WEBVTT - Sony Strikes Back with the PS4

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<v Speaker 1>Welcome to tex Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and I love all things tech. And if you've been

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<v Speaker 1>listening to the PlayStation series of episodes on tech Stuff,

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<v Speaker 1>you've heard me talk about the birth of the console

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<v Speaker 1>from the moment that Ken Kutaragi, who was a Sony

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<v Speaker 1>engineer at first and then rose to the head of

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<v Speaker 1>Sony Computer Entertainment, he first started working on the project

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<v Speaker 1>in secret, even two members of Sony's own board of directors,

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<v Speaker 1>and I went all the way up to when Ken

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<v Speaker 1>Kutaragi left the company in two thousand seven. In large

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<v Speaker 1>part he would totally cut ties in, but that was

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<v Speaker 1>after the PlayStation three had kind of a lackluster debut.

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<v Speaker 1>It didn't go as well as the company had expected.

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<v Speaker 1>In this episode, my plan is I'm going to finish

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<v Speaker 1>off the PS three's story, then we're gonna talk about

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<v Speaker 1>the PS four, and we'll conclude with the little bit

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<v Speaker 1>of information we have about the upcoming PS five, because

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<v Speaker 1>as of the recording of this podcast, that console has

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<v Speaker 1>yet to come out. So let's get started, and we're

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<v Speaker 1>going to backtrack just a touch to talk about the

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<v Speaker 1>service that Sony launched in two thousand six, so that's

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<v Speaker 1>one year before the father of the PlayStation would leave

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<v Speaker 1>the company. This was the same year that the PlayStation

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<v Speaker 1>three came out after a couple of delays. That was

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<v Speaker 1>another reason why ken Kutaragi was sort of put into

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<v Speaker 1>the back seat. It's called the PlayStation Network, and this

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<v Speaker 1>is an online service, something similar to Microsoft's Xbox Live service.

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<v Speaker 1>Gamers can connect to the network for downloadable content and

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<v Speaker 1>services like messaging. Xbox Live had a couple of tiers

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<v Speaker 1>of service. There was a free tier called Xbox Live Silver,

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<v Speaker 1>which supported some features but not stuff like online gameplay,

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<v Speaker 1>So if you wanted to play cooperatively or competitively online,

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<v Speaker 1>you needed to pay for a subscription to Xbox Live Gold.

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<v Speaker 1>The PlayStation Network was advertised as just being free of charge.

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<v Speaker 1>You wouldn't have to pay extra for the services, and

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<v Speaker 1>that would allow for online play. However, when it launched,

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<v Speaker 1>the PlayStation Network had several features that only had limited support,

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<v Speaker 1>indicating that even at this stage, the online capabilities of

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<v Speaker 1>the console were more of a reaction to Microsoft rather

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<v Speaker 1>than a carefully designed Sony project. And we're gonna talk

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<v Speaker 1>a lot more about the PlayStation network a little bit

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<v Speaker 1>later in this episode. So one thing that was still

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<v Speaker 1>going on even as late as two thousand seven, when

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<v Speaker 1>Ken Kutaragi would leave the company, was that Sony was

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<v Speaker 1>still producing the PlayStation two. That console originally debuted way

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<v Speaker 1>back in two thousand. The p S three came out

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<v Speaker 1>in two thousand six, and Sony would keep making the

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<v Speaker 1>PS two until two thousand and twelve, essentially just before

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<v Speaker 1>Sony would unveil the PS four. That's the point when

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<v Speaker 1>manufacturing facilities finally stopped rolling off freshly built PS two

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<v Speaker 1>consoles from the assembly lines. So even as I wrap

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<v Speaker 1>up the PS three story, we should keep in mind

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<v Speaker 1>that the PS two's tail wasn't over yet either. It

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<v Speaker 1>kept going strong, And just because the PS three had

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<v Speaker 1>a rocky start doesn't mean Sony would abandon that console

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<v Speaker 1>quickly either. Justice Sony had supported the original PlayStation and

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<v Speaker 1>the PS two for a decade or longer, so too

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<v Speaker 1>would it support the PS three. One thing I didn't

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<v Speaker 1>touch on in the last episode has to do with

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<v Speaker 1>people finding a good use for the cell processor. That's

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<v Speaker 1>the processor that Sony, Teshiba, and IBM a k A

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<v Speaker 1>s t I developed together for the p S three specifically,

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<v Speaker 1>And if you remember from my last episode about the PlayStation,

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<v Speaker 1>I mentioned Kutaragi intended the cell microprocessor architecture to service

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<v Speaker 1>the foundation for lots of other Sony products. Well, that

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<v Speaker 1>didn't really happen in a big way, but other groups

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<v Speaker 1>found uses for the tech that went well outside the

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<v Speaker 1>realm of video games. This story is all about how

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<v Speaker 1>researchers managed to cluge together a network of PlayStation consoles

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<v Speaker 1>to act as a sort of cluster computer that could

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<v Speaker 1>perform calculations at such a high rate that it was

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<v Speaker 1>like having access to a genuine supercomputer. And this idea

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<v Speaker 1>wasn't a new one. Folks had tried doing it even

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<v Speaker 1>back in the old PS two days with that console's

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<v Speaker 1>Emotion Engine processor. Sony had released a kit that allowed

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<v Speaker 1>developers to install Linux, that's an operating system on the

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<v Speaker 1>PS two for the purposes of coding games, But that

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<v Speaker 1>meant that you could code lots of other stuff too,

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<v Speaker 1>and engineers at the National Center for super Computing Applications

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<v Speaker 1>or in c s A tried to turn a bunch

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<v Speaker 1>of PS two game systems into a computing cluster. See,

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<v Speaker 1>supercomputers are incredibly expensive to make. Even renting time on

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<v Speaker 1>a supercomputer is pricing, and there are a lot of

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<v Speaker 1>different research projects that could benefit from having access to

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<v Speaker 1>that sort of processing power. Using PlayStation two consoles, which

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<v Speaker 1>were insanely cheap in comparison to a supercomputer, would be

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<v Speaker 1>an amazing workaround. But the researchers found that the PS

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<v Speaker 1>two wasn't really suited for that kind of work, and

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<v Speaker 1>they frequently encountered problems, particularly with system memory, that made

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<v Speaker 1>the PS two sort of a non viable option. But

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<v Speaker 1>then the PS three came along and the story changed.

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<v Speaker 1>The initial PS three's seemed ideal for the supercomputer treatment.

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<v Speaker 1>It was easier to load Linux on them, they didn't

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<v Speaker 1>have the same memory issues. Soon you had research organizations

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<v Speaker 1>around the world sweeping up PS three consoles, not to

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<v Speaker 1>play games, but in order to run complex processes such

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<v Speaker 1>as simulations about black holes. I'm not kidding. They really

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<v Speaker 1>were used to do this. That's what the University of

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<v Speaker 1>Massachusetts Dartmouth researcher garov Kana did. He worked for several

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<v Speaker 1>weeks developing the code that would allow him to network

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<v Speaker 1>together multiple PS three's and use them like a supercomputer

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<v Speaker 1>in order to run scientific calculations related to black hole research.

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<v Speaker 1>That is some seriously cool tech. Ultimately, he was able

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<v Speaker 1>to connect one hundred seventy six PS three consoles to

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<v Speaker 1>act like a supercomputer, gaining access to computational processing power.

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<v Speaker 1>This team wouldn't otherwise never had access to it. Just

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<v Speaker 1>black hole research isn't one of those areas that gets

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<v Speaker 1>tons of funding thrown at it, so they have to

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<v Speaker 1>make a little money go a long way, and this

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<v Speaker 1>was one of the ways they were able to do it.

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<v Speaker 1>And he wasn't the only one doing this. Not only

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<v Speaker 1>were other research facilities trying out similar approaches. The United

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<v Speaker 1>States military was as well. The Air Force Research Laboratory

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<v Speaker 1>built one of the largest networks of PS threes in

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<v Speaker 1>a project called Condor Cluster. But this project launched in

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<v Speaker 1>two thousand nine. That was right around the same time

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<v Speaker 1>Sony was making some decisions that made everything much more

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<v Speaker 1>difficult if you wanted to make a computer cluster LPs

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<v Speaker 1>three's see like other PlayStation consoles, Sony would release several

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<v Speaker 1>updated models of the p S three, and the newer

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<v Speaker 1>versions were typically slimmer and smaller, and sometimes had new features,

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<v Speaker 1>or in a few cases, sometimes they got rid of

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<v Speaker 1>old features that Sony no longer wanted to support. The

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<v Speaker 1>newer PIECEPS three models, the ones that were coming onto

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<v Speaker 1>store shelves around the time that Condor Cluster was getting started,

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<v Speaker 1>wouldn't let you load Linux on them the way the

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<v Speaker 1>old ones did. Sony had removed that capability, and even

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<v Speaker 1>the old consoles were affected if they had been connected

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<v Speaker 1>to Sony's online services because the company had released a

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<v Speaker 1>firmware update that nullified the Linux solution on those old consoles.

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<v Speaker 1>So when a project like Condor Cluster comes along, everyone

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<v Speaker 1>working on it was left searching for older PS three

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<v Speaker 1>consoles that had not been updated. They hadn't had that

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<v Speaker 1>firmware update installed on them. Sony had a warehouse of

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<v Speaker 1>a pretty hefty collection of older PS three's that were

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<v Speaker 1>sitting in Chicago, Illinois, and initially the company's intention was

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<v Speaker 1>to recall all those old consoles. They weren't going to

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<v Speaker 1>let them go onto the market at all. Representatives from

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<v Speaker 1>the US Air Force had to actually convince executives at

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<v Speaker 1>Sony to sell off those old consoles to Condor Cluster,

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<v Speaker 1>rather than just recalling them. Apparently it took a few

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<v Speaker 1>phone calls and meetings to make this happen. Now, ultimately,

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<v Speaker 1>Condor Cluster did take off pun intended, and it did

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<v Speaker 1>so with one thousand, seven hundred sixty PlayStation three consoles,

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<v Speaker 1>so ten times the number that were used to research

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<v Speaker 1>black holes, and these were all wired together to form

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<v Speaker 1>the backbone or the Condor Cluster system. The arefore stated

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<v Speaker 1>that the intended uses for the system included radar enhancement,

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<v Speaker 1>AI research, and satellite image recognition processes. It was also used,

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<v Speaker 1>at least reportedly to analyze images collected by surveillance drones.

