handheld on the horizon, this will be a key factor that could well influence adoption of a third hardware SKU for developers to cater for. The easier it is for developers to scale their games across multiple SKU’s, the better. Sony is typically quite good at this, or at least it has been in the past, but we have seen signs that greater complexity stretches even Sony’s approach. Take PSSR, the AI upscaling technology being introduced as part of the PS5 Pro’s new suite of features. It would appear Sony has made it simple to be enabled within the SDK, but there is a lot of work needed to improve how PSSR works, with common rendering pipeline features on early deployments of the feature.

Following Microsoft’s lead, Sony has revised its subscription service. This has been in direct response to the success of Game Pass. Sony has taken steps to enhance their offering with hundreds of games to download, cloud streaming of PS3 titles, and select games you already own within your digital library. They have also continued offering monthly games that can be claimed, adding game trials for new titles and keeping features like Share Play, allowing players to share games remotely with friends that might not have purchased them. However, the general consensus is that Game Pass remains the better service, at least in terms of software value and investment in first party IP being available day and date, something Sony is reluctant to follow, mainly for commercial reasons and just not having the same deep pockets as their main rival.

Sony is investing in mobile gaming, investing with the likes of the now closed Neon Koi (formally Savage Studios). Although there have been some high profile exits in the division, mobile remains a vertical priority for Sony, with PlayStation Mobile operating independently to the console business, at least for now.

Taking a look back at Gen 8 for comparison, Sony released around 15 first party titles of significance throughout the PS4’s lifecycle. Granted, this is subjective, but on average roughly 2* titles per year. If we contrast that with where first party output is for Sony PlayStation 4 years into Gen 9 and the PS5’s lifecycle, there is a stark difference both in strategy and content. As of 2024, PlayStation has released approximately 12 titles of note, but there’s a catch: the vast majority of these titles have remained cross-gen, diluting the urgency to upgrade for those who haven’t yet made the jump to new hardware. There’s also been a heavy reliance on remakes/remasters to pack out a somewhat stale and increasingly less innovative library. There’s been a very distinct lack of first party activity from key studios that have yet to show something new this generation. Could we see a back loaded ensemble towards the end of this generation? Quite possibly, and it could build momentum heading into Gen 10, if unintentional to begin with.

We’ve also seen a shift in strategy to pursue the live service dream and replicate the success of Fortnite and the like. The output of this shift in strategy has seen Sony communicate to shareholders that they are revising this approach to mitigate risk, adding in more quality gates in the wake of some high-profile losses that include the ill-fated Concord and a number of studio closures, the likely decision of internal reviews and a tweak in direction. Acquisition has been a tool used sparingly by Sony so far this generation, with targets generally being smaller studios and startups, the outlier being Bungie at a whopping $3.7B. Bungie also bucked the trend of Sony mainly acquiring studios that they have a long-standing relationship with. This acquisition strategy has remained strategic, with both capability and IP being the focus, the fruits of which we are yet to see.


What’s Next for Future Console Hardware?

The question on many industry journalists’ minds is, “What does this mean for Microsoft’s Xbox hardware in the future?” It’s a tough one to answer. Competing on a hardware level with both Sony and Nintendo has proven difficult in the post-Xbox 360 era. There are numerous reasons for this and even more opinions. However, the reality of the situation leaves Microsoft’s Xbox at a crossroads where hardware may no longer be the primary focus. Not being reliant on the walled garden of a console-centric operating model free’s up Microsoft’s Xbox to focus on its more lucrative software and service ambitions. That doesn’t mean hardware is completely off the menu, but it stands to reason that hardware doesn’t have to be the center point of their ecosystem as it was with previous generations; Microsoft can now put the player at the center, and that’s a new paradigm for them.

