PLAYSTATION 6: Potential Innovations, Features, Business Strategies & More (Speculation)

What THREE things are YOU looking most forward to from a PS6 in 10th Gen?

  • Large visual fidelity jump over PS5 & PS5 Pro

    Votes: 11 47.8%
  • Big 1P superhero games (Spiderman, X-Men etc.)

    Votes: 3 13.0%
  • New 1P AAA and AA original IP

    Votes: 18 78.3%
  • Return of 1P classic/legacy IP

    Votes: 9 39.1%
  • Immersive innovation in UI (user interface)

    Votes: 6 26.1%
  • Immersive innovation & standardization in I/O (VR/AR, controller etc.)

    Votes: 7 30.4%
  • Innovative technologies (AI, PNM/PIM, chiplets scalability etc.)

    Votes: 4 17.4%
  • Expanded user experience (console, mobile, cloud/streaming, PC)

    Votes: 1 4.3%

  • Total voters
    23
  • Poll closed .
24 Jun 2022
3,207
5,475
So we all know that there's a lot of buzz surrounding the PS5 Pro. It (most likely) is real and is (most likely) going to release sometime in Late 2024. Current performance targets put it at roughly 2x PS5 in TF and rasterization, with an emphasis on custom DLSS-style image reconstruction for RT and higher framerates. Nothing on MSRP, but I'd personally expect $499 discless/$599 with disc (and I expect regular PS5 will become $349 discless/$449 with disc standard, Late 2024).

However, I'm even more interested in the PlayStation 6. There was the highly unfortunate ransomware attack on Insomniac earlier this month and, through that, we've come to learn a few things, though nothing regarding PlayStation 6 plans. That's likely for the best, be we know for a fact Sony ARE planning, even already designing and architecting, a PlayStation 6 and plans around it, today. There are rumors that Microsoft might be aiming for a 2026 launch of 'Xbox Next', so I'm interested in speculating what Sony's potential strategy and timeline for PS6 could look like.

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[RELEASE TIMING]

I think this is an easy one; with the PS5 Pro likely coming late next year, I absolutely don't see Sony wanting to cut it short just two years later. At the very least, they'd get another 3 years out of PS5 with the mid-gen refresh, but considering serious constraints in supply for 2021 and a lot of 2022, not to mention games taking longer to make and cross-gen just only really now coming to an end (for non-sports games or non-F2P games anyway), I can see PS5 having an eight-year generation.

This would keep a PS6 at bay until sometime in 2028. So release timing-wise, Sony could definitely be behind Microsoft's 10th-gen offering by almost two years. However, that isn't really a handicap. If you look at historical examples, the PC-Engine and Genesis/MegaDrive both launched years ahead of the SFC/SNES...and yet it was Nintendo's system that was #1 for that generation, quite clearly so in markets like Japan (and considering recent Sega financial document leaks...perhaps with a bigger lead in the U.S than commonly though). The Dreamcast launched almost two years ahead of PS2 in Japan only to be completely outdone in sales in that country by PS2 in a single day.

Perhaps the only solid instance of a competitor launching ahead of the market leaders (Nintendo in the past, Sony today) and it giving them a long-term win, was the Xbox 360, but even this one is debatable. Early 360 sales were "good" but nothing phenomenal; the true burst in sales didn't come until Gears of War's late 2006 launch, and then Halo 3's launch in 2007 combined with exclusives like Mass Effect and Saint's Row. It took all of those, plus all the other games released up to late 2006/early 2007, plus Sony's own screw ups with PS3 early on, that created a perfect storm for 360's huge rise in sales.

And even so, that was mainly pertaining to the US and UK markets. Almost immediately, with all global markets considered PS3 was outpacing 360 sales when launch-aligned, and it remained that way for the rest of the generation. However, one thing 360's early release DID definitely help with (and can arguably be said was similarly seen with the Genesis/MegaDrive), was in getting 3P support it otherwise may not have received. That helped add value proposition to the system against PS3 which came in handy for most of the rest of that generation, but particularly in the 2006 - 2009 period.

Theoretically MS could achieve similar with a 2026 'Xbox Next' launch, but in practice I don't see that working out. This isn't the early/mid '00s anymore; Xbox already gets most of the same 3P support PlayStation does, outside of some isolated Japanese/Asian 3P IPs, a lot of which are smaller niche titles. None of the big Western or Japanese 3P titles this gen have skipped Xbox, so there is no additional 3P support to gain with a 2-year early launch of their system. Most big 3P games also have much larger budgets these days vs. the past, not to mention dev times are taking longer. This means that by necessity, they are going to support more platforms...this means less 3P exclusives by default for Microsoft. And unlike Sony, they don't have an install base or customer base big enough to make 3P exclusivity desirable by the vast majority of devs and pubs aside from smaller indie titles.

So overall, I don't see a 2028 PS6 release causing any issues for Sony. There is maybe ONE variable that could be a nuisance, that being MS's ownership of Zenimax, ABK, and some other studios under XGS. Microsoft could in theory rely on just a good enough number of exclusives from internal studios to drive adoption and install base growth for Xbox Next in a two-year early period over PS6. However, they'll never be able to do this with arguably their biggest IP like COD, due to regulatory restrictions, or ESO due to the inherent GaaS/live-service nature of that type of game. The same goes for mainline Minecraft. So even here, Microsoft's powers are heavily neutered.


[HARDWARE DIFFERENTIATOR]

Timing is one thing, but what about the things Sony do for PS6 to make it "feel" like a next gen experience? IMHO, the natural evolution forward is to properly integrate VR into the default user experience. This means producing an entry-level headset cheap enough to include with every PS6, and designing a fully integrated UI experience that can work perfectly fine traditionally, but is seamless & fluid with VR (and light AR) functionality, including seamless shifting and transition of content between VR and traditional space (and mixed usage via light AR).

I feel that VR being a separate, add-on accessory is what's really limiting its reach and full development as a medium enhancer in game design. Imagine if Nintendo made the N64's joystick an optional controller, never integrating that analog stick into a default controller design. Imagine if they did the same with the SNES's shoulder buttons. Imagine if Sony never added force feedback as a built-in default feature for all DualShocks in all PS2 systems. Now imagine how many games that designed game mechanics and features around these commonplace standards, would have been changed (likely fo the worst) without being able to count on every console owner having access to those components?

This is basically where VR is at currently when it comes to PlayStation. PSVR2 is amazing technology, but most developers are not developing games with it in mind because very few PS5 owners have the headset, and it'll likely remain that way during the generation. The only way to change that, is to get the technology to a point where it can be affordably integrated into the default system package, with real value add noticeable by the user. And I think some patents and current market products like the PS Portal hint at how Sony can get there.