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<v Speaker 1>So um, this isn't a period of American history that

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<v Speaker 1>gets kind of dicey, especially when it talks about, you know,

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<v Speaker 1>drone surveillance and and potentially attack drones. But anyway, at

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<v Speaker 1>the time of the systems unveiling, it was estimated to

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<v Speaker 1>be the third most powerful supercomputer in the world, although

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<v Speaker 1>other reports disputed that and said it was much further

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<v Speaker 1>down the list, ranking it around number thirty five for

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<v Speaker 1>fastest supercomputers. Though I guess you could also make an

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<v Speaker 1>argument that powerful and fast are two different metrics, so

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<v Speaker 1>it really just depends on what they were actually measuring,

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<v Speaker 1>and neither of the press releases I found got into specifics. Anyway,

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<v Speaker 1>I should use the past tense for Condor Cluster because

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<v Speaker 1>that project ended around two thousand fifteen. By that time,

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<v Speaker 1>other computing model power capabilities were outstripping what seventred or

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<v Speaker 1>so PS three's could do. The Air Force would donate

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<v Speaker 1>some of the p S three's to other research projects,

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<v Speaker 1>and then they sold off the rest. And there are

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<v Speaker 1>some projects that still use PS three's to help run processes,

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<v Speaker 1>but a lot of those projects have then moved on

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<v Speaker 1>to different approaches in processing or moved operations into the

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<v Speaker 1>cloud for example. Just turned out that the rest of

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<v Speaker 1>computing power kind of caught up and then surpassed the

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<v Speaker 1>PS three, making it less useful. In two thousand seven,

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<v Speaker 1>the same year that kN Kutaragi would leave Sony, the

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<v Speaker 1>company introduced the PlayStation I periph role for the p

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<v Speaker 1>S three. Now you might remember that when I was

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<v Speaker 1>talking about the PS two that the company experimented with

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<v Speaker 1>a webcam PERIPH role called Eye Toy. Well, in many ways,

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<v Speaker 1>the PlayStation I was the next generation of that webcam technology.

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<v Speaker 1>It could capture video at a higher frame rate, which

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<v Speaker 1>means more frames per second that gives you a much

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<v Speaker 1>more smooth video quality, and also had a higher resolution

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<v Speaker 1>than the earlier Eye Toy. It also had a more

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<v Speaker 1>sophisticated microphone than the earlier Eye Toy. And on the

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<v Speaker 1>software side, Sony included facial recognition support, which the company

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<v Speaker 1>claimed could only recognize faces and expressions, but also recognize

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<v Speaker 1>the orientation of a face, such as where you are

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<v Speaker 1>looking at any given time, kind of like a very

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<v Speaker 1>primitive version of eye tracking technologies. One year after Kutaragi left,

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<v Speaker 1>so we're talking around two thousand eight. At this point,

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<v Speaker 1>Sony would release the dual Shock three controller, which officially

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<v Speaker 1>replaced the six axis controller. The dual Shock three was

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<v Speaker 1>essentially a six axis controller with rumble motors. So if

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<v Speaker 1>you listen to the last episode in this series, you'll

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<v Speaker 1>remember Sony released the six axis itself was a last

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<v Speaker 1>minute replacement for a boomerang shaped controller that was never released,

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<v Speaker 1>but they released it without a vibrating motor because there

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<v Speaker 1>was this big intellectual property lawsuit that was leveled against Sony.

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<v Speaker 1>But by two thousand and eight that lawsuit had been settled,

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<v Speaker 1>and so the little vibrating motors were back in the controllers,

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<v Speaker 1>restoring haptic feedback to the PlayStation line. And while we're

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<v Speaker 1>on the subject of controllers, Sony would introduce a new

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<v Speaker 1>type of controller in two thousand nine. It's the Move controller,

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<v Speaker 1>which looks a bit like a handheld microphone or maybe

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<v Speaker 1>a flashlight. At the end of the device is a

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<v Speaker 1>small globe which can light up many different colors thanks

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<v Speaker 1>to an LED on the end of the gadget. It's

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<v Speaker 1>meant to work with the PlayStation I the webcam that

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<v Speaker 1>I had mentioned earlier, So the PlayStation I could detect

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<v Speaker 1>the globe at the end of a Move controller and

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<v Speaker 1>track it in three dimensions, so not just up, down,

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<v Speaker 1>and left right with respect to the view of the camera,

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<v Speaker 1>but also closer or further away from the camera, because

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<v Speaker 1>it could detect how the size of the globe was changing,

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<v Speaker 1>whether or not it was coming closer to the camera

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<v Speaker 1>further away. In addition, the Move has a pair of

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<v Speaker 1>sensors in it inside the controller itself that tracked changes

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<v Speaker 1>in movements, so it could measure stuff like a change

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<v Speaker 1>in the angle it was held or in rotation, and

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<v Speaker 1>I could dedicate an entire episode to all the sensors

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<v Speaker 1>and technologies that make the Move controller work, but that's

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<v Speaker 1>gonna wait for a later date. We're going to stick

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<v Speaker 1>to the consoles for now. So in addition to this

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<v Speaker 1>wand like controller, Sony also released a companion controller called

0:13:26.679 --> 0:13:30.679
<v Speaker 1>de PlayStation Move Navigation Controller. You would hold this one

0:13:30.720 --> 0:13:33.720
<v Speaker 1>in your other hand, presumably you would hold the Move

0:13:33.760 --> 0:13:37.720
<v Speaker 1>controller in your dominant hand, and the navigation controller has

0:13:37.800 --> 0:13:40.520
<v Speaker 1>buttons and a thumbstick on it to give players and

0:13:40.640 --> 0:13:44.040
<v Speaker 1>game developers more options when it comes to game interface

0:13:44.120 --> 0:13:47.840
<v Speaker 1>and controls. The Move was in many ways a response

0:13:47.880 --> 0:13:51.719
<v Speaker 1>to Nintendo Wee's success that we had launched in two

0:13:51.760 --> 0:13:55.480
<v Speaker 1>thousand six, and the novel motion based control system was

0:13:55.600 --> 0:14:00.360
<v Speaker 1>an enormous breakout hit among an audience that traditionally wasn't

0:14:00.360 --> 0:14:02.960
<v Speaker 1>really into video games. So these were all the casual

0:14:03.080 --> 0:14:06.000
<v Speaker 1>gamers and the non gamers who went crazy for the Wii.

0:14:06.600 --> 0:14:10.120
<v Speaker 1>Microsoft would have its own gesture based motion control system

0:14:10.160 --> 0:14:14.360
<v Speaker 1>to connect, but that would launch a year after PlayStation Move,

0:14:14.640 --> 0:14:17.160
<v Speaker 1>so Sony got the jump on Microsoft even though they

0:14:17.160 --> 0:14:20.560
<v Speaker 1>were trailing behind Nintendo. The Move would also play a

0:14:20.640 --> 0:14:23.000
<v Speaker 1>part in a future VR system for the PS four,

0:14:23.880 --> 0:14:26.160
<v Speaker 1>but I'll get to that in just a moment. In

0:14:26.200 --> 0:14:38.960
<v Speaker 1>the meantime, let's take a quick break. At the three conference,

0:14:39.160 --> 0:14:44.160
<v Speaker 1>Sony announced it was launching an online service called PlayStation Plus,

0:14:44.800 --> 0:14:48.720
<v Speaker 1>built on top of the PlayStation network. PlayStation Plus introduced

0:14:48.760 --> 0:14:53.280
<v Speaker 1>a subscription based element to Sony's online platform. The subscription

0:14:53.320 --> 0:14:56.760
<v Speaker 1>would give gamers access to free content each month, or

0:14:57.280 --> 0:15:00.880
<v Speaker 1>really not free content, is rather content that was included

0:15:00.960 --> 0:15:04.360
<v Speaker 1>in the subscription fee each month because you were paying

0:15:04.440 --> 0:15:08.040
<v Speaker 1>for this stuff, but that included game titles. So let's

0:15:08.040 --> 0:15:10.640
<v Speaker 1>say you'd picked up a PS three, but you never

0:15:10.680 --> 0:15:13.560
<v Speaker 1>got around to buying that one launch title. Well, there

0:15:13.600 --> 0:15:15.840
<v Speaker 1>was a chance that Sony might make that very game

0:15:15.880 --> 0:15:20.000
<v Speaker 1>available for download one month on the PlayStation Plus program,

0:15:20.040 --> 0:15:21.800
<v Speaker 1>and you could just snag it. Then you wouldn't have

0:15:21.840 --> 0:15:23.800
<v Speaker 1>to buy it yourself. You just get that as part

0:15:23.840 --> 0:15:26.840
<v Speaker 1>of the subscription service. All it took in return was

0:15:26.880 --> 0:15:29.840
<v Speaker 1>that monthly subscription, and when a debut, it cost forty

0:15:29.960 --> 0:15:34.560
<v Speaker 1>nine cents for a year of service in the US. Now,

0:15:34.600 --> 0:15:37.480
<v Speaker 1>some months you'd say, Wow, this is incredible. I got

0:15:37.480 --> 0:15:40.480
<v Speaker 1>a great game or a couple of games on this

0:15:40.640 --> 0:15:44.080
<v Speaker 1>month's PlayStation Plus. Some months you'd say, wow, I never

0:15:44.160 --> 0:15:46.600
<v Speaker 1>want to play that game. Ever, but I guess I've

0:15:46.600 --> 0:15:50.760
<v Speaker 1>got it now. Same thing is true with Microsoft's service.

0:15:50.840 --> 0:15:53.000
<v Speaker 1>By the way, it's not like Sony's alone in this.

0:15:53.520 --> 0:15:56.680
<v Speaker 1>A year later, in two thousand and eleven, the PlayStation

0:15:56.760 --> 0:16:01.040
<v Speaker 1>network was the target of an intrusive AC, meaning an

0:16:01.080 --> 0:16:05.480
<v Speaker 1>unauthorized person or group of persons managed to penetrate Sony's

0:16:05.520 --> 0:16:09.640
<v Speaker 1>network security, and they gained access to an enormous amount

0:16:09.680 --> 0:16:13.360
<v Speaker 1>of information, including the personal data of around seventy five

0:16:13.640 --> 0:16:18.560
<v Speaker 1>million PlayStation network users. The attacks started around April seventeen,

0:16:18.720 --> 0:16:21.760
<v Speaker 1>two thousand eleven. Sony would shut down the network on

0:16:21.840 --> 0:16:25.560
<v Speaker 1>April twenty so, three days later, and it would remain

0:16:25.760 --> 0:16:30.480
<v Speaker 1>offline a total of twenty three days, the longest outage

0:16:30.520 --> 0:16:34.600
<v Speaker 1>in the network's history. Making matters worse was that Sony

0:16:34.640 --> 0:16:39.760
<v Speaker 1>admitted that while credit card information was encrypted, other personal

0:16:39.800 --> 0:16:45.120
<v Speaker 1>identifying information wasn't, which meant the hackers potentially had access

0:16:45.320 --> 0:16:51.360
<v Speaker 1>to millions of users personal information in plain text data.

0:16:51.520 --> 0:16:54.920
<v Speaker 1>As for who committed the hack today, that still remains

0:16:54.920 --> 0:16:57.760
<v Speaker 1>a big mystery. According to Sony, the company had reason

0:16:57.800 --> 0:17:01.720
<v Speaker 1>to believe that the people connected with online activist group

0:17:01.840 --> 0:17:07.919
<v Speaker 1>Anonymous were responsible, but Anonymous denied responsibility. However, This is

0:17:08.119 --> 0:17:14.400
<v Speaker 1>incredibly tricky because Anonymous is a largely decentralized organization. In fact,

0:17:14.400 --> 0:17:19.600
<v Speaker 1>calling it an organization might be a little bit um

0:17:19.640 --> 0:17:23.719
<v Speaker 1>misleading because Anonymous is historically more like a group of

0:17:23.800 --> 0:17:28.960
<v Speaker 1>hackers and activists, anarchists and troublemakers who share some but

0:17:29.080 --> 0:17:31.560
<v Speaker 1>not all, points of view. So there's not even a

0:17:32.280 --> 0:17:38.560
<v Speaker 1>unifying ethos or philosophy and Anonymous um other than you know,

0:17:38.920 --> 0:17:42.480
<v Speaker 1>big companies and big organizations shouldn't have that much control

0:17:42.560 --> 0:17:47.080
<v Speaker 1>over everybody. That's generally a kind of unifying theme, but

0:17:47.160 --> 0:17:50.439
<v Speaker 1>there's a lot of splintering within that group. At the time,

0:17:50.880 --> 0:17:54.440
<v Speaker 1>the general wisdom was that Anonymous had a motive to

0:17:54.600 --> 0:17:58.360
<v Speaker 1>hack Sony because the company had recently filed a massive

0:17:58.480 --> 0:18:02.080
<v Speaker 1>lawsuit against a packer named George Hotts a k a.