There have been rumors that Microsoft is about to enter the handheld PC market, and this shouldn’t be a surprise. The portable console market is seeing growth, with some forecasts seeing it reaching $25 billion by 2031, and that’s something Microsoft and the rest of the industry are well aware of. A portable console would be a logical addition to Microsoft’s hardware roster, along with a potential successor to the Xbox Series S/X, both of which will likely leverage existing key assets, like cloud streaming, including Microsoft’s hosted AI features to compliment/support local hardware.
Microsoft’s future hardware footprint will likely get even closer to the PC, giving the common PC a similar direction seen with the approach taken for the Xbox Series consoles being closely aligning to the Direct X API features suite, AMD’s (or another vendors) off the shelf PC GPU roadmap, taking advantage of advances in Machine Learning, and remaining close to PC storage technology, as seen with the Phison I/O controllers found in the Xbox Series consoles. The greater the synergy with PC hardware, the greater the cost savings for Microsoft in terms of R&D and manufacturing their dedicated hardware in the future. We could even see some sort of franchise for Xbox “endorsed” PC builds – follow the money.

Another avenue that Microsoft is best positioned to take Xbox in the future is that of the hybrid console approach, blending both cloud compute and a more cost-effective local hardware footprint. This could provide huge benefits but requires fundamental changes in game development, likely requiring the redesign of core OS features, game development tools, and current/future game engines. We all remember the outlandish rumors surrounding Crackdown 2, right? The reality of a hybrid console approach would likely share similarities for any platform holder that wanted to pursue such a future. Appropriate workloads would be dynamically split between the cloud and local hardware. We’ll look at this in more detail later.

Even more exciting is the hint of a renewed focus on closer Xbox integration with Windows OS in a play to further harmonize the PC and Xbox service ecosystems. That could well be the “greatest technical leap” Microsoft could offer customers.

As for Sony, they are likely to remain unchanged in their hardware ambitions, at least for Gen 10. The console(s) will likely remain central to Sony’s operating model, with the PC being a secondary revenue platform for first party IP down the line. Their hardware ambitions are influenced by a close relationship with AMD that’s mutually beneficial, although they recently went to tenor some time in 2022 for the PS6 and, most likely, a PlayStation handheld. Interesting how this tenor included Intel, but, again, AMD won the contract, according to a recent Bloomberg report, and these events are typically an opportunity to use another interested party to drive down costs with your current suppliers. Since the PS4 era, Sony has collaborated with AMD to introduce hardware GPU features that support their vison for an upcoming console. This was evident with the PS4 Pro and Sony adding FP32 to the Vega-based GPU architecture, following the trends seen from other GPU manufacturers at the time; I’ll let you guess who.

This continued into the PS5 era with Sony having AMD collaborate on dedicated cache scrubbers for the GPU, allowing performance to be as efficient as possible with a slender CU count of just 36. More recently with the PS5 Pro, Sony has again collaborated with AMD on the development of a dedicated machine learning block to help run Sony’s custom PSSR AI image reconstruction as well as providing an opportunity for AMD to trial/deploy an updated Ray Tracing solution, possibly from the RDNA 4 feature suite.

As mentioned in the Road to PS5 developer presentation delivered by Mark Cerny back in March 2020, the R&D relationship between AMD and Sony can see features and concepts designed for Sony’s console architecture also appearing in future AMD PC GPU’s if the features are found to be beneficial in that capacity. With that in mind, AMD currently doesn’t have an AI upscaling solution as part of their PC GPU’s suite of features. Could the R&D that’s been carried out as part of the PS5 Pro’s development help shape their approach with UDNA? It’s quite possible; let’s wait and see.

Like Microsoft, Sony’s hardware will likely get closer to PC, mainly for the same reasons, but with the difference being Sony could have some influence on the hardware features that are brought to mass market.

Another likely scenario for Sony is reentering the handheld market. Sony has serious lineage in this space and could look to capitalize on the recent growth in this sector. There’s already been a trial run in this department from Sony with the launch of the PlayStation Portal. Although that device was intended for remote play, it sold very well in key markets and has recently gained a sought-after feature in now being compatible with the PS Now cloud streaming feature. Where Sony needs to invest is in the unification of its development environments to include PC and a native handheld device in the future without sacrificing the existing granularity of their API suite.

In summary, Microsoft’s strategy tends to lean towards diversifying into a more agnostic open platform leveraging a multi-channel approach with cloud streaming, a new handheld, and a successor to the Xbox series consoles as well as leveraging key partnerships. Their future looks to align closely with PC ecosystems to optimize costs and accessibility. Sony, meanwhile, will likely aim to stay rooted in traditional console innovation, possibly leveraging their close ties with AMD for a PS6 and the inevitable return to the handheld market, although ARM could quite possibly play a part in either future handheld. Both companies seem poised to further blur the line between consoles and PCs, but their approaches highlight distinct philosophies shaping the future of gaming hardware.


