ps5

11-years-after-launch,-49m-people-still-use-their-ps4s,-matching-the-ps5

11 years after launch, 49M people still use their PS4s, matching the PS5

Gone, but not PS4-gotten —

But PS5 users spend more money and gameplay time on their consoles.

After nearly four years of the PS5, a lot of people are still using their old PS4s.

Enlarge / After nearly four years of the PS5, a lot of people are still using their old PS4s.

If you’re still getting use out of your aging PS4 after nearly four full years of PS5 availability, new data from Sony shows you are far from alone. The Japanese electronics giant says that both the PS4 and PS5 currently have about 49 million monthly active users, suggesting a significant number of PlayStation players have yet to spend $400 or more to upgrade to the newer console.

The new data comes from an extensive Game & Network Services report presented as part of Sony’s most recent Business Segment Meeting. Those numbers suggest that about 42 percent of the 117 million PS4 units ever sold are still in active use, compared to 86 percent of the 56 million PS5 units sold thus far.

Despite the parity in active consoles, Sony also points out that the PS5 is responsible for significantly more gameplay hours than the PS4: 2.4 billion for the new system compared to 1.4 billion for its predecessor (it’s unclear what time period this comparison covers). Sony’s monthly user numbers also include any console “used to play games or [access] services on the PlayStation Network,” so an old PS4 that serves as a convenient Netflix box in the spare bedroom would still inflate the older system’s numbers here.

Still, it’s pretty impressive that nearly 50 million people are still regularly using a console first launched in 2013 (even considering 2016’s Pro upgrade). That could be in part because the PS4 is still seeing plenty of software support well after the PS5’s release; Sony’s PSN Store listings currently include 189 “just released” PS4-compatible games, including many “best-selling” titles that don’t require a PS5 at all. The fact that those PS4-compatible titles are also playable directly on the PS5 has probably helped convince some publishers to target the older console for their less graphics-intensive games.

PS5 owners are spending less money on full games and a lot more money on

Enlarge / PS5 owners are spending less money on full games and a lot more money on “add-on content.”

The PS4’s longevity doesn’t seem to have had a significant negative impact on the PS5’s bottom line, either. Sony’s gaming division has already earned $10 billion in profit off of $106 billion in sales across the nearly four years of the PS5 generation, compared to $9 billion in profit off $107 billion in sales across seven years of the PS4.

PS5 owners have spent an average of $731 each across games, services, peripherals, and add-on content. That’s up significantly from $580 in nominal spending from the average PS4 owner at the same point in that console’s life cycle, though what sounds like a big increase is actually pretty flat when you take inflation into account.

That per-console gaming spending is now concentrated less on “full game” purchases—which are down 12 percent between the PS4 to PS5 generation—and much more on so-called add-on content—which is up 176 percent between generations. We’re guessing that big-spending, loot-box-chasing “whales” have something to do with that increase.

Listing image by Sam Machkovech

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sony-listing-hints-at-native,-upscaled-ps2-emulation-on-the-ps5

Sony listing hints at native, upscaled PS2 emulation on the PS5

Where’s Fantavision? —

Download promo promises “up-rendering, rewind, quick save, and custom video filters.”

Identical cousins.

Enlarge / Identical cousins.

Years ago, Sony started making a select handful of “PlayStation 2 Classics” available as emulated downloads on the PlayStation 4. Now, there are signs that certain PS2 games will be similarly available for native download on the PS5, complete with new features like “up-rendering, rewind, quick save, and custom video filters.”

The hint at Sony’s coming PS2 download plans comes via a new PlayStation Network listing for the 2002 release Star Wars: The Clone Wars, which recently appeared on tracking site PSDeals (as noticed by Gematsu). That site draws from unpublished data from the PSN servers, such as this thumbnail image that recently appeared on the playstation.com servers, and lists a planned June 11 release for the emulated Clone Wars port.