0:18:02.640 --> 0:18:05.879
<v Speaker 1>Geo hots. He had found a way to alter a

0:18:06.000 --> 0:18:10.720
<v Speaker 1>PlayStation three so that it would play pirated or unauthorized software,

0:18:10.760 --> 0:18:13.040
<v Speaker 1>and then he published how to do it, and Anonymous

0:18:13.080 --> 0:18:16.080
<v Speaker 1>was largely on the side of the hacker. However, the

0:18:16.280 --> 0:18:18.720
<v Speaker 1>entire matter had been settled out of court by the

0:18:18.760 --> 0:18:21.720
<v Speaker 1>time the PlayStation network hack happened, and as far as

0:18:21.800 --> 0:18:25.440
<v Speaker 1>I can tell, no one has ever been positively identified

0:18:25.520 --> 0:18:29.480
<v Speaker 1>as truly being responsible for that hack, so that person's

0:18:29.520 --> 0:18:35.080
<v Speaker 1>identity remains a mystery, or those persons identities because it

0:18:35.080 --> 0:18:38.880
<v Speaker 1>could be multiple people. The hack and corresponding data leak

0:18:38.960 --> 0:18:41.560
<v Speaker 1>would prompt the U S Government to call upon Sony

0:18:41.640 --> 0:18:44.440
<v Speaker 1>executives to explain what the company would do for all

0:18:44.480 --> 0:18:47.919
<v Speaker 1>those who were affected by the breach, and Sony arranged

0:18:47.960 --> 0:18:52.879
<v Speaker 1>to offer identity theft protection policies essentially insurance policies against

0:18:52.920 --> 0:18:55.960
<v Speaker 1>identity theft, with a company called all Clear i D

0:18:56.240 --> 0:19:00.240
<v Speaker 1>to everyone affected. The hack set Sony back up pretty any.

0:19:00.440 --> 0:19:03.880
<v Speaker 1>The estimates on losses went around the hundred and seventy

0:19:04.040 --> 0:19:08.840
<v Speaker 1>million dollar range, which is a princely sum. Indeed, and

0:19:08.880 --> 0:19:11.560
<v Speaker 1>the US was not the only country to call Sony

0:19:11.600 --> 0:19:14.000
<v Speaker 1>to task for this. The UK did as well as

0:19:14.080 --> 0:19:17.359
<v Speaker 1>did other places. Now, before we move on to talk

0:19:17.400 --> 0:19:20.119
<v Speaker 1>about the PS four, I do want to say that

0:19:20.240 --> 0:19:24.600
<v Speaker 1>several predictions made by Sony executives, such as Kutaragi's replacement

0:19:24.840 --> 0:19:28.880
<v Speaker 1>Katsu Horai, ended up being true. Harai said in interviews

0:19:28.920 --> 0:19:33.000
<v Speaker 1>that while developing for the PS three was definitely complicated,

0:19:33.040 --> 0:19:35.920
<v Speaker 1>that it really was hard to make great games for

0:19:35.960 --> 0:19:38.879
<v Speaker 1>the p S three. He said it would lead to

0:19:39.119 --> 0:19:42.760
<v Speaker 1>really incredible games as long as developers took the time

0:19:42.840 --> 0:19:45.399
<v Speaker 1>to learn how to do it now. I mentioned in

0:19:45.440 --> 0:19:47.600
<v Speaker 1>the last episode that if you do a side by

0:19:47.720 --> 0:19:51.920
<v Speaker 1>side of the first Uncharted game and Uncharted three, both

0:19:51.920 --> 0:19:55.960
<v Speaker 1>of which were developed four and debuted on the PlayStation three,

0:19:56.560 --> 0:19:59.760
<v Speaker 1>you'll see a world of difference despite the fact that

0:19:59.800 --> 0:20:02.280
<v Speaker 1>they're but two games that are playing on the exact

0:20:02.359 --> 0:20:06.120
<v Speaker 1>same hardware. The same is true for the last huge

0:20:06.160 --> 0:20:08.679
<v Speaker 1>title to come out on the p S three. That

0:20:08.680 --> 0:20:11.399
<v Speaker 1>would be the last of us. So yeah, the PS

0:20:11.440 --> 0:20:13.760
<v Speaker 1>three had a pretty rocky start, and a lot of

0:20:13.800 --> 0:20:17.760
<v Speaker 1>gamers and game developers and game journalists criticized Sony for

0:20:17.800 --> 0:20:21.480
<v Speaker 1>putting out an expensive console, missing a launch date in

0:20:21.520 --> 0:20:24.480
<v Speaker 1>the process, and it was hard to code for than

0:20:24.520 --> 0:20:27.960
<v Speaker 1>other systems, and they all said, or not all, but

0:20:28.040 --> 0:20:30.520
<v Speaker 1>many of them said, this is a recipe for them

0:20:30.520 --> 0:20:33.520
<v Speaker 1>to fail. However, in the long run, the PS three

0:20:33.520 --> 0:20:36.560
<v Speaker 1>would prove to be a very strong system and it

0:20:36.600 --> 0:20:40.440
<v Speaker 1>would sell enough units to rest second place away from

0:20:40.520 --> 0:20:44.600
<v Speaker 1>Microsoft in the console wars. For the seventh generation of consoles,

0:20:45.160 --> 0:20:47.720
<v Speaker 1>Nintendo's we was still in a league of its own.

0:20:47.760 --> 0:20:50.119
<v Speaker 1>It was still in first place with a bullet, but

0:20:50.840 --> 0:20:54.240
<v Speaker 1>Sony PlayStation three would take second place, and this is

0:20:54.280 --> 0:20:58.600
<v Speaker 1>despite the fact that the uh the Xbox three sixty

0:20:58.720 --> 0:21:02.600
<v Speaker 1>had a heads art of like half a year or

0:21:02.720 --> 0:21:07.320
<v Speaker 1>more really over the PS three, So that that's food

0:21:07.359 --> 0:21:11.040
<v Speaker 1>for thought right there. It also helps that Sony supported

0:21:11.080 --> 0:21:14.080
<v Speaker 1>the PS three for more than a decade. Now for

0:21:14.160 --> 0:21:17.840
<v Speaker 1>the PS four, the company would serve again. Now, I

0:21:17.880 --> 0:21:21.160
<v Speaker 1>don't know how much input Kutaragi had on the development

0:21:21.200 --> 0:21:24.119
<v Speaker 1>of the PS four, He surely was working on it

0:21:24.240 --> 0:21:27.040
<v Speaker 1>by the time he decided to leave the company. However,

0:21:27.359 --> 0:21:30.680
<v Speaker 1>game systems are in development for years before they debut,

0:21:31.040 --> 0:21:33.240
<v Speaker 1>and the PS four would launch in North America in

0:21:33.280 --> 0:21:38.240
<v Speaker 1>two thousand and thirteen, so six years after Kutaragi left. Now, interestingly,

0:21:38.680 --> 0:21:41.679
<v Speaker 1>it wouldn't debut in Japan until early two thousand and fourteen,

0:21:42.160 --> 0:21:45.080
<v Speaker 1>so it might have been because of PS three sales

0:21:45.080 --> 0:21:47.600
<v Speaker 1>in Japan and Sony you didn't want to hurt a

0:21:47.640 --> 0:21:51.680
<v Speaker 1>good thing. Now, I would imagine that had Kutaragi had

0:21:51.720 --> 0:21:54.480
<v Speaker 1>a large influence in the development of the PS four,

0:21:54.880 --> 0:21:57.440
<v Speaker 1>it would have taken further steps down the same path

0:21:57.600 --> 0:22:00.920
<v Speaker 1>that the PS three had established. But instead, the p

0:22:01.160 --> 0:22:06.280
<v Speaker 1>S four's architecture was much more like a standard personal computer.

0:22:06.600 --> 0:22:09.760
<v Speaker 1>In fact, it would be extremely similar to the architecture

0:22:09.880 --> 0:22:13.440
<v Speaker 1>used in Microsoft's Xbox one. And here's where, yet again

0:22:13.560 --> 0:22:18.199
<v Speaker 1>I complain about Microsoft's naming conventions. The Blaze station is

0:22:18.200 --> 0:22:21.679
<v Speaker 1>sensible because Sony just adds a higher number with each generation,

0:22:22.000 --> 0:22:24.880
<v Speaker 1>so it's very easy to talk about them. Meanwhile, over

0:22:24.920 --> 0:22:28.879
<v Speaker 1>at Microsoft we get Xbox, the Xbox three, six D,

0:22:29.240 --> 0:22:35.000
<v Speaker 1>the Xbox one, the Xbox Series X. Knock it off, Microsoft,

0:22:35.040 --> 0:22:39.080
<v Speaker 1>There's no way to meaningfully talk about generations of consoles

0:22:39.080 --> 0:22:41.200
<v Speaker 1>with these sort of names. And I say that as

0:22:41.200 --> 0:22:45.959
<v Speaker 1>someone who tends to play more Microsoft consoles than Sony consoles.

0:22:47.080 --> 0:22:50.359
<v Speaker 1>Get your act together, all right? Also, what happened to

0:22:50.400 --> 0:22:52.679
<v Speaker 1>Windows nine? Why don't we go from eight to ten? Anyway,

0:22:52.800 --> 0:22:55.080
<v Speaker 1>this isn't an episode about Microsoft. I'll get back to

0:22:55.119 --> 0:22:59.800
<v Speaker 1>the Sony now. This design decision was deliberate by so

0:23:00.000 --> 0:23:03.720
<v Speaker 1>many engineers and executives. The company used components manufactured by

0:23:03.800 --> 0:23:07.159
<v Speaker 1>Microprocessor Company a m D. So under the hood, the

0:23:07.160 --> 0:23:10.080
<v Speaker 1>PS four is similar to a typical personal computer, but

0:23:10.200 --> 0:23:13.400
<v Speaker 1>during development it did have a more mysterious code name

0:23:13.440 --> 0:23:17.840
<v Speaker 1>at least orbis. Now what this means in a practical

0:23:17.920 --> 0:23:21.280
<v Speaker 1>sense is that developing games for the PS four was

0:23:21.359 --> 0:23:24.639
<v Speaker 1>more straightforward. It was easier than developing them for the

0:23:24.720 --> 0:23:28.200
<v Speaker 1>PS three and taking full advantage of the PS three's capabilities.