For starters, the vast majority with a PS Portal seem to feel it offers a completely seamless streaming solution for PS5 games on the go. It will be improved even further as time goes on, I'm certain, but even at current it's quite remarkable. It's as close to a portable PS5 as you can get, without literally cramming PS5's components into a portable form factor. And I think Sony's expertise here with technologies like PS.Link, will be key in future VR headset designs. Headsets which can offload significantly more local processing to the host console, which in turn reduces the production costs for the headset. We are also talking entry-level headsets here, which would not require the finest lenses or audio/speaker systems (perhaps the headphones could even be a separate accessory that's fit-to-form for these types of headsets).

If the package can be slimmed down in bulk and weight, where only the most necessary components are built in, and quality economy-level materials are used for components that are meant to scale down stuff anyway (such as regular HD lenses vs 4K ones)...it might be quite possible to get an entry-level VR headset (with light AR functionality) going for under $100 in total production costs, and an MSRP between $129 and $149. So maybe not huge profit margins on these entry-level headsets, but that could be offset by the amount of additional headsets getting sold. And even beyond that, they would have higher-performance headsets with larger profit margins, selling to users who want a higher-fidelity VR experience.

Now I know what this immediately conjures pictures of: the XBO Kinect. Yes, Kinect 2 was a disaster for XBO, but not for what it was in and of itself. The Kinect 2 was actually great technology for the time, and even for a few years afterwards. It's what the original Kinect should've been tech-wise. The actual problems with Kinect 2 were a focus clearly not on gaming, combined with performance specifications of the host console (XBO) clearly weaker than its direct competitor (even this only became a real issue after the prices were revealed), and something outside of MS's control: the fears and hysteria around cybersecurity during that time period and fears about groups like the NSA gathering private data, and big corps selling said data. Microsoft, being a big tech company themselves, fell right into being a manifestation of those fears. It was ALL of those things combined that created the disaster of XBO & Kinect.

Nowadays, people don't have those fears about corps accessing their data and selling them, because they willingly give them this power every day through social media. Hacks aren't foreign things anymore; they're common-place, and in general cybersecurity is much better than it was 10 years ago. And it's become increasingly obvious that being a weaker system on paper doesn't matter if you either provide amazing experiences, have titles which punch about their weight, or a combination of both; systems like the Switch and PS5 have proven this. It's for these reasons, alongside just always having a gaming-first mentality in general, why I feel a push for VR in PS6 would work out significantly better than Kinect did for XBO. There's also the reality of diminishing returns, and where most significant visual gains going forward are more a case of scale & budget combined with non-general purpose hardware customizations that "do more with less"....all of which help this hypothetical PS6 in ways that simply never existed for the XBO which pushed Kinect.

nvidia-gpu-design.jpg

[HARDWARE CAPABILITIES]

Usually when most people speculate on next-gen hardware, this is the area they give the most focus to. What the GPU's going to be, what the CPU will be like, how much RAM it's going to have, the TFs, all the such. I've done a lot of that myself in the past, but nowadays I am less interested in speculating on hard specs in this regard, and more interested in what various technologies a next-gen system could have.

I think even with some form of VR included by default, the PS6 itself would be a noticeable jump in power over the PS5 and PS5 Pro. And, supposing an 'Xbox Next' in 2026, even a (less so) jump above even that, at least when talking about raw on-paper specs in certain categories. I'm personally expecting a VERY different approach for 'Xbox Next' than most others probably are, which makes comparing its specs (or even its entire business model) to PS6's effectively worthless, but that can be saved for another time.

Anyhow, these are some of the things I'm interested in seeing Sony pursue for the PS6 in terms of technological features, in no particular order. Though, some are more likely to happen than others, and I'll make note of such.

1: CHIPLET GPU & CPU

There's actually one big reason I would see this being a strong possibility for PS6: scalability. Remember those other VR headset models I mentioned earlier, the ones that would be higher performance? Well, if the PS6's GPU is chiplet-based, Sony could keep all manufacturing on the same node processes, so the higher end VR headsets would just include a portion of the PS6's GPU for their own built-in processing requirements.

This would help with economies of scale, meaning cheaper pricing per chip, while maximizing wafer production. Sony could also use chunks of a chiplet GPU approach for cloud streaming server expansion (something already suggested in existing patents), as well as cost-effective late-era PS5 systems that can help serve as entry-level hardware point for the PlayStation ecosystem (you know there are going to be some cross-gen games anyhow for the first year or two). AMD are already exploring chiplets; RDNA3 is technically a chiplet-based GPU design, though not to the degree of say their MI300. But they are clearly focused on expanding their chipletization designs, and I see every reason Sony would like to assist in that route for purposes of the PS6.

2: PROCESSING-NEAR-MEMORY/PROCESSING-IN-MEMORY

Technically, the PS5 already has a Processing-Near-Memory (or PNM) system in place, with its SSD I/O subsystem. The DMA controller which handles transfer of data from the SSD I/O to GDDR6, for example, can be considered a form of PNM. However, I don't know the specifics of the DMA system, like what buffer memory it has..tho the SSD I/O itself has a cache of DDR4 buffer memory (most higher-end m.2 SSDs have a DRAM cache on their Flash Memory Controller as well) which can be thought of as another form of PNM.

However, the PNM I'm hoping the PS6 leverages, is closer to having purpose-built ASICs and buffer cache close to system RAM that can handle various forms of data processing within that buffer zone. I would REALLY like to see this as PIM (Processing-In-Memory), but that would necessitate HBM-based memories (there's still a good chance Sony stick with GDDR), which are already more expensive than GDDR, and HBM-PIM even more so than regular HBM non-PIM. While PIM-based DDR exists, DDR wouldn't provide the bandwidth requirements a PS6 needs; even tho the idea of PIM is to reduce transfer of data across the memory bus (thereby heavily cutting down on power usage), there are still going to be many times where data has to be moved no matter what, and DDR-PIM would probably be too much of a bottleneck bandwidth-wise for those situations.

While Sony could in theory go with a tiered cache where some small amount of DDR-PIM or HBM-PIM is present, they'd have to automate data processing in those pools and they'd have to act as a direct cache, not normal system memory available to the developers directly. That can create some complications and it's arguable having a smaller block of SRAM cache right in the APU itself is preferable from a cost/performance POV, so my PIM dreams may have to remain dreams. However, a more robust PNM ASIC & cache buffer on the memory controller bus could be a real boon, even if continuing to use GDDR, because theres...

3: GDDRW

A new type of GDDR, it doubles chip capacity and density while reducing memory traces by half, and keeping the physical footprint mostly the same as a single normal GDDR module. This, along with increasing the data frequency to somewhere between normal high-end GDDR6 and mid-high end GDDR6X (and being much more power-efficient than GDDR6X and even GDDR6 at equivalent clocks).

Going with, say, GDDR7W should be an easy choice for Sony when it comes to PlayStation 6's system memory, assuming it's most likely they use GDDR for the next PS console. Halving the physical footprint of memory modules on the PCB while still getting the necessary bus width, bandwidths and capacities regular GDDR would provide, at similar prices, makes the W variant a common sense choice. Capacity-wise I'd just go with a safe pick of 32 GB, but Sony could have a small block of DDR for the OS in background tasks. With better file/data compression techniques tho, that may not be necessary since they can use less of the 32 GB for OS data in the first place (mid-way critical data that's compressed in RAM and low-end critical data that can be quickly moved to/from the SSD).