So far, this is nothing out of the ordinary. But near the bottom of the boilerplate, the listing notes that “this title has been converted from the PlayStation 2 version to the PlayStation 4 and PlayStation 5 consoles and provides newly added features [emphasis added].” That’s a marked difference from earlier “PS2 on PS4” downloadable releases, which only say that they were “converted from the original PlayStation 2 version to the PS4 system.”

A new emulator for a new generation

Previous PS2 games released as PlayStation Classics could be played on the PS5 via the newer system’s PS4 backward compatibility, of course. And those titles already looked relatively decent on modern displays thanks to near-HD upscaling at solid frame rates. But new “up-rendering” designed for the 4K-capable PS5 could make these aging 3D titles look even better on high-end TVs, even if low-resolution textures originally designed for 2000s-era CRTs may still look dated. And other new features like “rewind, quick save, and custom video filters” promise nice improvements over the relatively bare-bones PS2 emulation previously available on the PS4.

A look at Implicit Creations’ existing PS1 emulation efforts on the PS5.

Those same features (and modern additions like trophies) are also currently offered on select PS1 titles that have been available in native PS5 ports in recent months. That’s thanks to the work of Implicit Conversions, a retro-focused porting company that has recently been working with Sony to add PS1 support to its multi-platform Syrup Emulation Engine.

Implicit Conversions recently included the PS2 on a list of consoles supported by the Syrup Engine and said on LinkedIn that it is “working with clients to bring NES, PS1, PSP, and PS2 games to the PS4, PS5, Nintendo Switch, and Xbox [emphasis added].” In a March interview with Time Extension, the company said it “can’t deny or confirm anything about PS2 [emulation on PS5],” but the very familiar wording of this leaked Clone Wars listing certainly suggests the same company is behind this new PS2 porting effort as well.

Of course, the ability to download select PS2 games to the PS5 falls well short of many players’ dream of simply inserting and playing an existing PS2 disc on their newest Sony console. In 2018, though, hackers opened up the PlayStation Classics emulator and got it running generic PS2 games on the PS4 (compatibility is a bit hit or miss, however). That same emulator has also proven useful in helping hackers unlock some interesting exploits on the PS5. So who knows—the community may be able to hack-in wider PS5 support for PS2 game discs eventually.

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putting-microsoft’s-cratering-xbox-console-sales-in-context

Putting Microsoft’s cratering Xbox console sales in context

Down but not out —

Why declining quarterly numbers might not be awful news for Microsoft’s gaming business.

Scale is important, especially when talking about relative console sales.

Enlarge / Scale is important, especially when talking about relative console sales.

Aurich Lawson | Getty Images

Yesterday, Microsoft announced that it made 31 percent less off Xbox hardware in the first quarter of 2024 (ending in March) than it had the year before, a decrease it says was “driven by lower volume of consoles sold.” And that’s not because the console sold particularly well a year ago, either; Xbox hardware revenue for the first calendar quarter of 2023 was already down 30 percent from the previous year.

Those two data points speak to a console that is struggling to substantially increase its player base during a period that should, historically, be its strongest sales period. But getting wider context on those numbers is a bit difficult because of how Microsoft reports its Xbox sales numbers (i.e., only in terms of quarterly changes in total console hardware revenue). Comparing those annual shifts to the unit sales numbers that Nintendo and Sony report every quarter is not exactly simple.

Context clues

Significant declines in Xbox hardware revenue for four of the last five quarters stand out relative to competitors' unit sales.

Enlarge / Significant declines in Xbox hardware revenue for four of the last five quarters stand out relative to competitors’ unit sales.

Kyle Orland

To attempt some direct contextual comparison, we took unit sales numbers for some recent successful Sony and Nintendo consoles and converted them to Microsoft-style year-over-year percentage changes (aligned with the launch date for each console). For this analysis, we skipped over each console’s launch quarter, which contains less than three months of total sales (and often includes a lot of pent-up early adopter demand). We also skipped the first four quarters of a console’s life cycle, which don’t have a year-over-year comparison point from 12 months prior.

