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Mattioli 2020
Mattioli 2020
& SOME OF THE earliest video game consoles, could be done with ICs which were readily avail-
such as the Magnavox Odyssey shown in able at the time.
Figure 1, functioned as dedicated systems or As semiconductor manufacturing processes
appliances, which could only support a single or improved and consoles used more general-purpose
fixed number of games. hardware such as random-access memory (RAM),
Games were designed and implemented using central processing units (CPUs), and graphical
a variety of integrated circuits (ICs), which were processing units (GPUs), consoles moved to read-
arranged on a custom printed circuit board only memory (ROM) cartridges. Consumers were
(PCB). For example, Atari’s Pong, designed by Al now able to purchase new games that could be
Alcorn, was implemented entirely in hardware played on the same (existing) console by simply
using ICs, which were originally designed for use removing and inserting the cartridge containing the
in televisions—not a single line of program code game they wished to play. The Fairchild Channel F
was used2. Conscious of the cost of the overall was one of the first consoles to feature a ROM car-
system, game designers were limited by what tridge; an example of such can be seen in Figure 2.
ROM cartridges were typically proprietary in
design and implementation; in other words, they
Digital Object Identifier 10.1109/MCE.2020.3032778 were designed to be used solely with one spe-
Date of publication 21 October 2020; date of current version cific console. However, there are instances of
2 February 2021. consoles maintaining backward-compatibility
March/April 2021 Published by the IEEE Consumer Technology Society 2162-2248 ß 2020 IEEE
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Industry Trends
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Figure 4. UMD developed by Sony for use in the
Figure 5. Seagate Expandable Storage Card used
PSP5.
to increase the capacity of local storage on the Xbox
telephone line to download games. Another nota- Series X9.
ble early digital game distribution service was
PlayCable built for the Intellivision.6 Consumers more mainstream and far less expensive than in
were able to use a proprietary adapter to down- years past; upcoming consoles such as Micro-
load games using existing cable television (CATV) soft’s Xbox Series S and X as well as Sony’s Play-
signals. Modern consoles, such as the Nintendo Station 5 will ship solid-state storage, which uses
Switch, can download games from the Nintendo NVM Express (NVMe).7 The Xbox Series X is capa-
eShop, Nintendo’s online game marketplace, and ble of reading data from its internal storage at 2.4
save the game data either to the device’s internal GB/s and the PlayStation 5 is capable of reading
storage or to external storage (in the case of the data from its internal storage at 5.5 GB/s. Micro-
Nintendo Switch, using microSD cards). soft has gone one step further and partnered
Today, modern consoles use the Internet to with Seagate to design external storage media,8
download not only digital games but also system shown in Figure 5, which can be inserted into the
updates (for the consoles themselves) and game console to expand its local storage by an addi-
patches (to fix bugs or add content). As more tional 1TB and maintain its advertised data read
and more content was distributed and con- speeds.
sumed digitally, the need for large-capacity local For comparison, the previous generations of
nonvolatile storage grew significantly. Consoles, consoles, which used SATA III and shipped with
such as the Microsoft Xbox One and Sony Play- HDDs, had an average read speed of 100 MB/s;
Station 4, were designed and sold with internal some consumers replaced the internal HDDs of
nonvolatile storage capacity as large as 1 TB. As their consoles with SSDs but were still limited by
the data required for modern games grew even the SATA III bus, which had a theoretical maxi-
further (to support higher resolutions, spatial mum read speed of 600 MB/s.
audio, etc.), loading times, the time during which Games played on personal computers (PCs)
the console would read the contents of the game followed a similar path. Distribution began with
data from the local storage device, increased. media such as audio cassettes or floppy disks
Longer loading times decreased the overall user and then transitioned to optical media. The
experience because, quite simply, consumers Apple II, shown in Figure 6, and TRS-80 are exam-
had to wait longer periods of time to continue ples of early PCs, which used audio cassettes as
playing. At the time, electromechanical storage physical media.
devices, such as hard disk drives (HDDs), Today, PC games are distributed largely through
were shipped with consoles because they online game marketplaces, such as Valve’s Steam
were relatively inexpensive. However, they were and Electronics Arts’ Origin. As with consoles, these
drastically slower in comparison to solid-state games are downloaded and stored using local inter-
storage devices (SSDs). Now, SSDs are much nal or external storage devices.
March/April 2021
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Industry Trends
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6. C. L. Dages, “PlayCable: A technological alternative 12. M. Claypool and D. Finkel, “The effects of latency on
for information services,” IEEE Trans. Consum. player performance in cloud-based games,” in Proc.
Electron., vol. CE-26, no. 3, pp. 482–486, Aug. 1980. 13th Annu. Workshop Netw. Syst. Support Games,
7. T. Coughlin, “Gaming consoles go solid state,” IEEE 2014, pp. 1–6.
Consum. Electron. Mag., vol. 9, no. 5, pp. 55–56, 13. T. Yoshihara and S. Fujita, “Fog-assisted virtual reality
Sep. 2020. MMOG with ultra low latency,” in Proc. 7th Int. Symp.
8. Microsoft, “Xbox velocity architecture: A closer look at Comput. Netw., 2019, pp. 121–129.
the next-gen tech driving gaming innovation forward on 14. Polygon, “Covid-19 pandemic turns console gamers to
Xbox Series X,” Jul. 2020. Accessed: Sep. 19, 2020. digital sales in record numbers,” Aug. 2020.
[Online]. Available: https://news.xbox.com/en-us/2020/ Accessed: Sep. 19, 2020. [Online]. Available: https://
07/14/a-closer-look-at-xbox-velocity-architecture/ www.polygon.com/2020/8/11/21363951/video-game-
9. Microsoft, Mar. 2020. Accessed: Sep. 15, 2020. sales-digital-online-xbox-one-ps4-publisher-figures-
[Online]. Available: https://news.xbox.com/en-us/wp- ea-activision-2k-games
content/uploads/sites/2/2020/03/XboxSeriesX_Tech_
Ext_StorageAlone_MKT_1x1_RGB.png
Michael Mattioli leads the Hardware Engineering
10. W. Commons, “File:Apple II Typical Configuration
team within Goldman Sachs. He is responsible for
1977.png,” Jun. 2019. Accessed: Oct. 09, 2020.
the design and engineering of the firm’s digital expe-
[Online]. Available: https://commons.wikimedia.org/
riences and technologies. He is also responsible for
wiki/File:Apple_II_typical_configuration_1977.png
the overall strategy and execution of hardware inno-
11. Z. Xue, D. Wu, J. He, X. Hei, and Y. Liu, “Playing high- vation both within the firm and within the broader
end video games in the cloud: A measurement study,” technology industry. Contact him at michael.mattio-
IEEE Trans. Circuits Syst. Video Technol., vol. 25, li@gs.com.
no. 12, pp. 2013–2025, Dec. 2015.
March/April 2021
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