It's also likely Sony can have certain ASICs that can generate data and instructions on the fly contextually, further reducing the need for more raw memory. Which leads to...

4: GENERATIVE AI TECHNOLOGY

This isn't something I follow much on, if at all, but we already know these companies are moving into relying more on AI in various aspects of gaming development, software and hardware-wise. The former is potentially controversial considering the jobs that can be replaced, but it's not in the scope of what I'm discussing here. Instead, I'm more interested in Sony taking whatever AI hardware customizations they do for the PS5 Pro, and scaling them forward for the PS6.

Earlier I mentioned something like piece of silicon (maybe let's call it an ASIC for this example) that could contextually generate instructions and data for OS operations. This would make it so that OS data could take up less of a footprint in system memory. However, this could extend to other parts of the system such as a GPU with an ASIC that can contextually generate instructions for draw calls based on analyzing current code, GPU work results, and identifying certain data in system memory. These sort of things, that can automate data/instruction management for programmers in the background and give them more time to focus on creative aspects of the programming pipeline, could be stimulants in helping game development move faster, resulting in more games and more ambitious titles from teams of all sizes.

There are also user and manufacturer-side benefits to having this type of stuff built into PS6. For example, custom ASIC technology developed with AMD (as an example) that can optimize the output of framebuffer displays to connected VR devices, and again the case where less data needs to be in memory (and less data needs to be transferred between RAM and SSD storage) while the CPU can still do its required work for OS-side tasks, system calls, and the such. I'd be interested in what those with a better understanding on AI technology in this regard could think up in possibilities.

5: DUAL-FUNCTION TRADITIONAL/VR CONTROLLER

More of a usability feature, but still technologically related. If Sony are going to make VR a default offering with the PS6 experience, the controller needs to be innovated upon to offer usability in that context as well as a traditional context. The easiest way to picture this would be in a controller that can segment itself and be effortlessly reconnected, and automatically contextualize its mode of usage depending on whether it's joined as a whole or segmented into two parts.

Well, technically three parts, because I figure any room-scale calibration or wireless relay for the VR headset, could be built into the center component, which could be placed near the system or on some shelf or table in the space. I'm guessing the controller shape would have to change a good bit to accommodate this type of functionality; for example the center part would have to be more spherical but with an angled flatness on the backend, that can maybe have some small buttons along the top half, and the touchpad curves along with the front surface. Maybe the other two parts of the controller can have parts transformed when segmented, but otherwise still retain haptic functionality.

These types of changes would probably result in a more expensive controller, but the segmentation functionality could be highly innovative not just for traditional/VR seamless play, but also even just traditional non-VR gaming design content. This type of innovation could be further bolstered if there are multiple users in the same location. Lots of possibilities here.

6: MULTI-USER VR/AR

Again, not strictly focused on tech specs, but technologically related. By 'multi-user VR/AR', I am speaking about a PS6 allowing multiple people on the same console in the same physical space each use a connected VR headset device. In these types of setups, wireless is really the only option, and while I think the PS6 should facilitate that, by default it doesn't have to do so right out of the box for multiple users. Sony could just bring back something like the Multitap, but recontextualized to a multi-user wireless VR linking device, to the market.

I do think, though, that the basic VR headset should allow wireless functionality out of the box, and a PS6 should be able to allow at least a single VR headset to be used wireless in that way out of the box. Wired should still be an option, but not having wireless as an option would be a goofy look and messily complicate multi-user setups in the same physical space.

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[Continued in next post...]
 
OP
OP
thicc_girls_are_teh_best
24 Jun 2022
3,207
5,475
[RELEASE SOFTWARE]

Okay, this is one of the most volatile areas to speculate on, in large part because a lot of Sony's software roadmap is heavily obscured, compared to say Microsoft's, which is mostly known at this point. Again, there was the unfortunate Insomniac ransomware hack & leak where we have seen a roadmap at least for that studio's software plans, so in a way we can already picture at least one big 1P AAA release arriving about in time for a 2028 PS6 launch (Spiderman 3). But what about the rest?

Well, I first want to look at this from a POV of 1P exclusives, preferably games that aren't cross-gen. I think in the case of this hypothetical PS6 & its release timeline, Team Asobi could definitely have something really neat to launch alongside it, serving as a demonstration of system features & experience the way Astro's Playroom has for the PS5, but even more ambitious with this example. Beyond that, while Naughty Dog have been a bit disappointing so far this gen depending on who you ask (Factions 2 getting cancelled is definitely a rough blow), I'm still excited to see what they bring to the PS5, and I think they could have TLOU3 ready for a PS6 launch in 2028. Either that or one of their two new IP; really use them as a statement piece and come out the gate swinging.

I also think Polyphony would be there with GT8 and, again, skipping cross-gen to cement itself as a PS6 exclusive and flex their leadership in the sim racing space right off the bat. However, that doesn't mean they skip doing GT7 optimizations specific to PS5, particularly for the PS5 Pro, which can basically be their 'Burning Shores' type of expansions with scope and visuals not held back by being cross-gen with PS4. Between Spiderman 3, Naughty Dog's game (either TLOU3 or a new IP) and GT8, I'd expect those to be the big 1P non cross-gen PS6 launch exclusives for a 2028 release. Cross-gen 1P wise could see some other titles, like Wolverine, getting PS6 updates, otherwise I'd expect any other exclusives to come through 2P and 3P offerings.

Which brings me to some other speculations. There's a rumor, for example, that Sony are collaborating with both Sega and Bandai-Namco on revitalizing some legacy IP as AA efforts, such as Wipeout. It's not a prevalent rumor, but one I hope is true, and includes other titles from the catalog being done collaboratively with 3P in 2P form. Seeing personal favorites like Parappa/UmJammer and Tomba come back in this way, either with PS6 or sooner, would be awesome. I think we can all agree that Sony need to return to doing more AA titles again, either through 1P (whether with the teams already under them or through M&As of other 3P studios & pubs to become 1P content providers) or in partnerships with 3P, for purposes of having more software exclusives on their platform. They make great in-betweens for the big AAA titles and can have very healthy profit margins with sensible budget management.

As such, I'd probably count on publishers like Square-Enix and Koei-Tecmo doing something exclusive-wise for PS6 around its launch, and again if the rumors are true & they don't come this gen, Sega & Bandai-Namco as well. Some of those China Hero and India Hero projects should finally be ready to release by 2028 if not a bit earlier, although a lot of those could also be PC Day 1 types of games, meaning they inherently (individually) provide less value proposition to a PS6, though they still would give great value proposition if not on competing consoles such as 'Xbox Next' (which again, depends on what business model Microsoft takes for that platform, something I think has a strong chance of being way different than most are considering). A PS6 with a VR experience included by default opens up many doors for game innovation from these and other titles, beyond the usual visual fidelity gains, and combined could present an incredibly compelling package even more attractive than the PS5 at its own launch in 2020.