This still isn’t a perfect comparison. Unit sales don’t map directly to total hardware revenue due to things like inflation, remainder sales of Xbox One hardware, and price cuts/discounts (though the Xbox Series S/X, PS5, and Switch still have yet to see official price drops). It also doesn’t take into account the baseline sales levels from each console’s first year of sales, making total lifetime sales performance on the Xbox side hard to gauge (though recent data from a Take-Two investment call suggests the Xbox Series S/X has been heavily outsold by the PS5, at this point).

Even with all those caveats, the comparative data trends are pretty clear. At the start of their fourth full year on the market, recent successful consoles have been enjoying a general upswing in their year-over-year sales. Microsoft stands out as a major outlier, making less revenue from Xbox hardware in four of the last five quarters on a year-over-year basis.

Falling like dominoes.

Enlarge / Falling like dominoes.

Aurich Lawson

Those numbers suggest that the hardware sales rate for the Xbox Series S/X may have already peaked in the last year or two. That would be historically early for a console of this type; previous Ars analyses have shown PlayStation consoles generally see their sales peaks in their fourth or fifth year of life, and Nintendo portables have shown a similar sales trend, historically. The Xbox Series S/X progression, on the other hand, looks more similar to that of the Wii U, which was already deep in a “death spiral” at a similar point in its commercial life.

This is not the end

In the past, console sales trends like these would have been the sign of a hardware maker’s wider struggles to stay afloat in the gaming business. However, in today’s gaming market, Microsoft is in a place where console sales are not strictly required for overall success.

For instance, Microsoft’s total gaming revenue for the latest reported quarter was up 51 percent, thanks in large part to the “net impact from the Activision Blizzard acquisition.” Even before that (very expensive) merger was completed, Microsoft’s total gaming revenue was often partially buoyed by “growth in Game Pass” and strong “software content” sales across PC and other platforms.

Owning Call of Duty means being one of the biggest PS5 game publishers almost by definition.

Enlarge / Owning Call of Duty means being one of the biggest PS5 game publishers almost by definition.

Activision

Perhaps it’s no surprise that Microsoft has shown increasing willingness to take some former Xbox console exclusives to other platforms in recent months. In fact, following the Activision/Blizzard merger, Microsoft is now publishing more top-sellers on the PS5 than Sony. And let’s not forget the PC market, where Microsoft continues to sell millions of games above and beyond its PC Game Pass subscription business.

So, while the commercial future of Xbox hardware may look a bit uncertain, the future of Microsoft’s overall gaming business is in much less dire straits. That would be true even if Microsoft’s Xbox hardware revenue fell by 100 percent.

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report:-sony-stops-producing-psvr2-amid-“surplus”-of-unsold-units

Report: Sony stops producing PSVR2 amid “surplus” of unsold units

Too many too late? —

Pricy tethered headset falters after the modest success of original PSVR.

PSVR2 (left) next to the original PSVR.

Enlarge / PSVR2 (left) next to the original PSVR.

Kyle Orland / Ars Technica

It looks like Sony’s PlayStation VR2 is not living up to the company’s sales expectations just over a year after it first hit the market. Bloomberg reports that the PlayStation-maker has stopped producing new PSVR2 units as it tries to clear out a growing backlog of unsold inventory.

Bloomberg cites “people familiar with [Sony’s] plans” in reporting that PSVR2 sales have “slowed progressively” since its February 2023 launch. Sony has produced “well over 2 million” units of the headset, compared to what tracking firm IDC estimates as just 1.69 million unit shipments to retailers through the end of last year. The discrepancy has caused a “surplus of assembled devices… throughout Sony’s supply chain,” according to Bloomberg’s sources.

IDC estimates a quarterly low of 325,000 PSVR2 units shipped in the usually hot holiday season, compared to a full 1.3 million estimated holiday shipments for Meta’s then-new Quest 3 headset, which combined with other Quest products to account for over 3.7 million estimated sales for the full year.