0:23:28.800 --> 0:23:31.480
<v Speaker 1>It was also easier to develop a game for multiple

0:23:31.480 --> 0:23:34.600
<v Speaker 1>platforms because the differences between the PS four and the

0:23:34.760 --> 0:23:38.600
<v Speaker 1>Xbox One weren't so great that it would be an

0:23:38.720 --> 0:23:42.480
<v Speaker 1>enormous strain on a game development company. So for companies

0:23:42.480 --> 0:23:45.520
<v Speaker 1>that were looking to maximize their sales by reaching as

0:23:45.560 --> 0:23:48.640
<v Speaker 1>many gamers as possible, it was much easier to port

0:23:48.680 --> 0:23:52.280
<v Speaker 1>a title over from one platform to another in this generation.

0:23:52.640 --> 0:23:54.760
<v Speaker 1>On the downside, this would mean that there would be

0:23:54.800 --> 0:23:58.800
<v Speaker 1>fewer features that really distinguished the PS four from its

0:23:58.880 --> 0:24:02.600
<v Speaker 1>chief competitor, and it's also why the research organizations that

0:24:02.640 --> 0:24:05.960
<v Speaker 1>have been using PS three consoles didn't show any interest

0:24:06.040 --> 0:24:08.120
<v Speaker 1>in using the PS four in the same way, because

0:24:08.119 --> 0:24:11.800
<v Speaker 1>the new console didn't offer any substantial benefits over a

0:24:11.880 --> 0:24:14.960
<v Speaker 1>standard PC. So if you wanted to link a bunch

0:24:14.960 --> 0:24:16.600
<v Speaker 1>of machines together, you would just go out and buy

0:24:16.640 --> 0:24:20.560
<v Speaker 1>regular computers. There was no real advantage with the PS four. Now,

0:24:20.560 --> 0:24:24.240
<v Speaker 1>the PS four is Sony's contribution to the eighth generation

0:24:24.359 --> 0:24:28.760
<v Speaker 1>of video game consoles. Nintendo's original console in this generation

0:24:28.920 --> 0:24:31.880
<v Speaker 1>was the WEU, but Nintendo would actually have two consoles

0:24:31.880 --> 0:24:34.959
<v Speaker 1>in this generation, the second one being the Nintendo Switch.

0:24:35.720 --> 0:24:39.240
<v Speaker 1>Microsoft's entrant is, of course, the Xbox One. The PS

0:24:39.280 --> 0:24:42.720
<v Speaker 1>four was the second console to debut in that particular

0:24:42.760 --> 0:24:45.680
<v Speaker 1>generation of games. It followed the WEU, but it came

0:24:45.680 --> 0:24:49.560
<v Speaker 1>out a week ahead of Microsoft's Xbox One, and this

0:24:49.640 --> 0:24:52.840
<v Speaker 1>generation is perhaps the most difficult to define from a

0:24:52.880 --> 0:24:57.240
<v Speaker 1>distinguishing characteristics perspective. The new consoles were not a huge

0:24:57.280 --> 0:25:00.840
<v Speaker 1>departure from their seventh generation counterparts, apart from the fact

0:25:00.840 --> 0:25:04.560
<v Speaker 1>that Sony chose to go with a more straightforward microprocessor architecture.

0:25:05.040 --> 0:25:07.960
<v Speaker 1>The PS four and the Xbox One were undeniably more

0:25:08.000 --> 0:25:11.880
<v Speaker 1>powerful than their predecessors, but otherwise it's kind of hard

0:25:11.880 --> 0:25:15.760
<v Speaker 1>to point out like big defining features for these consoles.

0:25:16.080 --> 0:25:18.800
<v Speaker 1>Over the course of their production life cycles, which by

0:25:18.840 --> 0:25:21.159
<v Speaker 1>the way, is still ongoing as of the recording of

0:25:21.160 --> 0:25:25.880
<v Speaker 1>this podcast, both Sony and Microsoft would release updated versions

0:25:26.160 --> 0:25:30.160
<v Speaker 1>of their consoles then not only slim things down, which

0:25:30.200 --> 0:25:33.480
<v Speaker 1>was typical we've often seen, you know, later versions of

0:25:33.520 --> 0:25:38.240
<v Speaker 1>the same console just get smaller and more compact, but

0:25:38.680 --> 0:25:42.040
<v Speaker 1>they also up the anti on performance. So in some ways,

0:25:42.320 --> 0:25:46.159
<v Speaker 1>this makes the eighth generation of consoles more like traditional PCs,

0:25:46.240 --> 0:25:49.320
<v Speaker 1>except you can't really do those upgrades yourself. You can't

0:25:49.560 --> 0:25:54.240
<v Speaker 1>break open a PlayStation for or an Xbox One and

0:25:54.400 --> 0:25:58.239
<v Speaker 1>swap out components. I mean you could, but you're not

0:25:58.280 --> 0:26:00.960
<v Speaker 1>supposed to. You have to purchase a whole new console

0:26:01.000 --> 0:26:03.960
<v Speaker 1>to benefit from the enhancements unless you really know what

0:26:04.000 --> 0:26:05.560
<v Speaker 1>you're doing and you don't mind the fact that you

0:26:05.560 --> 0:26:09.680
<v Speaker 1>avoided all warranties and potentially set yourself up for heartbreak

0:26:09.840 --> 0:26:14.280
<v Speaker 1>if if games start relying on code that detect if

0:26:14.600 --> 0:26:18.280
<v Speaker 1>if a console has been altered anyway. This includes these

0:26:18.359 --> 0:26:22.520
<v Speaker 1>enhancements include the ability to send four K resolution graphics

0:26:22.520 --> 0:26:26.280
<v Speaker 1>to a compatible television. Both Sony and Microsoft would launch

0:26:26.359 --> 0:26:30.240
<v Speaker 1>updated consoles capable of doing that, but the launch versions

0:26:30.280 --> 0:26:34.000
<v Speaker 1>the original PS four and the original Xbox One did

0:26:34.080 --> 0:26:37.679
<v Speaker 1>not have four K capability, which means both my PS

0:26:37.720 --> 0:26:41.040
<v Speaker 1>four and my Xbox one are totally outdated. I have

0:26:41.480 --> 0:26:44.560
<v Speaker 1>the original versions of both of those, so I can't

0:26:44.760 --> 0:26:49.520
<v Speaker 1>run four K resolution stuff from those consoles to a television,

0:26:49.760 --> 0:26:51.800
<v Speaker 1>But that's okay because I also don't have a four

0:26:51.920 --> 0:26:54.720
<v Speaker 1>K TV, so I wouldn't be able to see it anyway. Anyway,

0:26:54.800 --> 0:26:58.119
<v Speaker 1>back to the timeline. Sony gave some early details on

0:26:58.160 --> 0:27:00.399
<v Speaker 1>the PS four at a special press of in New

0:27:00.480 --> 0:27:04.240
<v Speaker 1>York City in early and at that event they didn't

0:27:04.320 --> 0:27:07.560
<v Speaker 1>actually show off the console. They rather gave some overall

0:27:07.600 --> 0:27:10.360
<v Speaker 1>specs on what it had going on, and a big

0:27:10.400 --> 0:27:13.200
<v Speaker 1>part of that actually had to do with its new controller,

0:27:13.440 --> 0:27:16.919
<v Speaker 1>the dual Shock four. All Right, So I've talked a

0:27:16.920 --> 0:27:20.439
<v Speaker 1>lot about dual shock controllers in this series. So what

0:27:20.560 --> 0:27:23.920
<v Speaker 1>sets the four apart from the earlier controllers. Well, for

0:27:24.040 --> 0:27:26.600
<v Speaker 1>one thing, Sony built in some of the features found

0:27:26.600 --> 0:27:30.560
<v Speaker 1>in stuff like the move controllers. The dual Shock four

0:27:30.680 --> 0:27:33.879
<v Speaker 1>has motion detection sensors in it. It also has a

0:27:33.880 --> 0:27:37.280
<v Speaker 1>capacity of touch pad on the controller itself, mounted towards

0:27:37.280 --> 0:27:39.960
<v Speaker 1>the front of the controller in between the two thumbsticks.

0:27:40.040 --> 0:27:42.880
<v Speaker 1>And just a quick reminder that capacity of touch screens

0:27:43.400 --> 0:27:46.960
<v Speaker 1>have an electric field that's essentially running underneath the screen,

0:27:47.320 --> 0:27:50.679
<v Speaker 1>and we humans are conductive, So if we touch a

0:27:50.720 --> 0:27:53.840
<v Speaker 1>surface like that with our bare skin, we change the

0:27:53.920 --> 0:27:57.000
<v Speaker 1>nature of that electric field because some of the electric

0:27:57.040 --> 0:28:00.600
<v Speaker 1>current can flow into us. The capacitive touch screen devices

0:28:00.640 --> 0:28:03.679
<v Speaker 1>detect the point of contact doing this there's like a

0:28:03.680 --> 0:28:06.840
<v Speaker 1>grid pattern underneath it, and the disturbance of that pattern

0:28:07.200 --> 0:28:11.160
<v Speaker 1>is what quote unquote tells a machine where you touched

0:28:11.320 --> 0:28:15.040
<v Speaker 1>a touch pad surface, and then you've got a processor

0:28:15.119 --> 0:28:17.600
<v Speaker 1>and you've got some software that determines what that actually

0:28:17.640 --> 0:28:21.840
<v Speaker 1>means within the context of an application. So it might

0:28:21.840 --> 0:28:25.359
<v Speaker 1>be like on a touch screen smartphone that when you

0:28:25.400 --> 0:28:29.480
<v Speaker 1>touch something it activates a particular program, right, or if

0:28:29.520 --> 0:28:32.040
<v Speaker 1>it's a gesture like a swipe, it might mean let's

0:28:32.160 --> 0:28:35.760
<v Speaker 1>move to the next photograph or whatever. The dual CHUCK

0:28:35.840 --> 0:28:39.000
<v Speaker 1>four also has a three and a half millimeter headphone jack,

0:28:39.040 --> 0:28:42.560
<v Speaker 1>and honestly, I almost forgot what those are because phones

0:28:42.600 --> 0:28:44.880
<v Speaker 1>have been dropping support for them for the last few years.

0:28:45.400 --> 0:28:49.760
<v Speaker 1>I'm just really exaggerating. My computer, my laptop has a

0:28:49.760 --> 0:28:51.600
<v Speaker 1>three and a half millimeter headphone jack, but it's just

0:28:51.640 --> 0:28:55.280
<v Speaker 1>a regular headphone jack. It also connects to PS four's

0:28:55.320 --> 0:28:58.560
<v Speaker 1>wirelessly via Bluetooth two point one. You could also have

0:28:58.600 --> 0:29:01.840
<v Speaker 1>a hardwired connection if you bought a special you know,

0:29:02.000 --> 0:29:04.239
<v Speaker 1>well not special, but a long enough cable for it.

0:29:04.720 --> 0:29:07.920
<v Speaker 1>The cables that came of the PS four were notoriously short,

0:29:08.040 --> 0:29:09.760
<v Speaker 1>long enough for you to be able to charge your

0:29:10.040 --> 0:29:12.440
<v Speaker 1>your controller, but that was about it unless you were

0:29:12.960 --> 0:29:15.800
<v Speaker 1>going to have the console in your lap as you played.

0:29:16.520 --> 0:29:20.080
<v Speaker 1>Sony and Microsoft would do something similar leading up to

0:29:20.160 --> 0:29:23.920
<v Speaker 1>the launch in their respective eighth generation video game consoles.