=============

Anyway, these are my speculations on what Sony could bring with the PlayStation 6, such as a release window, launch software exclusives, technologies, and feature differentiation innovations. Things that, combined, can IMO really sell it as a generational shift, and bringing some of the various initiatives seen up to this point married into a singular, wholly unified package. You may notice there are things I did not mention here such as PC and cloud, and honestly that's because those IMO are periphery to the experience.

It's not to say they don't have a purpose in the ecosystem; it's just that I do not see them as elements worth prioritizing in selling a new generation to gamers, as both are focused on the experience outside of the main pillar of the ecosystem, the console. In light of some recent market results for PC in particular, I expect that internally plans have already changed to significantly downscale (but not completely eliminate) PC as a target platform for ecosystem growth, as certain initiatives that have been done that could have heavily reduced the value proposition of the hardware long-term don't have a place here.

Cloud, if anything, is an additive to the ecosystem but not a main platform for content delivery in and of itself. Mobile for me is somewhere in the middle; where PC is best served as a destination for some GaaS titles and catalog/legacy content ports (either in collections or individually with QoL enhancements, depending on the age of the title, but nothing that isn't at least 4-6 years old by that point within the console space), I think experiences leveraging console IP content on mobile can work if those experiences are specifically designed as different for the mobile market. Nintendo's strategy, in that regard, would fit very well here (and arguably in the PC space, which is what the some GaaS part would facilitate, though with rising game budgets making only PC-exclusive titles at AAA scale would be impossible).

Subscription services, again, aren't a massive draw; it's another "bridging" of value between generations but can't sustain itself as a main value proposition to jump into a new gen. Companies like Microsoft have learned this the hard way and Sony would be wise not to make a similar mistake. Whatever expansion plans they have to PS+ on PC & mobile, should always do everything to funnel those users back into the PlayStation console experience proper. Do everything to entice them towards getting a console, while still providing value and quality for their chosen device in a way that doesn't self-sabotage or cannibalize your console. Striking a healthy middle ground is hard but if any of the Big 3 can pull it off, it's Sony.

Well anyhow, I'm interested to hear what you all think a PlayStation 6 could bring. What ways Sony can use it leverage & cement their position in the industry and grow their presence, and what innovations the PS6 can bring in multiple facets that would draw you in, and make it feel like a fresh new generation. Try being somewhat realistic here: expecting a PS6 with 5090 Ti worth of performance, for example, is NOT realistic. It just won't happen whatsoever...but surely you're interested in other things besides raw power, right? 😉
 

Gamernyc78

MuscleMod
Moderating
28 Jun 2022
18,250
15,320
[RELEASE SOFTWARE]

Okay, this is one of the most volatile areas to speculate on, in large part because a lot of Sony's software roadmap is heavily obscured, compared to say Microsoft's, which is mostly known at this point. Again, there was the unfortunate Insomniac ransomware hack & leak where we have seen a roadmap at least for that studio's software plans, so in a way we can already picture at least one big 1P AAA release arriving about in time for a 2028 PS6 launch (Spiderman 3). But what about the rest?

Well, I first want to look at this from a POV of 1P exclusives, preferably games that aren't cross-gen. I think in the case of this hypothetical PS6 & its release timeline, Team Asobi could definitely have something really neat to launch alongside it, serving as a demonstration of system features & experience the way Astro's Playroom has for the PS5, but even more ambitious with this example. Beyond that, while Naughty Dog have been a bit disappointing so far this gen depending on who you ask (Factions 2 getting cancelled is definitely a rough blow), I'm still excited to see what they bring to the PS5, and I think they could have TLOU3 ready for a PS6 launch in 2028. Either that or one of their two new IP; really use them as a statement piece and come out the gate swinging.

I also think Polyphony would be there with GT8 and, again, skipping cross-gen to cement itself as a PS6 exclusive and flex their leadership in the sim racing space right off the bat. However, that doesn't mean they skip doing GT7 optimizations specific to PS5, particularly for the PS5 Pro, which can basically be their 'Burning Shores' type of expansions with scope and visuals not held back by being cross-gen with PS4. Between Spiderman 3, Naughty Dog's game (either TLOU3 or a new IP) and GT8, I'd expect those to be the big 1P non cross-gen PS6 launch exclusives for a 2028 release. Cross-gen 1P wise could see some other titles, like Wolverine, getting PS6 updates, otherwise I'd expect any other exclusives to come through 2P and 3P offerings.

Which brings me to some other speculations. There's a rumor, for example, that Sony are collaborating with both Sega and Bandai-Namco on revitalizing some legacy IP as AA efforts, such as Wipeout. It's not a prevalent rumor, but one I hope is true, and includes other titles from the catalog being done collaboratively with 3P in 2P form. Seeing personal favorites like Parappa/UmJammer and Tomba come back in this way, either with PS6 or sooner, would be awesome. I think we can all agree that Sony need to return to doing more AA titles again, either through 1P (whether with the teams already under them or through M&As of other 3P studios & pubs to become 1P content providers) or in partnerships with 3P, for purposes of having more software exclusives on their platform. They make great in-betweens for the big AAA titles and can have very healthy profit margins with sensible budget management.

As such, I'd probably count on publishers like Square-Enix and Koei-Tecmo doing something exclusive-wise for PS6 around its launch, and again if the rumors are true & they don't come this gen, Sega & Bandai-Namco as well. Some of those China Hero and India Hero projects should finally be ready to release by 2028 if not a bit earlier, although a lot of those could also be PC Day 1 types of games, meaning they inherently (individually) provide less value proposition to a PS6, though they still would give great value proposition if not on competing consoles such as 'Xbox Next' (which again, depends on what business model Microsoft takes for that platform, something I think has a strong chance of being way different than most are considering). A PS6 with a VR experience included by default opens up many doors for game innovation from these and other titles, beyond the usual visual fidelity gains, and combined could present an incredibly compelling package even more attractive than the PS5 at its own launch in 2020.

=============

Anyway, these are my speculations on what Sony could bring with the PlayStation 6, such as a release window, launch software exclusives, technologies, and feature differentiation innovations. Things that, combined, can IMO really sell it as a generational shift, and bringing some of the various initiatives seen up to this point married into a singular, wholly unified package. You may notice there are things I did not mention here such as PC and cloud, and honestly that's because those IMO are periphery to the experience.

It's not to say they don't have a purpose in the ecosystem; it's just that I do not see them as elements worth prioritizing in selling a new generation to gamers, as both are focused on the experience outside of the main pillar of the ecosystem, the console. In light of some recent market results for PC in particular, I expect that internally plans have already changed to significantly downscale (but not completely eliminate) PC as a target platform for ecosystem growth, as certain initiatives that have been done that could have heavily reduced the value proposition of the hardware long-term don't have a place here.