Beyond Gen 10

It’s been said before about the “next generation,” but Gen 10 could be the last contemporary console generation. The industry and the technology that’s driving it is evolving at a quicker pace than ever before. To compound this, we are also seeing advancements in game development and the seismec event that is AI, along with consumer gaming trends changing. The younger demographic is not wedded to a single device and is more comfortable picking up where they left their last Minecraft session on a mobile phone or tablet. The rise of the powerful PC handhelds, the resurgence of PC gaming, and the growing popularity of cloud streaming are all playing their part in diluting the previous playerbases associated with the traditional console market. Quite simply, there are just more ways to enjoy the content you’re invested in.

For the long game this puts more emphasis on software, and, although we have seen a rise in consolidation within the industry, we’re likely to see a devolution enabled by the growth in AI and cloud computing. What I mean by devolution is the ability for smaller independent studios and individuals to develop software and deliver it directly to an audience independent of a platform, essentially cutting out the middle man in the likes of Microsoft, Sony, and Nintendo. This could be a possibility in the not-so-distant future. The business models and, more importantly, the technology, are poised to enable a paradigm shift in how software is developed and how we as consumers interact with it on a more personalized level. Where AI is today is already hinting at this possible future.

But that’s the long game. In the midterm, we are likely to see a hybrid approach to the console potentially sometime during Gen 10. Delivery of games via the cloud will drive a change in the hardware that sits in your living room, allowing platform holders to centralize investments and reduce costs for the end user. Shifting intense compute tasks from local hardware into the cloud does have its caveats, with an obvious one being the reliance on a good quality, low latency network connection being available, and another, the development of specific development tooling and changes to game engines, including their associated back end services. The hybrid model could really reduce the cost of the console. The release of the PS5 Pro console this generation has seen the price of a console increase to $700 as companies wrestle with the bill of materials associated in console manufacturing as well as a reluctance to absorb the costs in a volatile global economy. Moving the cost of expensive components from local hardware and hosting them in the cloud provides an economy of scale; we don’t all uses our consoles 24/7, and the technology that goes into making a console could be used to deliver other services from the cloud in the form of AI compute for businesses and other intense compute applications. This, in turn, means that the local hardware that typically sits under your TV in the living room could fundamentally change.

For the astute reader, there’s something I’ve steered clear of so far, and that’s the format of the games we buy. A digital future comes with it the question of who really owns your digital library. A good example of this is how Steam has addressed this from a legal perspective. It’s not a new concept, but with more and more games going digital only, it has raised the profile of this conundrum outside of the physical media enthusiast. Again, following the money, it’s impossible to ignore the obvious cost savings of going digital. The reduction in costs from procuring discs, cases, insert sleeves, transport, and logistics all adds up. The knee jerk reaction is to assume that the cost savings should be passed on to the customer, but there are hidden costs associated with a digital library that are not immediately evident, and those are the costs of cloud storage. Your digital library and the associated in-country cloud management and storage costs need to be considered, and it can go even further than that. There are regional tariffs associated with energy consumption and carbon, a footprint that platform holders have to absorb. It’s not a simple comparison, but when boiled down to its basics, I still expect the digital game to be cheaper for a platform holder to produce and maintain, but by how much is not clear.

With all that being said, let’s take a look at how all this could change a future console design and the technology that could be used to deliver an enhanced experience while potentially reducing the cost.


The Potential Changes to Hardware

Local Processing (Low Latency, High Bandwidth Needs) Input & Output Processing: Rendering graphics, handling controller input, haptic feedback, and display management would be handled locally to reduce latency.

Physics & Collision Detection: For real-time responsiveness, physics calculations and collision detection in complex environments (especially in fast-paced games) would remain local to maintain smooth gameplay.

Core Game Mechanics: The central game logic, which involves player actions, AI decision making for NPC’s, and core game updates, would run on the console to ensure stability and continuity.

Core Rendering Tasks: Basic rendering and upscaling, like FSR (FidelityFX Super Resolution), DLSS (Deep Learning Super Sampling), or PSSR (PlayStation Spectral Super Resolution) could run locally to boost frame rates without sacrificing visual quality, especially in a high speed motion where latency could be noticeable.