0:29:24.760 --> 0:29:28.960
<v Speaker 1>Both companies began to promote some stuff in their consoles

0:29:28.960 --> 0:29:33.280
<v Speaker 1>that fell outside the realm of video games. Both Sony

0:29:33.320 --> 0:29:36.800
<v Speaker 1>and Microsoft position their consoles as kind of an entertainment

0:29:36.920 --> 0:29:41.000
<v Speaker 1>and social networking center, uh, sort of a key component

0:29:41.200 --> 0:29:44.480
<v Speaker 1>of a home theater system or computer system. So features

0:29:44.520 --> 0:29:48.480
<v Speaker 1>like sharing stuff on social media, or watching live stream content,

0:29:48.640 --> 0:29:53.160
<v Speaker 1>or creating live stream content, and accessing services like Netflix

0:29:53.400 --> 0:29:56.640
<v Speaker 1>became a really big part in the promotional efforts both

0:29:56.680 --> 0:30:00.480
<v Speaker 1>for Microsoft and Sony. However, I will say Microsoft leaned

0:30:00.520 --> 0:30:03.680
<v Speaker 1>into this way harder than Sony did, in fact, to

0:30:03.720 --> 0:30:06.840
<v Speaker 1>the point where fans of video games began to criticize

0:30:06.880 --> 0:30:11.680
<v Speaker 1>Microsoft for short changing games at events like E three,

0:30:11.760 --> 0:30:14.400
<v Speaker 1>where the company seemed determined to talk about pretty much

0:30:14.400 --> 0:30:17.840
<v Speaker 1>everything besides video games. One other thing that would set

0:30:17.840 --> 0:30:20.600
<v Speaker 1>the PS four apart from the Xbox One, at least

0:30:20.960 --> 0:30:24.200
<v Speaker 1>the original plan for the Xbox One had to do

0:30:24.240 --> 0:30:29.680
<v Speaker 1>with online connectivity. Sony made online connectivity and option for

0:30:29.720 --> 0:30:32.720
<v Speaker 1>the PS four gamers were not required to have an

0:30:32.760 --> 0:30:35.840
<v Speaker 1>online connection in order to play games. There would be

0:30:35.880 --> 0:30:40.200
<v Speaker 1>no restrictions on playing secondhand games or sharing games with friends.

0:30:40.680 --> 0:30:43.920
<v Speaker 1>Contrast that with the original plan for the Xbox One.

0:30:44.240 --> 0:30:47.840
<v Speaker 1>That one was supposed to require a persistent internet connection,

0:30:48.200 --> 0:30:50.880
<v Speaker 1>even if you just wanted to play a single player

0:30:50.960 --> 0:30:53.760
<v Speaker 1>game that had no online component to it. So you

0:30:53.840 --> 0:30:55.680
<v Speaker 1>might want to settle in for a couple of hours

0:30:55.960 --> 0:30:58.640
<v Speaker 1>on a solo adventure. You got your game, there's no

0:30:58.800 --> 0:31:01.960
<v Speaker 1>online component to the game, but then your internet connection

0:31:02.000 --> 0:31:04.280
<v Speaker 1>goes bad, well, you would be out of luck if

0:31:04.280 --> 0:31:06.600
<v Speaker 1>you were using an Xbox One, at least in its

0:31:06.640 --> 0:31:11.840
<v Speaker 1>original concept form, and due to online copy protection, being

0:31:11.880 --> 0:31:14.880
<v Speaker 1>able to share games or buy used ones and then

0:31:14.920 --> 0:31:17.440
<v Speaker 1>play them on a console would be pretty much a

0:31:17.520 --> 0:31:20.680
<v Speaker 1>no go because the system would be able to verify

0:31:20.760 --> 0:31:23.920
<v Speaker 1>whether or not that game had been registered to that console,

0:31:24.720 --> 0:31:29.600
<v Speaker 1>and so gamers were really not happy about this direction

0:31:29.640 --> 0:31:32.800
<v Speaker 1>that Microsoft was taking. There were some positive parts of

0:31:32.840 --> 0:31:36.280
<v Speaker 1>this persistent online approach to but the negative ones were

0:31:36.400 --> 0:31:40.000
<v Speaker 1>really apparent, and Sony would end up enjoying the benefits

0:31:40.040 --> 0:31:43.320
<v Speaker 1>of not going down that same path. In fact, Sony's

0:31:43.520 --> 0:31:49.200
<v Speaker 1>presentations often would contrast against Microsoft with the company playfully

0:31:49.240 --> 0:31:52.800
<v Speaker 1>and gleefully claiming play as many used games on our

0:31:52.840 --> 0:31:57.320
<v Speaker 1>system as you like. Now, this isn't an Xbox series

0:31:57.360 --> 0:31:59.080
<v Speaker 1>of episodes, but I do want to just say that

0:31:59.120 --> 0:32:03.960
<v Speaker 1>Microsoft famously walked back their plans. They dropped the persistent

0:32:04.080 --> 0:32:08.480
<v Speaker 1>online component before they launched the Xbox One, so they

0:32:08.520 --> 0:32:13.520
<v Speaker 1>did change that between the announcement and the launch. But um, yeah,

0:32:13.640 --> 0:32:16.960
<v Speaker 1>that's for a different episode anyway. Along with the console,

0:32:17.120 --> 0:32:21.560
<v Speaker 1>Sony also introduced the next generation of PlayStation webcams. This

0:32:21.680 --> 0:32:25.280
<v Speaker 1>time they finally dropped the eye naming convention for this one.

0:32:25.360 --> 0:32:27.400
<v Speaker 1>You know, they had the eye toy and the PlayStation I.

0:32:27.920 --> 0:32:31.360
<v Speaker 1>This one was just the PlayStation camera. The hardware actually

0:32:31.360 --> 0:32:34.440
<v Speaker 1>contains two cameras inside of it, which are used to

0:32:34.480 --> 0:32:37.480
<v Speaker 1>help since depth similar to the way our eyes work,

0:32:37.560 --> 0:32:41.280
<v Speaker 1>and it's through what's called parallax. So parallax actually refers

0:32:41.320 --> 0:32:45.200
<v Speaker 1>to how an object looks different when you're when you

0:32:45.320 --> 0:32:49.400
<v Speaker 1>view it from different positions. And that's super intuitive, right, Like,

0:32:49.440 --> 0:32:53.200
<v Speaker 1>if you look at something like a coffee mug from

0:32:53.200 --> 0:32:56.120
<v Speaker 1>the side, then you can see the handle of the mug, right,

0:32:56.160 --> 0:32:58.680
<v Speaker 1>it's just poking out. But then let's say you were

0:32:58.720 --> 0:33:01.520
<v Speaker 1>to move so that the handle of the mug is

0:33:01.600 --> 0:33:04.680
<v Speaker 1>behind the mug. From your point of view, the mug

0:33:04.680 --> 0:33:08.080
<v Speaker 1>would look differently to you, look like a smooth cup. Well,

0:33:08.080 --> 0:33:11.600
<v Speaker 1>our eyes are obviously in slightly different positions on our

0:33:11.640 --> 0:33:13.960
<v Speaker 1>heads right our left eye and our right eye are

0:33:14.000 --> 0:33:17.600
<v Speaker 1>offset from one another, which means we're getting two different

0:33:17.680 --> 0:33:21.640
<v Speaker 1>feeds of visual information, and each of those feeds is

0:33:21.680 --> 0:33:24.720
<v Speaker 1>slightly different from the other one, and our brains combine

0:33:24.800 --> 0:33:28.280
<v Speaker 1>these together to create our concept of what we're seeing,

0:33:28.360 --> 0:33:31.400
<v Speaker 1>and that includes a sense of how far away something

0:33:31.560 --> 0:33:34.120
<v Speaker 1>is from us. This is, by the way, only one

0:33:34.120 --> 0:33:37.520
<v Speaker 1>of the ways that we're able to sense depth. Parallax

0:33:37.640 --> 0:33:39.280
<v Speaker 1>is one way. This is kind of what we talk

0:33:39.360 --> 0:33:42.040
<v Speaker 1>about when you lose depth perception, like if you if

0:33:42.080 --> 0:33:45.320
<v Speaker 1>you've lost an eye, or you're wearing an eyepatch or whatever,

0:33:45.880 --> 0:33:48.840
<v Speaker 1>um you you have problems with depth perception because your

0:33:48.880 --> 0:33:52.040
<v Speaker 1>ability to use parallax has gone. You no longer have

0:33:52.560 --> 0:33:56.200
<v Speaker 1>two streams of information coming in. But there are other

0:33:56.280 --> 0:33:59.160
<v Speaker 1>things we use as well, like context clues, like environmental

0:33:59.160 --> 0:34:01.880
<v Speaker 1>clues to kind of gauge how close or far things are.

0:34:01.920 --> 0:34:04.320
<v Speaker 1>So it's not the only way, it's just a way.

0:34:04.640 --> 0:34:07.880
<v Speaker 1>The PlayStation camera uses parallax as well. It has those

0:34:07.880 --> 0:34:10.839
<v Speaker 1>two camera lenses to pull in information, and then the

0:34:10.840 --> 0:34:14.080
<v Speaker 1>system processes that information to get a sense of depth,

0:34:14.400 --> 0:34:17.160
<v Speaker 1>even without tracking something like the size of a move

0:34:17.239 --> 0:34:21.399
<v Speaker 1>controller's globe, which obviously is another way to detect depth,

0:34:21.520 --> 0:34:25.080
<v Speaker 1>is just judging that relative size. The PlayStation camera could

0:34:25.120 --> 0:34:28.520
<v Speaker 1>play a very important role in another PS four system,

0:34:28.520 --> 0:34:31.000
<v Speaker 1>which we're gonna cover right after I take a break,

0:34:31.000 --> 0:34:33.480
<v Speaker 1>but before I get to that break. When the PS

0:34:33.520 --> 0:34:37.239
<v Speaker 1>four debuted, it did so to great enthusiasm. After the

0:34:37.280 --> 0:34:40.080
<v Speaker 1>first twenty four hours, Sony reported it had sold more

0:34:40.080 --> 0:34:44.400
<v Speaker 1>than one million units and the product had launched in November.

0:34:45.480 --> 0:34:49.440
<v Speaker 1>By the end of December, four point two million PlayStation

0:34:49.480 --> 0:34:52.719
<v Speaker 1>four consoles were sold, so it was already a hit.

0:34:53.440 --> 0:34:55.160
<v Speaker 1>Now I have more to say about the PS four

0:34:55.280 --> 0:34:57.239
<v Speaker 1>and a bit about the PS five, but before I

0:34:57.280 --> 0:35:07.440
<v Speaker 1>get to that, let's take another quick break. Before the break,

0:35:07.560 --> 0:35:10.920
<v Speaker 1>I tease that the PlayStation camera would be an important

0:35:10.960 --> 0:35:13.799
<v Speaker 1>component in a new hardware system for the PS four.