Cloud, if anything, is an additive to the ecosystem but not a main platform for content delivery in and of itself. Mobile for me is somewhere in the middle; where PC is best served as a destination for some GaaS titles and catalog/legacy content ports (either in collections or individually with QoL enhancements, depending on the age of the title, but nothing that isn't at least 4-6 years old by that point within the console space), I think experiences leveraging console IP content on mobile can work if those experiences are specifically designed as different for the mobile market. Nintendo's strategy, in that regard, would fit very well here (and arguably in the PC space, which is what the some GaaS part would facilitate, though with rising game budgets making only PC-exclusive titles at AAA scale would be impossible).

Subscription services, again, aren't a massive draw; it's another "bridging" of value between generations but can't sustain itself as a main value proposition to jump into a new gen. Companies like Microsoft have learned this the hard way and Sony would be wise not to make a similar mistake. Whatever expansion plans they have to PS+ on PC & mobile, should always do everything to funnel those users back into the PlayStation console experience proper. Do everything to entice them towards getting a console, while still providing value and quality for their chosen device in a way that doesn't self-sabotage or cannibalize your console. Striking a healthy middle ground is hard but if any of the Big 3 can pull it off, it's Sony.

Well anyhow, I'm interested to hear what you all think a PlayStation 6 could bring. What ways Sony can use it leverage & cement their position in the industry and grow their presence, and what innovations the PS6 can bring in multiple facets that would draw you in, and make it feel like a fresh new generation. Try being somewhat realistic here: expecting a PS6 with 5090 Ti worth of performance, for example, is NOT realistic. It just won't happen whatsoever...but surely you're interested in other things besides raw power, right? 😉
Part of the PS5 rumor was it would be PSVR focused and have pack in VR. As VR becomes smaller in terms of hardware and hopefully cheaper eventually I'm hoping it does become a pack in and inherent to the system in some way that way everyone can experience VR without having to buy a seierate unit. Of course games should and would be made normally for flat screen but Sony can make sure they also have a VR mode.
 

KnittedKnight

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Great thread for the hardware side of the equation. I think on the hardware side everything is looking up and there is nothing PC manufacturers can do to upset the status quo for the foreseeable future. I think Sony can disrupt where possible to make PC with its rigid structure catch up or, to match, increase the price of entry two-fold (hence the relative and easy W). SSD with custom 12-lane flash controller to eliminate bottlenecks + Decompression block should be appetizers. More of that sort of forward thinking is a winner and makes PC pound for pound on the dollar lose out.

Critical needs going forward however are on the OS/software/ecosystem side of the equation - targeting areas where consoles are lagging, critically, behind PC.

- i.e: "Creators Hub" for the PS6. A unified and centralized software suite that is easy to use and intuitive for content creation. Made with pro content creators in mind, but also that works for casuals. The hub should serve as a home for the creation of gaming content (or otherwise), streaming (monetized or otherwise), and podcasts. This hub obviously needs to support, as a critical pillar, all major known streaming hubs as well as payment platforms and mechanisms that creators use to monetize. One of the main objectives here is to get creators that do gaming content for a living on the PS6 platform, and thus serve as ambassadors. It should also have a more streamlined, yet with some depth software suite for content editing. Visualizing the end-goal: instead of seeing a PC rig next to a Twitch streamer's keyboard, what you should have is a PS6, with multi-input support (controller and/or keyboard and mouse).

The goal should be for content creators to have an alternative home for money-making streaming without having to resort to PC for any related task involved in the creation of the content, streaming of the content, editing of the content, posting/uploading of the content, monetization of the content (critical for buy in) and the creator/viewership/audience interaction aspect. The second a creator has to resort to PC for any related task you probably lose that creator long term.

PC is running wild with this currently, promoting PC gaming at every turn, creating gratuitous mind-share at every turn and market-share ain't close. Want to grow the console market? Start working on that to tap on it.

Sony also needs to beef up PSN, to allow for user reviews, forum discussions etc, straight from the console (or PC) using the universal psn account system. As well, create a suite of interactive tools that allow users to see and visualize platform activity live (and thus discuss it). For example a ranking ladder of the top 100 games at any given time on PSN, sorting by a pool of metrics (engagement activity over time, actual, past, peak hrs etc etc), as well as similar telemetry for each game in the product page of the game (like Steam charts and rankings). Steam is ahead of the curve here... and Sony should be bridging the gap (and then some). Sony already has these tools but obviously for internal use and not for public end-user interaction. If Sony can provide these tools as part of the PSN ecosystem Sony will be rewarded with free PlayStation ecosystem marketing cause the media and gamers will be using these tools to make articles everyday or discussions via social media etc discussing the industry through the lens of PlayStation ecosystem activity (as opposed to Steam being the focus). It sells itself long-term as a self-marketing boon. With the proper investments it can be done. This initiative is much simpler and a no-brainer as opposed to the Creators Hub which is a mayor undertaking and investment with a ton of moving parts.

Bottomline, piece-meal and half-measure solutions are shit, with at best half-measure results that fizzle out into irrelevance cause they're not part of a cohesive whole - as is currently the case with PS5/PS4.

When PlayStation is competing with a platform that has a full-fledged OS (PC) you gotta take some hits somewhere. The sooner they start the better.... the lag is already big.
 
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Danja1187

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Kill VR and cut your losses. 😁

Instead focus on perfecting the Portal into being the ultimate cloud / PS+ gateway and allow offline play once a game is downloaded to your console.

Graphics are good enough and I really don't care how much further they are pushed. But SSD speed is still important
 
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Part of the PS5 rumor was it would be PSVR focused and have pack in VR. As VR becomes smaller in terms of hardware and hopefully cheaper eventually I'm hoping it does become a pack in and inherent to the system in some way that way everyone can experience VR without having to buy a seierate unit. Of course games should and would be made normally for flat screen but Sony can make sure they also have a VR mode.

Same here. I think devices like the Oculus Rift show that an integrated package of VR & processing power is what really gets the market into VR altogether. However, Meta don't have the 3P clout/connections or certainly the 1P software experience of Sony/SIE, and platforms like Oculus are not the targets for the biggest games like AssCreed (well, the mainline ones), Resident Evil, Final Fantasy etc.

But a cheap enough 'entry level' slim VR headset included default with all PS6s would really propel the medium forward, so long as it doesn't push the price out of bounds and clearly sells itself on the gaming possibilities having that default would bring. PlayStation's the strongest gaming-centric gaming brand in the world (Apple and Google gaming are looked at as "additions" to the mobile suite of those companies, Steam MAU and purchasing power among customers is much less than the consoles, Xbox is dwindling...Nintendo's the only one that comes closest IMHO); combine that with affordable (but scalable) VR and you have something special.

More SSD speed. :D

Well, that's a given.
 