The last of the tethered headsets?

The reported state of affairs for PSVR2 is a big change from the late 2010s when the original PlayStation VR became one of the bestselling early VR headsets simply by selling to the small, VR-curious slice of PS4 owners. At the time, the original PSVR was one of the cheapest “all-in” entry points for the nascent market of tethered VR headsets, in large part because it didn’t require a connection to an expensive, high-end gaming PC.

In the intervening years, though, the VR headset market has almost completely migrated to untethered headsets, which allow for freer movement and eliminate the need to purchase and stay near external hardware. The $550 PlayStation VR2 is also pricier than the $500 Meta Quest 3 headset, even before you add in the $500 asking price for a needed PS5. Sony’s new headset also isn’t backward compatible with games designed for the original PSVR, forcing potential upgraders to abandon most of their existing VR game libraries for the new platform.

Even before the PSVR2 launched, Sony was reportedly scaling back its ambitions for the headset (though the company denied those reports at the time and said it was “seeing enthusiasm from PlayStation fans”). And since its launch, PSVR2 has suffered from a lack of exclusive titles, featuring a lineup mostly composed of warmed-over ports long available on other headsets. An Inverse report from late last year shared a series of damning complaints from developers who have struggled to get their games to run well on the new hardware.

Put it all together, and PSVR2 seems like a too-little-too-late upgrade that has largely squandered the company’s early lead in the space. We wouldn’t be shocked if this spells the end of the line for Sony’s VR hardware plans and for mass-market tethered headsets in general.

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what-would-an-xbox-without-console-exclusives-even-look-like?

What would an Xbox without console exclusives even look like?

The world's most expensive domino set.

Enlarge / The world’s most expensive domino set.

Aurich Lawson

It’s been a busy time in the Xbox rumor mill of late. Last weekend, the Verge reported that Microsoft was considering launching a version of Bethesda’s upcoming Indiana Jones and the Great Circle on PlayStation 5, alongside plans to port last year’s Hi-Fi Rush to other consoles. That same weekend, Xbox Eras published more lightly sourced rumors suggesting that prominent Xbox exclusive Starfield would be getting a PS5 port.

While Microsoft hasn’t directly commented on these reports, Xbox chief Phil Spencer wrote on social media that Microsoft is “planning a business update event for next week, where we look forward to sharing more details with you about our vision for the future of Xbox.”

The churning rumor mill has set off something of an existential crisis among some Xbox superfans, content creators, and influencers, who are worried that Microsoft is planning to essentially abandon their favored console. “Genuinely feel terrible for convincing my sister to get an Xbox instead of a PS5,” XboxYoda posted in a representative social media take. “Like I actually feel like I let her down… .”

“If you like being lied to that’s a you thing,” social media user XcloudTimdog posted. “I have a set of standards, that’s all. Cross them and, well, I respond.”

These and other more apocalyptic reactions might seem like hyperbolic whining from territorial console misanthropes. But they also have the germ of a point. Exclusive games have long been the primary way console makers argue for players to choose their console over the competition. If Microsoft effectively changes that argument in the middle of the current console generation, Xbox owners will have some legitimate reason to be upset.

A world without Xbox exclusives

To see why, start with a simple thought experiment. Say it’s early 2020 and Microsoft announces that it is abandoning the idea of console exclusives entirely. Upcoming Xbox Game Studios titles like Halo Infinite and Starfield would still be released on the upcoming Xbox Series X/S, of course, but they’d also all see equivalent versions launch on the PS5 (and sometimes the Switch) on the same day. Sony does not respond in kind and keeps major franchises like God of War and Spider-Man exclusive to the PS5.

Spider-Man 2 on the same console?” height=”427″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/02/Starfield_03_ExploringPlanets-800-1024×683-1-640×427.jpg” width=”640″>

Enlarge / You mean I could have visited this planet and played Spider-Man 2 on the same console?