0:35:14.160 --> 0:35:17.879
<v Speaker 1>Another piece of that system was the move controller, so

0:35:18.120 --> 0:35:22.320
<v Speaker 1>these were two already established pieces of hardware. The third

0:35:22.320 --> 0:35:26.759
<v Speaker 1>would be a VR headset. Sony first acknowledged this at

0:35:26.800 --> 0:35:29.759
<v Speaker 1>the game Developer Conference or g d C in two

0:35:29.760 --> 0:35:34.480
<v Speaker 1>thousand and fourteen, and they called it Project Morpheus. Morpheus

0:35:34.520 --> 0:35:40.800
<v Speaker 1>would eventually, um well morph into PlayStation VR that became

0:35:40.880 --> 0:35:45.200
<v Speaker 1>its official name as a as a product, the PlayStation

0:35:45.280 --> 0:35:48.279
<v Speaker 1>camera would be part of this system, and it would

0:35:48.320 --> 0:35:51.440
<v Speaker 1>help track the position of the VR headset, giving players

0:35:51.480 --> 0:35:55.080
<v Speaker 1>more nuanced VR experience and more importantly, working with another

0:35:55.120 --> 0:35:59.120
<v Speaker 1>component in this system, the move controllers. Those would work

0:35:59.160 --> 0:36:01.279
<v Speaker 1>with the camera and the camera would be able to

0:36:01.320 --> 0:36:04.120
<v Speaker 1>pinpoint the relative position of the controller and provide more

0:36:04.160 --> 0:36:07.759
<v Speaker 1>precise gameplay controls as a result. So in all, you

0:36:07.760 --> 0:36:11.000
<v Speaker 1>would have the PlayStation camera, the move controller, and the

0:36:11.040 --> 0:36:15.799
<v Speaker 1>headset to work together to create PlayStation VR experience. And

0:36:15.840 --> 0:36:17.480
<v Speaker 1>a lot of folks wondered if this might be the

0:36:17.520 --> 0:36:21.359
<v Speaker 1>way to finally get virtual reality out of being kind

0:36:21.400 --> 0:36:25.319
<v Speaker 1>of a curiosity or a niche market and into the mainstream.

0:36:25.400 --> 0:36:28.399
<v Speaker 1>And you see one of the really big barriers for VR.

0:36:28.760 --> 0:36:31.319
<v Speaker 1>Does that tend to be pretty expensive. Even if you

0:36:31.360 --> 0:36:34.440
<v Speaker 1>can get the cost of a headset down to a

0:36:34.440 --> 0:36:38.520
<v Speaker 1>couple of hundred dollars, which is still expensive, you typically

0:36:38.640 --> 0:36:42.360
<v Speaker 1>need a pretty beefy computer system to run the software

0:36:42.440 --> 0:36:46.000
<v Speaker 1>for VR experiences. You want there to be no latency

0:36:46.239 --> 0:36:49.000
<v Speaker 1>between the hardware and the game. Latency is that lag

0:36:49.160 --> 0:36:54.200
<v Speaker 1>and in VR, latency leads to really bad motion sickness.

0:36:54.760 --> 0:36:56.880
<v Speaker 1>You want graphics that are good and they hold up

0:36:56.920 --> 0:36:59.520
<v Speaker 1>to scrutiny that they'll get from someone who is, you know,

0:36:59.640 --> 0:37:03.120
<v Speaker 1>immerged in those graphics. And it's a tall order. And

0:37:03.200 --> 0:37:07.480
<v Speaker 1>a PC based VR setup can cost thousands of dollars

0:37:07.480 --> 0:37:11.000
<v Speaker 1>if you want one that runs really well. The PlayStation

0:37:11.560 --> 0:37:15.200
<v Speaker 1>was a potential solution to this, right. PlayStation cost a

0:37:15.200 --> 0:37:20.120
<v Speaker 1>few hundred bucks itself, but people already had the game system. Right,

0:37:20.400 --> 0:37:22.440
<v Speaker 1>Lots of people have already bought PS fours. We just

0:37:22.640 --> 0:37:25.040
<v Speaker 1>before the break talked about how many many millions of

0:37:25.160 --> 0:37:28.600
<v Speaker 1>units they sold in just two months. Fewer but still

0:37:28.600 --> 0:37:32.760
<v Speaker 1>a lot had the PlayStation for plus a move controller

0:37:32.800 --> 0:37:35.640
<v Speaker 1>in the PlayStation camera, so they would really only need

0:37:35.680 --> 0:37:37.759
<v Speaker 1>to buy the headset. Other people would have to buy

0:37:37.800 --> 0:37:40.719
<v Speaker 1>the full system. The installed base for the PS four

0:37:40.800 --> 0:37:44.680
<v Speaker 1>was going fairly strong, so there was this kind of

0:37:44.760 --> 0:37:48.279
<v Speaker 1>optimism that perhaps this could be the equipment that made

0:37:48.320 --> 0:37:53.480
<v Speaker 1>virtual reality a reality reality for more players. It would

0:37:53.520 --> 0:37:56.840
<v Speaker 1>take about two years from the initial announcement of Project

0:37:56.920 --> 0:38:00.960
<v Speaker 1>Morpheus to the launch of PlayStation VR and the headset

0:38:01.080 --> 0:38:03.840
<v Speaker 1>hit shelves in the fall of two thousand and sixteen

0:38:04.000 --> 0:38:09.160
<v Speaker 1>for like four bucks. The PlayStation VR system is is

0:38:09.200 --> 0:38:12.640
<v Speaker 1>pretty versatile. Developers can create games in which the person

0:38:12.719 --> 0:38:15.680
<v Speaker 1>wearing the headset sees one set of images, and people

0:38:15.719 --> 0:38:19.399
<v Speaker 1>watching the connected television to the console they could see

0:38:19.440 --> 0:38:22.680
<v Speaker 1>something totally different. So in other cases, the games would

0:38:22.719 --> 0:38:25.800
<v Speaker 1>just have the TV display mirror whatever the person wearing

0:38:25.840 --> 0:38:29.000
<v Speaker 1>the headset is seeing. But the fact that you could

0:38:29.000 --> 0:38:31.560
<v Speaker 1>have two different displays meant that you could open out

0:38:31.560 --> 0:38:35.840
<v Speaker 1>the possibility for cooperative or competitive gameplay, so that someone

0:38:36.000 --> 0:38:39.440
<v Speaker 1>sitting on the couch watching the television can play in

0:38:39.480 --> 0:38:43.280
<v Speaker 1>the same game that someone wearing the VR headset is playing,

0:38:43.600 --> 0:38:46.120
<v Speaker 1>but they're playing, you know, two different modes of play

0:38:46.200 --> 0:38:49.239
<v Speaker 1>or two different aspects of that game. So it opened

0:38:49.280 --> 0:38:52.480
<v Speaker 1>up a lot of interesting possibilities from a developer standpoint,

0:38:52.640 --> 0:38:55.600
<v Speaker 1>and I think that's pretty darn cool. Now, did it

0:38:55.760 --> 0:38:59.759
<v Speaker 1>bring VR into the main stream? I would argue it

0:39:00.120 --> 0:39:03.319
<v Speaker 1>is not, but it has performed pretty well, and if

0:39:03.320 --> 0:39:07.920
<v Speaker 1>we're to believe Sony, it actually has sold above expectations.

0:39:08.239 --> 0:39:11.480
<v Speaker 1>At c e S twenty, that's the most recent as

0:39:11.520 --> 0:39:14.640
<v Speaker 1>the recording of this episode, Sony announced that it had

0:39:14.719 --> 0:39:19.440
<v Speaker 1>sold five million of the PlayStation VR systems, but that

0:39:19.520 --> 0:39:22.680
<v Speaker 1>announcement also seemed to indicate that sales as a whole,

0:39:22.800 --> 0:39:26.840
<v Speaker 1>we're kind of slowing down. Because the previous announcement, the

0:39:26.840 --> 0:39:30.520
<v Speaker 1>one they made before CSWY, had been ten months earlier,

0:39:30.840 --> 0:39:33.320
<v Speaker 1>and at that point they had sold four point two

0:39:33.480 --> 0:39:37.479
<v Speaker 1>million units, So if you were tracking trends, it looked

0:39:37.520 --> 0:39:39.839
<v Speaker 1>like the trend had already hit a peak and now

0:39:40.000 --> 0:39:42.319
<v Speaker 1>was starting to slope off. Now, they still sold eight

0:39:42.440 --> 0:39:46.880
<v Speaker 1>hundred thousand more units between those two announcement that that's

0:39:46.920 --> 0:39:51.640
<v Speaker 1>that's significant, but it was still a slowdown. Going along

0:39:51.680 --> 0:39:54.239
<v Speaker 1>with that was a perceived reduction in the number of

0:39:54.320 --> 0:39:57.840
<v Speaker 1>titles being developed for the VR system. See at launch,

0:39:58.239 --> 0:40:02.160
<v Speaker 1>game companies had released severn all high profile titles, some

0:40:02.280 --> 0:40:06.920
<v Speaker 1>in beloved franchises for the PlayStation VR system, but that

0:40:07.000 --> 0:40:09.520
<v Speaker 1>trend overall has slowed down. There have been fewer of

0:40:09.560 --> 0:40:13.759
<v Speaker 1>those titles released in the last year or two. And

0:40:13.800 --> 0:40:15.839
<v Speaker 1>this is where we get into a sort of catch

0:40:15.880 --> 0:40:19.759
<v Speaker 1>twenty two situation because gamers are reluctant to spend a

0:40:19.800 --> 0:40:21.880
<v Speaker 1>lot of money, you know, like four hundred bucks for

0:40:21.920 --> 0:40:24.520
<v Speaker 1>the PlayStation VR headset, and then several hundred more for

0:40:24.560 --> 0:40:27.520
<v Speaker 1>a PS four especially they want to get a PS

0:40:27.560 --> 0:40:30.480
<v Speaker 1>four pro more than that in a second, they're they're

0:40:30.520 --> 0:40:33.440
<v Speaker 1>reluctant to do that if there isn't already a big

0:40:33.520 --> 0:40:39.320
<v Speaker 1>library of Dynamite games available for that system. Meanwhile, game

0:40:39.360 --> 0:40:42.520
<v Speaker 1>developers are not really chomping at the bit to dedicate

0:40:42.760 --> 0:40:46.360
<v Speaker 1>the assets that are required to build video games for

0:40:46.440 --> 0:40:49.600
<v Speaker 1>a system that doesn't have a big audience, because it's

0:40:49.600 --> 0:40:52.120
<v Speaker 1>harder to make your money back on that investment. If

0:40:52.120 --> 0:40:55.000
<v Speaker 1>you say, well, we have two choices. We can make

0:40:55.200 --> 0:40:58.360
<v Speaker 1>this one game that we can sell on all sorts

0:40:58.360 --> 0:41:00.880
<v Speaker 1>of platforms and thus make a huge amount of money

0:41:00.920 --> 0:41:05.480
<v Speaker 1>after investing X million dollars in the development process. Or

0:41:05.520 --> 0:41:08.279
<v Speaker 1>we can develop this VR game, but we already know

0:41:08.600 --> 0:41:11.320
<v Speaker 1>the audience for that is a fraction of the size

0:41:11.600 --> 0:41:16.439
<v Speaker 1>of the overall audience. That's you. That's a tough call.