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Great thread for the hardware side of the equation. I think on the hardware side everything is looking up and there is nothing PC manufacturers can do to upset the status quo for the foreseeable future. I think Sony can disrupt where possible to make PC with its rigid structure catch up or, to compensate, increase the price of entry two-fold or three-fold (hence the relative and easy W).

Critical needs going forward however are on the OS/software/ecosystem side of the equation - targeting areas where consoles are lagging, critically, behind PC.

- i.e: Creators hub. A unified and centralized software suite that is easy to use and intuitive made for content creators for the creation of gaming content or otherwise, streaming (monetized or otherwise), and podcast creation. This hub obviously needs to support, as a critical pillar, all major known streaming hubs as well as payment platforms and mechanisms that creators use to monetize. It should also have a more streamlined software suite for content editing.

The goal should be for content creators to have an alternative home for content/money making streaming without having to resort to PC for any related task involved in the creation of the content, streaming of the content, editing of the content, posting/uploading of the content, monetization of the content (critical for buy in) and the creator/viewer interaction aspect.

PC is running wild with this currently, promoting PC at every turn and market-share ain't close.

Sony also needs to beef up PSN, to allow for user reviews, forum discussions etc, straight from the console (or PC) as well as create a suite of interactive tools that allow users to see the health of the platform, system and what's is hot and what's not. Steam is ahead of the curve here... and Sony should be bridging the gap, and then some. Obviously much harder for Sony cause it needs to be super streamlined for a console user experience but it's possible.

Oh yeah, for sure. I like this idea of a universal, platform-wide Creators marketplace. Throw in the right user tools and a means of making it attractive for devs & pubs to openly participate (they'd get a small cut on transactions sales, for starters), and I think something like this could, in addition to other things, basically free up the need to charge for online play altogether. Think of it this way: most people are going to want to buy user-made context (let alone dev-made content) for the online games they play, and folding that console-side can give devs easy access to up-and-coming talent who go on to do bigger & better things in the industry itself.

There are nuances to work out obviously, but I do really like the idea. It's something of a "microcomputerizing" of PlayStation like I was saying a while back elsewhere, and it keeps the focus gaming-centric. If Sony could expand that to other tools for things like streaming and video content productivity, they could monetize it well through the subscription, and leave paid online gaming fees in the past where they likely belong, in this post-F2P world.

As for PSN changes, I they introduced (re-introduced?) star rating systems for games on the store, but yeah they could do even more. I also think they (and MS & Nintendo) should publicly show player count numbers for their games online; we know platforms like PS take the lead for games like COD or Monster Hunter, but player counts are hidden (not rankings, though). That makes it easier for the media to run with narratives that growth of these games is actually on PC and not seeing equivalent (or larger) increases on console, because you can publicly see player count numbers for games on Steam.

And hey, Jim Ryan said it himself: PC is a competing platform. That naturally includes stuff like Steam, which are the most popular launchers & storefronts on PC.

Kill VR and cut your losses. 😁

Instead focus on perfecting the Portal into being the ultimate cloud / PS+ gateway and allow offline play once a game is downloaded to your console.

Graphics are good enough and I really don't care how much further they are pushed. But SSD speed is still important

Hmm...I dunno. For things related to game design innovation, VR clearly has more potential, it's just that the prices need to come down. The streaming tech PS Portal uses will be very helpful in getting VR headset prices down going forward, I feel. But VR IMO is more additive to what the next-gen experience can bring than PS Portal, which I'd consider more a complementary device.

That said, I'm sure Sony can further improve the PS Portal technology, and in fact....maybe it could be possible to just fold the PS Portal experience into a slim entry VR headset? Again, if they can target that for $149, and then maybe something like $229 - $249 with a controller included...that is essentially a second iteration of the PS Portal in function, and more versatile in form (likely more comfortable, too).
 
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KnittedKnight

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There is also a lot of stuff that needs to be done to make PlayStation platform development even more friendly. Above all accessible to the the very tiny by studio head count but numerous individually developer community. PC is still king in this regard, and Sony needs to continue to think of means and ways to simplify the process and make it more accessible to any dev, no matter the size, no matter the location on the planet. I want to emphasize, specially the tiny devs, the 1 man, 3-man or 10 man show.... whether they're found in North America or a third world shithole. I think the "cloud" may be helpful in this regard.
 
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There is also a lot of stuff that needs to be done to make PlayStation platform development even more friendly. Above all accessible to the the very tiny by studio head count but numerous individually developer community. PC is still king in this regard, and Sony needs to continue to think of means and ways to simplify the process and make it more accessible to any dev, no matter the size, no matter the location on the planet. I want to emphasize, specially the tiny devs, the 1 man, 3-man or 10 man show.... whether they're found in North America or a third world shithole. I think the "cloud" may be helpful in this regard.

It's probably not something that could be ready in time for PS6's launch, more like a couple years or so after it launched but...it could be possible Sony and partnering 3P devs/pubs establish a shared resources/asset database hosted over the cloud, accessible to all developer teams at a tiered subscription rate.

Just something that's popped into my head after responding to someone else over on GAF who talked about generative AI possibilities for stuff like 'filler' texture and model assets. Hardware in the system that can be programmed (both by devs and in contexts by the system itself maybe with some sub-CPU block that can monitor data routines from the main CPU and GPU, and use metadata to generate its own instructions) to determine what needs to be generated and compile it, but accessing database repositories hosted over the cloud which could be specific to particular developer studios/publishers and/or a shared cloud platform hosting that content, where the assets can be generated through AI and curated by people specialized in managing & tuning the output and operations.

So the console can fetch that data over the cloud (of course, the user needs to be online and have good internet), and handle the contextual composition of that data at runtime. These are some great possibilities, just as long as the AI parts are handled responsibly.
 
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Systemshock2023

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Too early to know. With the pandemic slowing down development cycles, and diminishing returnsn hardware, I would expect this generation to last until 2028, even 2032 if we count cross generation games.
 
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Too early to know. With the pandemic slowing down development cycles, and diminishing returnsn hardware, I would expect this generation to last until 2028, even 2032 if we count cross generation games.

2032 for cross-gen will probably only be for some F2P titles and annual sports releases. Or the typical Just Dance title. Platform holders have the need to drive the install base to the newer hardware so some form of planned obsolescence becomes a factor for the older system once the new one releases. And with them, will follow the vast majority of 3P content.

It's a delicate balance as, since you said, in some ways diminishing returns on the visual fidelity front is a real thing. At least, in terms of what the tech itself allows in real-time. Required increases in budgets and dev sizes is creating the opposite of diminishing returns where if anything, the growth on those two things should be slowing, not accelerating.

I don't think the prospect of cross-gen on the whole carrying on for 4 or so years will become a regular thing until the generation after next.
 
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We've barely scratched the surface of the PS5, I don't need a PS6
also AAA is unsustainable at this rate, those games can be great sure, but they're not worth getting overly excited about.
 

Umar

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[RELEASE SOFTWARE]

Okay, this is one of the most volatile areas to speculate on, in large part because a lot of Sony's software roadmap is heavily obscured, compared to say Microsoft's, which is mostly known at this point. Again, there was the unfortunate Insomniac ransomware hack & leak where we have seen a roadmap at least for that studio's software plans, so in a way we can already picture at least one big 1P AAA release arriving about in time for a 2028 PS6 launch (Spiderman 3). But what about the rest?

Well, I first want to look at this from a POV of 1P exclusives, preferably games that aren't cross-gen. I think in the case of this hypothetical PS6 & its release timeline, Team Asobi could definitely have something really neat to launch alongside it, serving as a demonstration of system features & experience the way Astro's Playroom has for the PS5, but even more ambitious with this example. Beyond that, while Naughty Dog have been a bit disappointing so far this gen depending on who you ask (Factions 2 getting cancelled is definitely a rough blow), I'm still excited to see what they bring to the PS5, and I think they could have TLOU3 ready for a PS6 launch in 2028. Either that or one of their two new IP; really use them as a statement piece and come out the gate swinging.

I also think Polyphony would be there with GT8 and, again, skipping cross-gen to cement itself as a PS6 exclusive and flex their leadership in the sim racing space right off the bat. However, that doesn't mean they skip doing GT7 optimizations specific to PS5, particularly for the PS5 Pro, which can basically be their 'Burning Shores' type of expansions with scope and visuals not held back by being cross-gen with PS4. Between Spiderman 3, Naughty Dog's game (either TLOU3 or a new IP) and GT8, I'd expect those to be the big 1P non cross-gen PS6 launch exclusives for a 2028 release. Cross-gen 1P wise could see some other titles, like Wolverine, getting PS6 updates, otherwise I'd expect any other exclusives to come through 2P and 3P offerings.

Which brings me to some other speculations. There's a rumor, for example, that Sony are collaborating with both Sega and Bandai-Namco on revitalizing some legacy IP as AA efforts, such as Wipeout. It's not a prevalent rumor, but one I hope is true, and includes other titles from the catalog being done collaboratively with 3P in 2P form. Seeing personal favorites like Parappa/UmJammer and Tomba come back in this way, either with PS6 or sooner, would be awesome. I think we can all agree that Sony need to return to doing more AA titles again, either through 1P (whether with the teams already under them or through M&As of other 3P studios & pubs to become 1P content providers) or in partnerships with 3P, for purposes of having more software exclusives on their platform. They make great in-betweens for the big AAA titles and can have very healthy profit margins with sensible budget management.

As such, I'd probably count on publishers like Square-Enix and Koei-Tecmo doing something exclusive-wise for PS6 around its launch, and again if the rumors are true & they don't come this gen, Sega & Bandai-Namco as well. Some of those China Hero and India Hero projects should finally be ready to release by 2028 if not a bit earlier, although a lot of those could also be PC Day 1 types of games, meaning they inherently (individually) provide less value proposition to a PS6, though they still would give great value proposition if not on competing consoles such as 'Xbox Next' (which again, depends on what business model Microsoft takes for that platform, something I think has a strong chance of being way different than most are considering). A PS6 with a VR experience included by default opens up many doors for game innovation from these and other titles, beyond the usual visual fidelity gains, and combined could present an incredibly compelling package even more attractive than the PS5 at its own launch in 2020.

=============

Anyway, these are my speculations on what Sony could bring with the PlayStation 6, such as a release window, launch software exclusives, technologies, and feature differentiation innovations. Things that, combined, can IMO really sell it as a generational shift, and bringing some of the various initiatives seen up to this point married into a singular, wholly unified package. You may notice there are things I did not mention here such as PC and cloud, and honestly that's because those IMO are periphery to the experience.

It's not to say they don't have a purpose in the ecosystem; it's just that I do not see them as elements worth prioritizing in selling a new generation to gamers, as both are focused on the experience outside of the main pillar of the ecosystem, the console. In light of some recent market results for PC in particular, I expect that internally plans have already changed to significantly downscale (but not completely eliminate) PC as a target platform for ecosystem growth, as certain initiatives that have been done that could have heavily reduced the value proposition of the hardware long-term don't have a place here.

Cloud, if anything, is an additive to the ecosystem but not a main platform for content delivery in and of itself. Mobile for me is somewhere in the middle; where PC is best served as a destination for some GaaS titles and catalog/legacy content ports (either in collections or individually with QoL enhancements, depending on the age of the title, but nothing that isn't at least 4-6 years old by that point within the console space), I think experiences leveraging console IP content on mobile can work if those experiences are specifically designed as different for the mobile market. Nintendo's strategy, in that regard, would fit very well here (and arguably in the PC space, which is what the some GaaS part would facilitate, though with rising game budgets making only PC-exclusive titles at AAA scale would be impossible).

Subscription services, again, aren't a massive draw; it's another "bridging" of value between generations but can't sustain itself as a main value proposition to jump into a new gen. Companies like Microsoft have learned this the hard way and Sony would be wise not to make a similar mistake. Whatever expansion plans they have to PS+ on PC & mobile, should always do everything to funnel those users back into the PlayStation console experience proper. Do everything to entice them towards getting a console, while still providing value and quality for their chosen device in a way that doesn't self-sabotage or cannibalize your console. Striking a healthy middle ground is hard but if any of the Big 3 can pull it off, it's Sony.

Well anyhow, I'm interested to hear what you all think a PlayStation 6 could bring. What ways Sony can use it leverage & cement their position in the industry and grow their presence, and what innovations the PS6 can bring in multiple facets that would draw you in, and make it feel like a fresh new generation. Try being somewhat realistic here: expecting a PS6 with 5090 Ti worth of performance, for example, is NOT realistic. It just won't happen whatsoever...but surely you're interested in other things besides raw power, right? 😉
You didnt mention what physical format Ps6 could use for physical games? I assume they might just stick with Blue ray again to make it easy for those with physical ps5 copies to be used on the ps6. But will it still be 4k blue rays, which may not be enough in terms of space seeing as ps6 games would be much bigger. Could 8k Blue rays be a thing by then?
 

Yurinka

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Hardware specs and accesories
  • Way better visuals thanks to highly better RT, real time global illumination and propietary better version of DLSS up to 8K 240Hz fom a native 1080p 60fps code
  • 64 GB of RAM
  • 2TB SSD, faster than the PS5 one
  • Wifi 8 (100Gbps, reduced latency of hopefully way under 25 ms, hopefully longer reach)
  • This time the optional disc reader also reads quadruple layer bluray discs (up to 128GB), dvds, cds and has UMD and Vita Cards reader to allow full BC inluding to run original PS1, PS2, PS3, PS4, PS5, PSP, Vita games plus their memory cards
  • Once you install a physical disc don't need to put the disc again to play the game. All bought PS6 games can also be played via streaming, not only in PS6 but also in PS Portal, PC, mobile or smart tvs
  • Dual Sense 2 now also emits smells and it's splittable to attach it to the sides of any phone or tablet. Features improved haptics and battery time
  • All PS6 games available in both PS6 and the PSN PC or mobile stores are fully cross-buy, cross-play and cross-save
  • PS Portal 2: DualSense 2 version of PS Portal with a 4K OLED display and wifi8, features remote play, PS cloud gaming and PSN Android store and Sony Android games
  • Wireless PSVR3 with AR, full hand and body tracking, 8K resolution, some stuff to feel inertia/acceleration (like in racing games)
PS6 launch window games
  • Firesprite arcade racer that merges Wipeout, Rollcage, Jet Moto, Motorstorm, Destiny, Horizon, Marathon IPs as launch next gen only game (ready to have PSVR3 support day one)
  • Venom as launch crossgen game
  • Bend's new IP as launch crossgen game
  • Astrobot as free launch next gen only game
  • Horizon 3 as year 1 crossgen game
  • God of War set in a new mythology as year 1 next gen only game
Business model
  • Ultimate BC: Play locally on PS6 or also (only via remote play or cloud gaming on mobile/PS Portal/PC/smart tvs) all physical or digital games you ever bought in all generations of home and portable PS consoles
  • Ultimate seamless cross-buy, cross-save, cross-play between PS3, PSP, Vita, PS4, PS5, PS6, PC and mobile for the games available in the PSN digital stores of these platforms to be played locally there. Also applied to their cloud versions
  • Non-GaaS AAA PS Studios games continue being released only on PS. Some of them (not all) get ported 2 or more years after their original release to PC or mobile and included in PS+
  • Same applies for some GaaS. Other GaaS instead get released day one on PC and/or mobile
  • PSN PC and mobile store features the same games than the PS6 to purchase including 3P, but some of them are only to be played via cloud gaming. Only the ones ported have a downloadable version to be played locally on PC or mobile
Acquisitions and investments
  • Thanks to expanding to GaaS, PC and mobile Sony's revenue and profits would have been skyrocketing from 2024 to 2028 so they'd use an important part of it on acquisitions, plus whatever they get from selling their banks division in a couple years from now
  • If Capcom, Square Enix, Bandai Namco, FromSoft/Kadokawa, Sega, CD Projekt, Remedy don't want to be acquired, make joint ventures or special generation long deals with them
  • If still haven't signed them as 2nd party, ask the Sifu, Kena, Stray, Rollerdrome guys make a 2nd party game and if it works acquire them. Acquire Arrowhead, Deviation, Ballistic Moon if their current games end being good enough and successful enough in sales
  • Acquire Annapurna, Devolver, Dotemu and Raw Fury and put them under PlayStation Indies label to secure a great yearly output of small gems for PS6, PC and mobile PSN digital stores and PS+. Let them use Sony IPs when there's fit
  • Continue partnerships announced in recent years with basically most top Japanese, Chinese and Korean mobile gaming studios to let them adapt SIE IPs to mobile & PC GaaS, titles that would also have a PS6 version (think Genshin Impact, PUBG or Fortnite)
Cross-media
  • Continue pushing the movie / tv-show / anime adaptations of SIE IPs
  • If Bandai Namco acquisition ends being possible, open a toys division (Bandai Namco is the top 2 toys company in the world) under Sony and let them make toys, sculptures, figurines of SIE and Sony Pictures IPs to maximize revenue, some of which would be used in collector editions of SIE games
  • If Kadokawa / Bandai Namco / Square Enix acquisitions end being possible, open a Sony Books division to put there all their manga, books and magazines and offer all their catalog online inside a single digital service. Make them use the SIE, Sony Pictures, Sony Music IPs to make manga adaptations, art books, novels or random books. Use their games and manga IPs to make anime / movie / tv show adaptations. Some of them would be used in special/collector editions of SIE games
  • If they manage to make these previous acquisition and open their toys and books divisions, one everything has been properly integrated then acquire Shueisha and Toei Animation to get also their manga and anime rights, joining the others to make manga and anime of Sony IPs
  • The idea would be to turn Sony into the worldwide top 1 company in gaming, anime, manga and toys company in the world and using that not only to crosspromote these businesses, but also to further push their movies/tv shows/music businesses to end also being top 1 in these other departments in the long term

You didnt mention what physical format Ps6 could use for physical games? I assume they might just stick with Blue ray again to make it easy for those with physical ps5 copies to be used on the ps6. But will it still be 4k blue rays, which may not be enough in terms of space seeing as ps6 games would be much bigger. Could 8k Blue rays be a thing by then?
As I remember right now there BR discs of 4 layers, with up to 128GB of space. If big discs need more they could use a download or seccond disc.

Kill VR and cut your losses. 😁
They have no loses to cut. Regarding VR, they were happy with PSVR1 and PSVR2 is according their estimates: outselling PSVR1 but still being a secondary platform for them. It's a long term bet.
 
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Danja1187

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They have no loses to cut. Regarding VR, they were happy with PSVR1 and PSVR2 is according their estimates: outselling PSVR1 but still being a secondary platform for them. It's a long term bet.

Uh huh! They recently said the sales for PSVR2 were slower than they anticipated, so good luck with your outdated information
 

Airbus

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Kill VR and cut your losses. 😁

Instead focus on perfecting the Portal into being the ultimate cloud / PS+ gateway and allow offline play once a game is downloaded to your console.

Graphics are good enough and I really don't care how much further they are pushed. But SSD speed is still important
KIll VR and miss this game?

 

Dabaus

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Alot of good theories and speculation posted.

My question is, will 8K be wide spread enough to justify a huge jump in power? In my opinion the answer will be No.

So what sony do? I think investing in, and acquiring key partners should be their main priority at the moment to actually have software for the future. I think alternative ways to play will be a big thing going forward. What i mean by that is gaming on the go like the steam deck and PS Portal but not necessarily "Mobile" gaming if that makes sense. Maybe double down on VR with the current tech but find ways to make it cheaper and more mainstream? Backwards compatibility with all PS consoles.

Im not saying they should cheap out and make a weak console, but maybe make something with a 399/449 price point in mind (In 2028 that would be a very budget console) with a emphasis on 4k 60 FPS with all the bells and whistles.
 
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Yurinka

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Uh huh! They recently said the sales for PSVR2 were slower than they anticipated, so good luck with your outdated information
No, Sony never said PSVR2 sales are slower than they anticipated. Sony debunked these Bloomberg fake news by showing real sales data. PSVR2 sales are on track to meet their target, which is to outsell PSVR1 but not by a lot:

image.png
 
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Gamernyc78

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Uh huh! They recently said the sales for PSVR2 were slower than they anticipated, so good luck with your outdated information
Stop listening to Forbes and Bloomberg articles who know shit...


Those Fake insiders actually low balled PSVR2 sales by like 300, 000 smh.
 
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