In this hypothetical world, convincing someone to buy an Xbox becomes much more difficult. On the one hand, you have a PlayStation console that can play all of the major big-budget games published by both Microsoft and Sony. On the other, you have an Xbox that doesn’t have access to the significant Sony half of that gaming equation.

There are other reasons you might still consider an Xbox in this world. Maybe you think the reduced price of the Xbox Series S delivers more “bang for the buck.” Maybe you prefer the Xbox controller layout or some of Xbox’s system-level OS features. Maybe you’re convinced cross-platform games will look or play better on Microsoft’s machine.

But in the console market, these kinds of concerns often take a back seat to the prospect of a system’s exclusive games and franchises. The biggest exclusive titles are called “system sellers” for a reason—they’re the games that make many gamers plunk down hundreds of dollars on hardware just for the possibility of spending more on this must-have software.

In this hypothetical, Microsoft would essentially be trying to sell the Xbox without any exclusive system sellers.

What would an Xbox without console exclusives even look like? Read More »

former-oculus-cto-has-doubts-about-psvr-2’s-chance-for-success

Former Oculus CTO Has Doubts About PSVR 2’s Chance for Success

John Carmack, former CTO of Oculus and key player in the VR startup’s genesis story, says Sony’s upcoming PSVR 2 headset may be see a bumpy road to adoption based on its high price and potential for scattershot geographic distribution.

Carmack seems to really like PSVR 2’s hardware from a technical standpoint, saying that the unique combination of a tethered OLED display and PS5’s ray-tracing performance could hypothetically allow for a novel VR rendering approach with extremely low latency. As a legendary programmer and the former CTO of Oculus, it’s just the sort of thing Carmack thinks about when it comes to virtual reality headsets.

And though he he lauded that unique technical potential, Carmack says he actually doesn’t expect PSVR 2 to be “very successful at $600”:

I don’t expect PSVR2 to be very successful at $600, but technically, with a directly connected OLED display and decent ray tracing performance, it is an opportunity to implement just-in-time ray tracing for couple-millisecond 6DOF motion-to-photons latency, which I would really

— John Carmack (@ID_AA_Carmack) January 26, 2023

Releasing on February 22nd, PSVR 2 carries a price tag of $550, which after sales tax puts it somewhere close to $600 out-the-door in most states. That’s a fair jump past Quest 2’s $400/$500 price tag, depending on whether you buy the 128GB or 256GB version.

Former Oculus CTO John Carmack | Photo courtesy Meta

Still, this doesn’t take into account the all-in price to actually play PSVR 2, which at $400 for the PS5 Digital Edition and $500 for Console with disc drive, puts it somewhere north of $1,000 for everything required. But what about Sony’s impressive global reach with PS5?

In a follow-up tweet, Carmack mentions that PS5’s admittedly large global footprint, now tallying 30 million consoles worldwide, isn’t nearly as important as having a higher concentration of devices spanning a smaller geographic area.

“Addressable market size matters much more to developers than global coverage. A 5M market size distributed across every country is much less attractive than a 10M market in a smaller set of countries. In fact, equal sized markets would favor fewer countries — less work.”

Carmack doesn’t appear to be playing favorites either; he similarly critiqued Meta Quest Pro recently for its “dubious price point,” something which has skewed Meta’s latest and greatest away from consumers and positioning the mixed reality headset more as a work productivity device.

Doubts about PSVR 2 seem to be mounting the in few weeks preceding its February launch. Public perception was recently injected with a heavy measure of uncertainty about its pre-order performance. A Bloomberg report earlier this week claimed Sony had slashed production forecasts of PSVR 2 by half to just one million units expected in the first quarter, something Sony has now refuted.


Looking to learn all about PSVR 2 before it launches this month? Check out our top articles covering games, hardware previews and more:

Former Oculus CTO Has Doubts About PSVR 2’s Chance for Success Read More »