0:41:16.760 --> 0:41:19.960
<v Speaker 1>So you have not that many gamers pulling the trigger

0:41:20.040 --> 0:41:23.280
<v Speaker 1>on buying the system and not many developers making games

0:41:23.320 --> 0:41:25.760
<v Speaker 1>for it, and the hardware, even if it's really good,

0:41:26.120 --> 0:41:30.120
<v Speaker 1>won't move like it won't sell very well, and that's

0:41:30.160 --> 0:41:33.279
<v Speaker 1>a real issue. That being said, we could see an

0:41:33.440 --> 0:41:38.160
<v Speaker 1>enhanced PlayStation VR system offered for PlayStation five. More on

0:41:38.239 --> 0:41:40.240
<v Speaker 1>that in a second, but let's finish up with PS

0:41:40.320 --> 0:41:43.440
<v Speaker 1>four now. Backtracking just a little bit. In two thousand fourteen,

0:41:43.600 --> 0:41:47.600
<v Speaker 1>so between when Sony announced Project Morpheus and when Sony

0:41:47.680 --> 0:41:52.040
<v Speaker 1>VR actually launched, the company introduced a new service called

0:41:52.040 --> 0:41:55.960
<v Speaker 1>PlayStation Now, which was also, you know, similar to PlayStation Network.

0:41:56.000 --> 0:41:59.160
<v Speaker 1>This service allows subscribers to play a variety of PlayStation

0:41:59.200 --> 0:42:02.799
<v Speaker 1>titles through old streaming. So what does that mean. Well,

0:42:02.840 --> 0:42:06.959
<v Speaker 1>in cloud streaming, the actual hardware running the game isn't

0:42:07.040 --> 0:42:11.120
<v Speaker 1>your console or your phone or whatever. It's actually somewhere else,

0:42:11.200 --> 0:42:14.319
<v Speaker 1>probably in a server farm that's potentially hundreds or maybe

0:42:14.320 --> 0:42:18.120
<v Speaker 1>even thousands of miles away. The data from that machine

0:42:18.160 --> 0:42:22.440
<v Speaker 1>gets streamed to some end device that you are accessing.

0:42:22.560 --> 0:42:25.000
<v Speaker 1>So it could be a game console, it could be

0:42:25.040 --> 0:42:27.600
<v Speaker 1>a computer, it could be a mobile device, it could

0:42:27.600 --> 0:42:30.520
<v Speaker 1>be a smart TV. And as you play the game,

0:42:31.000 --> 0:42:34.080
<v Speaker 1>your choices so you know, for example, the buttons that

0:42:34.120 --> 0:42:37.560
<v Speaker 1>you push on a controller zip back to the hardware

0:42:37.600 --> 0:42:40.600
<v Speaker 1>that's actually running the game many miles away. For this

0:42:40.680 --> 0:42:44.480
<v Speaker 1>to work well, particularly for very fast paced games like

0:42:44.520 --> 0:42:48.840
<v Speaker 1>first person shooter type stuff, you want the distance between

0:42:49.080 --> 0:42:52.920
<v Speaker 1>the server and the game system or the end device

0:42:53.320 --> 0:42:56.160
<v Speaker 1>to be as short as possible, because otherwise you get

0:42:56.280 --> 0:42:59.560
<v Speaker 1>latency issues, and that's a big problem. It's really hard

0:42:59.600 --> 0:43:01.960
<v Speaker 1>to make a precision run in a video game if

0:43:02.000 --> 0:43:05.240
<v Speaker 1>there's a small delay between when you take an action

0:43:05.360 --> 0:43:08.400
<v Speaker 1>using a controller and when you see play out on screen.

0:43:08.520 --> 0:43:10.320
<v Speaker 1>Like let's say that you've got to make a jump

0:43:10.400 --> 0:43:14.480
<v Speaker 1>and it's a really precise jump, but the game doesn't

0:43:14.520 --> 0:43:17.799
<v Speaker 1>detect that you hit the jump button until after your

0:43:17.920 --> 0:43:20.880
<v Speaker 1>character has apparently stepped off the edge of a cliff.

0:43:21.560 --> 0:43:25.400
<v Speaker 1>It's a very frustrating experience. With PlayStation now, gamers can

0:43:25.440 --> 0:43:27.800
<v Speaker 1>access titles for the PS two, p S three, and

0:43:28.000 --> 0:43:31.840
<v Speaker 1>PS four now not all titles, mind you, but a

0:43:31.880 --> 0:43:35.120
<v Speaker 1>lot of them, like more than eight hundred titles, and

0:43:35.200 --> 0:43:37.560
<v Speaker 1>they can play them on a PS four or on

0:43:37.640 --> 0:43:40.560
<v Speaker 1>a PC, and a subscription is ten dollars a month.

0:43:41.000 --> 0:43:44.480
<v Speaker 1>PS four owners can also download around three hundred titles

0:43:44.560 --> 0:43:49.640
<v Speaker 1>using this service as well. Now. In September, Sony announced

0:43:49.640 --> 0:43:52.800
<v Speaker 1>the PS four Slim, which, as the name implies, is

0:43:52.840 --> 0:43:56.279
<v Speaker 1>a slimmer version of the original PS four console, and

0:43:56.320 --> 0:44:00.279
<v Speaker 1>they also announced the PS four Pro and that version

0:44:00.320 --> 0:44:03.600
<v Speaker 1>of the PlayStation four can handle much higher resolution graphics.

0:44:03.600 --> 0:44:06.239
<v Speaker 1>In fact, that's what supported four K graphics, so if

0:44:06.280 --> 0:44:08.839
<v Speaker 1>you also had a four K television, you could get

0:44:08.880 --> 0:44:12.120
<v Speaker 1>some seriously good looking games on your home set up.

0:44:12.560 --> 0:44:14.759
<v Speaker 1>Now I've got, as I said, a p S four.

0:44:14.840 --> 0:44:17.040
<v Speaker 1>It's not a PS four Pro, and I really think

0:44:17.080 --> 0:44:22.480
<v Speaker 1>it's a great system. There's some seriously unbelievably great games

0:44:22.680 --> 0:44:27.239
<v Speaker 1>for that system. There are many exclusive or semi exclusive

0:44:27.280 --> 0:44:30.800
<v Speaker 1>titles that are phenomenal, like the two thousand eighteen Spider

0:44:30.840 --> 0:44:33.800
<v Speaker 1>Man game swings to mind. I love that game. It's

0:44:34.040 --> 0:44:38.680
<v Speaker 1>a fantastic video game. Developers didn't have nearly the same

0:44:38.719 --> 0:44:41.319
<v Speaker 1>amount of trouble programming for the PS four as they

0:44:41.320 --> 0:44:43.920
<v Speaker 1>did with the p S three. Even so, I think

0:44:43.960 --> 0:44:45.960
<v Speaker 1>a lot of folks kind of view the PS four

0:44:46.040 --> 0:44:49.960
<v Speaker 1>as a solid console, but more of a course correction

0:44:50.080 --> 0:44:54.600
<v Speaker 1>as far as design elements go, than as something truly revolutionary.

0:44:55.040 --> 0:44:57.680
<v Speaker 1>And that brings us to the PS five, which, again

0:44:57.760 --> 0:45:01.400
<v Speaker 1>as of this recording, has not been released. It's scheduled

0:45:01.400 --> 0:45:05.440
<v Speaker 1>to launch later this year in Q four twenty, although

0:45:05.840 --> 0:45:08.759
<v Speaker 1>with the COVID nineteen crisis, all of that is up

0:45:08.800 --> 0:45:12.360
<v Speaker 1>in the air because manufacturing and shipping have been affected,

0:45:12.360 --> 0:45:16.879
<v Speaker 1>not to mention customer behaviors are changing dramatically because we

0:45:16.920 --> 0:45:21.000
<v Speaker 1>have to prioritize stuff, right, So all of this has

0:45:21.040 --> 0:45:25.359
<v Speaker 1>been impacted in ways we don't even fully understand yet

0:45:25.400 --> 0:45:29.200
<v Speaker 1>by this global emergency. However, we can talk a little

0:45:29.200 --> 0:45:32.680
<v Speaker 1>bit about what has been shared so far. On March eight.

0:45:34.000 --> 0:45:37.920
<v Speaker 1>Mark Sarney a technical architect for the system. Some have

0:45:38.040 --> 0:45:42.120
<v Speaker 1>referred to him as the Bob Ross of video game

0:45:42.800 --> 0:45:48.440
<v Speaker 1>press events because he was very calming and very articulate,

0:45:48.880 --> 0:45:52.040
<v Speaker 1>and people found it somewhat reassuring because this was in

0:45:52.040 --> 0:45:54.520
<v Speaker 1>the early phases of people not knowing what to do

0:45:54.600 --> 0:45:58.160
<v Speaker 1>about COVID nineteen. Anyway, he talked a lot about the

0:45:58.239 --> 0:46:03.520
<v Speaker 1>PS five specs in a very very technical way, which

0:46:03.560 --> 0:46:06.719
<v Speaker 1>was super cool, but probably not the jazzy sort of

0:46:06.719 --> 0:46:08.799
<v Speaker 1>thing that a lot of video gamers were hoping for.

0:46:09.520 --> 0:46:12.080
<v Speaker 1>One big thing about the PS five is that it

0:46:12.160 --> 0:46:16.440
<v Speaker 1>places a new emphasis on loading speed. So as games

0:46:16.480 --> 0:46:21.200
<v Speaker 1>get more complicated, they require more computing assets. That's kind

0:46:21.200 --> 0:46:23.359
<v Speaker 1>of a no brainer, and that often means that they

0:46:23.360 --> 0:46:27.560
<v Speaker 1>put a lot more stress on a console's memory. Game

0:46:27.640 --> 0:46:33.160
<v Speaker 1>systems load information from hard drives or disks into RAM

0:46:33.360 --> 0:46:37.759
<v Speaker 1>or random access memory. That's like the quick pick part

0:46:38.000 --> 0:46:41.360
<v Speaker 1>of a computer systems memory. The system can consult that

0:46:41.440 --> 0:46:45.880
<v Speaker 1>data rapidly as players work through a certain section of

0:46:45.880 --> 0:46:48.560
<v Speaker 1>the game, and there's no delay because the information is

0:46:48.640 --> 0:46:52.200
<v Speaker 1>right at hand. But unless the game is incredibly simple,

0:46:52.480 --> 0:46:54.920
<v Speaker 1>there will come a point when the player maneuvers to

0:46:54.920 --> 0:46:58.000
<v Speaker 1>a point that requires the system to pull new data

0:46:58.080 --> 0:46:59.960
<v Speaker 1>into memory. So it's got to get rid of the

0:47:00.000 --> 0:47:03.600
<v Speaker 1>old stuff and pulling new stuff. Memory is a finite resource, right,

0:47:03.640 --> 0:47:06.319
<v Speaker 1>so you can't just pull the whole game in there.

0:47:06.600 --> 0:47:09.760
<v Speaker 1>You can pull the bits that are important at that moment,

0:47:10.200 --> 0:47:13.080
<v Speaker 1>and the whole process of pulling new info and dumping

0:47:13.080 --> 0:47:16.239
<v Speaker 1>old info takes a little time, and typically that manifests

0:47:16.239 --> 0:47:19.799
<v Speaker 1>and game as a load screen. And Sony's details about

0:47:19.800 --> 0:47:22.400
<v Speaker 1>the PS five seemed largely geared towards getting that downtime

0:47:22.520 --> 0:47:26.160
<v Speaker 1>minimized as much as possible. And this is going to

0:47:26.239 --> 0:47:28.279
<v Speaker 1>be really important because we have to remember that as

0:47:29.000 --> 0:47:33.440
<v Speaker 1>consoles get more complicated, game developers make more complicated games.