Cloud Processing (High Data or Complex Compute, Lower Latency Sensitivity): Advanced AI & NPC Behavior: Cloud servers could handle sophisticated AI for NPCs, learning player patterns or generating unique, situational responses. These tasks require substantial compute power but can operate with slightly delayed inputs without breaking immersion.

Dynamic Content Updates and Procedural Generation: For large open-world games, the cloud could dynamically generate game areas, populate NPCs, or even alter the landscape in response to player actions. These tasks can be offloaded, removing pressure on local hardware.

Physics for Large-Scale Environments: In massive multiplayer settings or cloud dependent games, cloud resources could handle physics for large, complex environments where not every detail needs immediate response.

Graphics Enhancement and Ray Tracing: The cloud could perform advanced lighting and Ray Tracing, which can be streamed back to the console, allowing players to experience realistic graphics without local hardware limitations.

Medium Powered, Cost Effective GPU: Instead of a top of the-line GPU, a mid-tier GPU capable of handling upscaling technology and rendering basic graphics locally would suffice, as demanding tasks could be offloaded to the cloud. This reduces both cost and power consumption.

Expandable Design: The console could include modular GPU slots for optional upgrades extending hardware longevity and reducing upfront costs.

Wi-Fi 7* or 6G* Capabilities: To support cloud gaming, the console would require a reliable, high-speed network solution, possibly including 6G capabilities for low-latency cloud access where available. For a hybrid console utilizing remote compute, the available network speeds become much more demanding.

Custom Low Latency Protocols: A specialized networking module optimized for low-latency cloud interaction would be essential to minimize lag, especially for streaming advanced visual effects.

Efficient Multi Core CPU: A CPU with enough cores to support real-time game processing, along with a dedicated AI co-processor for machine learning tasks like image reconstruction, advanced latency critical physics, voice processing, and low power AI routines, would support local hybrid needs.

Dynamic Load Balancing: The CPU would benefit from dynamic load balancing capabilities to seamlessly shift tasks between the local unit and cloud resources based on latency and data requirements, even factoring in dynamic network connection conditions.

Expandable SSD Storage: Fast, expandable storage with high-speed read/write for smooth local processing, particularly important for offline play or when cloud resources are limited.

High-Bandwidth RAM: Memory intensive games and split processing between local and cloud would demand high bandwidth RAM, particularly for real-time rendering and local game state management. This hybrid approach would influence both the design of the physical console and its BoM, with priorities toward cost efficiency potentially reducing the cost of the retail unit while leveraging cloud compute where appropriate.


No Need for that Crystal Ball

In conclusion, the future of gaming consoles is poised to embrace a hybrid model, blending your local device of choice and cloud-based processing in ways that optimize performance, accessibility, and the potential to reduce costs. Generation 10 may very well mark an era where the traditional boundaries of console gaming are reshaped to meet the evolving demands of players and the rapid advancements in technology.

The shift towards hybrid gaming solutions promises to deliver unprecedented gaming experiences while addressing key challenges, such as changing consumer trends, hardware costs, and environmental sustainability. By decentralizing intensive computational tasks to the cloud, future consoles can remain affordable and versatile, ensuring they continue to hold a central place in gaming ecosystems. This change will also empower developers, allowing for innovations in AI, procedural generation, and game design that were previously unimaginable.

Crystal ball predict the fate. Guessing for the future.

While challenges remain, such as ensuring robust network infrastructures and balancing the demands of local versus cloud processing, the industry has shown remarkable resilience and adaptability in meeting such hurdles. For players, this evolution represents an exciting prospect: enhanced experiences, greater flexibility, and an even more immersive way to experience the games they love.

The gaming industry has always thrived on its ability to innovate and evolve, and the hybrid console concept underscores this commitment to progress. As technology continues to advance, the possibilities for richer, more personalized gaming experiences are exciting, ensuring that the console’s legacy remains vibrant and relevant for years to come. Generation 10 may indeed herald the last traditional console generation, but it also signals the dawn of a new chapter in gaming history, one filled with promise, potential, and optimism for what lies ahead.


References:  https://www.galloptechgroup.com/blog/handheld-gaming-pc/

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