0:47:33.960 --> 0:47:38.160
<v Speaker 1>So we're gonna see game developers really put these new

0:47:38.239 --> 0:47:42.360
<v Speaker 1>consoles to the extreme. So one of the solutions Sony

0:47:42.440 --> 0:47:46.120
<v Speaker 1>has is including a solid state drive or s s

0:47:46.239 --> 0:47:49.839
<v Speaker 1>D into the PS five, and for a long time

0:47:50.000 --> 0:47:52.719
<v Speaker 1>s s d s were super expensive. They have come

0:47:52.800 --> 0:47:55.400
<v Speaker 1>down in price over the years. This is typically the

0:47:55.400 --> 0:47:59.680
<v Speaker 1>way we see technology move from expensive and hard to

0:47:59.719 --> 0:48:03.920
<v Speaker 1>get to ever present and cheap. But solid state drives

0:48:03.960 --> 0:48:07.560
<v Speaker 1>can load data into memory much quicker than older platter

0:48:07.719 --> 0:48:10.440
<v Speaker 1>based hard drives. And if you wonder what those are,

0:48:10.560 --> 0:48:13.400
<v Speaker 1>I've done episodes about it. But it's kind of similar

0:48:13.440 --> 0:48:16.640
<v Speaker 1>to think of like a record player or a CD player.

0:48:17.160 --> 0:48:21.240
<v Speaker 1>It's literally information stored on a platter and moving parts

0:48:21.280 --> 0:48:24.480
<v Speaker 1>have to move to the rights spot on those platters

0:48:24.480 --> 0:48:27.600
<v Speaker 1>to pull data. Ssd s have no moving parts. They

0:48:27.600 --> 0:48:30.520
<v Speaker 1>are lightning fast. The PS five will have a m

0:48:30.600 --> 0:48:33.960
<v Speaker 1>D s Zen two microprocessor, and this is going to

0:48:34.040 --> 0:48:36.480
<v Speaker 1>be one that has eight cores operating at a clock

0:48:36.520 --> 0:48:39.400
<v Speaker 1>speed of three point five giga hurts. That's three point

0:48:39.480 --> 0:48:42.840
<v Speaker 1>five billion cycles per second. It will also have a

0:48:43.000 --> 0:48:47.600
<v Speaker 1>crazy powerful graphics processing unit or GPU that can operate

0:48:47.640 --> 0:48:50.680
<v Speaker 1>at ten point twenty eight tara flops, which sounds like

0:48:50.719 --> 0:48:52.960
<v Speaker 1>something that Doc Brown would say in Back to the Future.

0:48:53.200 --> 0:48:55.800
<v Speaker 1>A flop, just to remind you, is a floating point

0:48:55.920 --> 0:48:59.200
<v Speaker 1>operation per second. You know, it's what flops stands for.

0:48:59.320 --> 0:49:02.640
<v Speaker 1>Floating point opration per second. Flooding points are referred to decimals.

0:49:02.680 --> 0:49:05.000
<v Speaker 1>It's when you boil it down. It's a really easy

0:49:05.040 --> 0:49:08.920
<v Speaker 1>way for computers to handle calculations that could include very

0:49:08.920 --> 0:49:13.440
<v Speaker 1>small and very large numbers. Uh. The this particular GPU

0:49:13.560 --> 0:49:18.040
<v Speaker 1>can handle ten point twenty eight million million of those

0:49:18.080 --> 0:49:23.440
<v Speaker 1>operations in a second. Yes, million million, that's incredible. The

0:49:23.520 --> 0:49:27.279
<v Speaker 1>PS five is also supporting three D audio capabilities, which

0:49:27.320 --> 0:49:31.160
<v Speaker 1>will help developers make even more immersive gameplay experiences. I'm

0:49:31.200 --> 0:49:34.360
<v Speaker 1>particularly excited by this because I think games that have

0:49:34.480 --> 0:49:38.280
<v Speaker 1>really good sound design are incredibly impressive. I love games

0:49:38.320 --> 0:49:41.839
<v Speaker 1>that that do that. The company is also working very

0:49:41.840 --> 0:49:44.520
<v Speaker 1>closely with game developers in general, just to make sure

0:49:44.760 --> 0:49:46.879
<v Speaker 1>that the system is going to be one that game

0:49:46.920 --> 0:49:49.960
<v Speaker 1>developers are going to want to develop for. It's another

0:49:50.080 --> 0:49:54.080
<v Speaker 1>kind of nod to the troublesome past of the PS three,

0:49:54.320 --> 0:49:57.600
<v Speaker 1>which again ultimately turned out well but initially was a

0:49:57.600 --> 0:50:01.239
<v Speaker 1>bit of a problem. And reportedly it's going to be

0:50:01.320 --> 0:50:04.400
<v Speaker 1>backwards compatible with PS four games, though they may not

0:50:04.640 --> 0:50:08.120
<v Speaker 1>all be playable right at launch. That that, Sony has

0:50:08.160 --> 0:50:12.359
<v Speaker 1>been very careful to say that that some titles will

0:50:12.400 --> 0:50:16.000
<v Speaker 1>be supported, with more titles supported down the line. The

0:50:16.080 --> 0:50:19.000
<v Speaker 1>new dual Shock five controllers will likely be similar to

0:50:19.120 --> 0:50:23.160
<v Speaker 1>Dual Shock four controllers, but reportedly will include a built

0:50:23.160 --> 0:50:25.719
<v Speaker 1>in microphone, which suggests that the PS five will have

0:50:25.800 --> 0:50:30.280
<v Speaker 1>a voice activated assistant akin to something like Alexa or Sirie.

0:50:30.880 --> 0:50:34.319
<v Speaker 1>My apologies if I just activated those. And there's a

0:50:34.360 --> 0:50:38.040
<v Speaker 1>lot of speculation about the console design. It's rumored to

0:50:38.040 --> 0:50:41.560
<v Speaker 1>have a sort of V shap shape motif to it,

0:50:41.920 --> 0:50:44.160
<v Speaker 1>So if you've seen any of the mock ups or

0:50:44.280 --> 0:50:47.840
<v Speaker 1>some of the photos that are purported to be of

0:50:48.000 --> 0:50:51.239
<v Speaker 1>PS five developer kits, they have sort of this V

0:50:52.040 --> 0:50:56.000
<v Speaker 1>design incorporated into the console itself. That kind of makes

0:50:56.000 --> 0:50:59.319
<v Speaker 1>sense because V is the Roman numeral for five. Uh.

0:50:59.360 --> 0:51:03.000
<v Speaker 1>There's an equal amount of speculation about the consoles sales price.

0:51:03.160 --> 0:51:05.920
<v Speaker 1>Sony hasn't given one as of the recording of this episode.

0:51:06.160 --> 0:51:08.839
<v Speaker 1>Most guess is fall somewhere between four hundred and five

0:51:08.920 --> 0:51:12.359
<v Speaker 1>hundred dollars in the US. And that's about all we

0:51:12.400 --> 0:51:14.640
<v Speaker 1>know about the PS five as of the recording of

0:51:14.640 --> 0:51:17.719
<v Speaker 1>this episode. There's a lot more speculation I could talk about,

0:51:17.800 --> 0:51:20.319
<v Speaker 1>but I find that road not really worth traveling down.

0:51:20.800 --> 0:51:23.040
<v Speaker 1>We can just wait to get more info later and

0:51:23.040 --> 0:51:26.440
<v Speaker 1>If there's enough, then I can dedicate another episode just

0:51:26.520 --> 0:51:29.120
<v Speaker 1>to the PlayStation five and talk about that. But for now,

0:51:29.400 --> 0:51:32.080
<v Speaker 1>I think it's time to say goodbye to the PlayStation

0:51:32.560 --> 0:51:35.160
<v Speaker 1>and turn our eyes to some other tech topic. But

0:51:35.200 --> 0:51:39.640
<v Speaker 1>I hope you guys enjoyed this exhaustive exploration of the

0:51:39.680 --> 0:51:42.319
<v Speaker 1>history of the PlayStation consoles. Obviously there are other things

0:51:42.320 --> 0:51:44.959
<v Speaker 1>I could have talked about, like the PSP. I didn't

0:51:45.000 --> 0:51:47.239
<v Speaker 1>even touch on that, but honestly, I think of that

0:51:47.320 --> 0:51:51.719
<v Speaker 1>as sort of a side the thing to the PlayStation consoles.

0:51:51.840 --> 0:51:55.760
<v Speaker 1>So I might do an episode in the future about

0:51:55.800 --> 0:51:59.279
<v Speaker 1>different handheld systems, and that would obviously take a very

0:51:59.280 --> 0:52:03.480
<v Speaker 1>important play in that particular discussion, as with the Nintendo

0:52:03.520 --> 0:52:05.880
<v Speaker 1>Switch now that I think about it. So maybe in

0:52:05.920 --> 0:52:07.719
<v Speaker 1>the future I'll cover that sort of thing, but for

0:52:07.760 --> 0:52:10.279
<v Speaker 1>now we're gonna leave it, and we're probably gonna move

0:52:10.320 --> 0:52:12.920
<v Speaker 1>away from video games for a little bit, just because

0:52:13.080 --> 0:52:15.080
<v Speaker 1>you know, I don't want to turn into a video

0:52:15.080 --> 0:52:17.279
<v Speaker 1>game podcast. There's plenty of those out there, and they

0:52:17.280 --> 0:52:21.239
<v Speaker 1>are all really good. I love you the besties. You

0:52:21.239 --> 0:52:24.719
<v Speaker 1>guys are fantastic. That's not a plug. They don't know me.

0:52:25.520 --> 0:52:27.719
<v Speaker 1>I just love that show. It's a lot of fun Um.

0:52:27.800 --> 0:52:30.480
<v Speaker 1>They had a lease Willems from fun House on recently,

0:52:30.520 --> 0:52:32.440
<v Speaker 1>and if you have not heard that episode of them

0:52:32.480 --> 0:52:35.320
<v Speaker 1>talking about Doom, you should go check it out again.

0:52:35.480 --> 0:52:38.200
<v Speaker 1>Free Plug. They have nothing to do with me, and

0:52:38.280 --> 0:52:41.120
<v Speaker 1>that wraps this up. You guys, reach out to me

0:52:41.280 --> 0:52:44.719
<v Speaker 1>with any suggestions you have for future episodes, whether it's

0:52:44.760 --> 0:52:49.960
<v Speaker 1>a company, a specific product, general trend and technology, anything

0:52:50.000 --> 0:52:52.239
<v Speaker 1>like that. You can get in touch with me on

0:52:52.280 --> 0:52:54.680
<v Speaker 1>Facebook or Twitter. The handle it both is tech Stuff

0:52:54.880 --> 0:52:58.200
<v Speaker 1>hs W and I'll talk to you again really soon.

0:53:03.480 --> 0:53:06.520
<v Speaker 1>Text Stuff is an I Heart Radio production. For more

0:53:06.600 --> 0:53:09.960
<v Speaker 1>podcasts from I Heart Radio, visit the i Heart Radio app,

0:53:10.120 --> 0:53:13.280
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows,