WEBVTT - A Tough Start for the PS3

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<v Speaker 1>Welcome to text Tuff, 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 it is time

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<v Speaker 1>to continue our dive into the history and evolution of

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<v Speaker 1>the PlayStation line of consoles. In our last episode in

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<v Speaker 1>this series, which was the second one, I talked about

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<v Speaker 1>how the success of the PS one led right into

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<v Speaker 1>the even bigger success of the PS two. This is

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<v Speaker 1>one of those rare cases where the sequel outperforms the original.

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<v Speaker 1>The PlayStation two was a phenomenal success. I also talked

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<v Speaker 1>about how the dual shock controller debut late into the

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<v Speaker 1>life cycle of the PS one, and that the PS

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<v Speaker 1>two version became the real basis for all dual shock

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<v Speaker 1>style controllers moving for word with some exceptions. But I

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<v Speaker 1>didn't spend any time talking about how those controllers actually work,

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<v Speaker 1>so I thought I should give a moment to do

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<v Speaker 1>that before we continue down the path of the history

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<v Speaker 1>of the consoles. Because this is tech stuff, we do

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<v Speaker 1>talk about how tech works. And besides, I like using

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<v Speaker 1>these histories as a way to introduce people to different

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<v Speaker 1>types of technologies. So the original PlayStation one controller did

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<v Speaker 1>not have the analog thumbsticks. It had fourteen buttons, and

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<v Speaker 1>those were the eight that I've already mentioned in the

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<v Speaker 1>previous episode, the four direction buttons on the left side

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<v Speaker 1>and the four action buttons on the right side. Can't

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<v Speaker 1>wait for people to yell at me for calling something

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<v Speaker 1>that was pink red or whatever. But I was looking

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<v Speaker 1>at a really bad photo and I didn't have my

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<v Speaker 1>PlayStation controller in front of me, and this just tells

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<v Speaker 1>you I don't play the PlayStation very much anyway. The

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<v Speaker 1>action that the buttons did all depended on the game.

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<v Speaker 1>Right it might be a jump button or a weapon button,

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<v Speaker 1>or it might have you speak or whatever. In between

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<v Speaker 1>those two banks of buttons are a pair of buttons

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<v Speaker 1>labeled start and select, and typically games would map these

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<v Speaker 1>two functions like pause or an inventory button, or to

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<v Speaker 1>back out of a menu or something similar to that. Then,

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<v Speaker 1>on the back of the controller, or rather on the

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<v Speaker 1>the side of the controller that faces the television. Some

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<v Speaker 1>people call it the front of the controller, um, but anyway,

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<v Speaker 1>it's facing the same way you are toward the TV.

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<v Speaker 1>There are four shoulder buttons, two on the left and

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<v Speaker 1>two on the right, mounted in a top button bottom configuration,

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<v Speaker 1>and under each button inside the controller is a metal disc.

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<v Speaker 1>Pressing on the button means that the button presses against

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<v Speaker 1>the metal disc, which deforms, and a thin conductive strip

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<v Speaker 1>that's mounted above a circuit board inside the controller is

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<v Speaker 1>pushed so that it makes some contact with that circuit board,

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<v Speaker 1>and that acts like an on switch in a regular

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<v Speaker 1>old circuit. It completes a circuit. So when you press

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<v Speaker 1>down on the button, you complete that circuit. You let

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<v Speaker 1>current move through that particular path, and that sends a

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<v Speaker 1>signal to the game system that that specific button has

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<v Speaker 1>been pressed and that the game maps that to whatever

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<v Speaker 1>input it's uh it's it's keyed to, so that your

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<v Speaker 1>character or whatever in the game does whatever it is

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<v Speaker 1>supposed to do. The PS two's dual shock two controllers

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<v Speaker 1>introduced a new feature with those buttons. They were pressure sensitive,

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<v Speaker 1>so it wasn't just that you could push the buttons,

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<v Speaker 1>it was how you push the buttons that would determine

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<v Speaker 1>actions in certain games. So game developers could actually design

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<v Speaker 1>games in which the gameplay would change depending on how

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<v Speaker 1>hard they pressed a button. So a game developer could

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<v Speaker 1>program a game so that if you tapped on a button,

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<v Speaker 1>you might do a little hop in the game, but

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<v Speaker 1>pushing harder on the button would make your character do

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<v Speaker 1>a full jump in the game. Or you could map

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<v Speaker 1>a melee attack buttons so that if you tapped on it,

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<v Speaker 1>you just give a little love tap to somebody, and

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<v Speaker 1>if you held the button down nice and hard, you

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<v Speaker 1>to really wallop them. So how did they do that

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<v Speaker 1>from a tech perspective, Well, it's similar to what I

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<v Speaker 1>already described, except when you push lightly on the button,

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<v Speaker 1>only a small portion of that conductive strip would make

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<v Speaker 1>contact with the circuit would be pressed down and make

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<v Speaker 1>a light point of contact on the circuit. If you

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<v Speaker 1>pressed harder than more of the conductive strip would make

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<v Speaker 1>more of a contact with a circuit board, and the

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<v Speaker 1>change in conductivity gets registered by the PS two. It's

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<v Speaker 1>essentially metering them, it's measuring it. So the PS two

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<v Speaker 1>is looking not just from a for a signal and

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<v Speaker 1>where it's from, but how strong that signal is if

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<v Speaker 1>you can think of it that way and then interprets

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<v Speaker 1>that as the appropriate in game action. Now I should

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<v Speaker 1>add that this is a feature that wouldn't last through

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<v Speaker 1>all dual shock controllers after the dual Shock too, Sony

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<v Speaker 1>would end up dropping this further down the line, and

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<v Speaker 1>that caused some gamers frustration because it meant that if

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<v Speaker 1>they were playing older games on newer consoles. Let's say

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<v Speaker 1>you buy a new console that's got some backwards compatibility

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<v Speaker 1>to it and you want to play an old game

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<v Speaker 1>that had this capability build into it. Well, your current

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<v Speaker 1>controller no longer has that function, so their game is

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<v Speaker 1>somewhat hampered because of it. That's one of the risks

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<v Speaker 1>of including new features in hardware, because further down the line,

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<v Speaker 1>in a future iteration, you might drop that feature and

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<v Speaker 1>you might lose some access to legacy software. This supplies

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<v Speaker 1>not just to video game consoles, to everything really anyway.

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<v Speaker 1>At that point, you could argue that some of those

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<v Speaker 1>games would turn into abandoned ware because you couldn't play

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<v Speaker 1>them properly. Getting back to the controller, the thumbsticks are

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<v Speaker 1>analog and they rely on potentiometers, which in turn are

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<v Speaker 1>variable resistors, and that means that these components create electrical

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<v Speaker 1>resistance in a circuit. And these components are adjustable so

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<v Speaker 1>that you can change the amount of electrical resistance that

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<v Speaker 1>is applied and yeah, if you're like me, a sense

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<v Speaker 1>like that doesn't necessarily clear stuff up right away, So

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<v Speaker 1>let's break it all down. Resistance is what it sounds like.

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<v Speaker 1>It describes how a particular material resists the flow of

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<v Speaker 1>electricity through it. And it's kind of like friction. If

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<v Speaker 1>you think of a surface, like a rough surface, having

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<v Speaker 1>a lot of friction, trying to push something across it

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<v Speaker 1>is really hard. Trying to push something across a very

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<v Speaker 1>smooth surface is much easier. You still have friction, but

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<v Speaker 1>not nearly as much. Well, the same is true with

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<v Speaker 1>electrical conductivity. Conductive materials have some level of electrical resistance.

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<v Speaker 1>Some of them allow electricity to pass through pretty easily

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<v Speaker 1>and some don't. And like friction, typically the byproduct you get,

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<v Speaker 1>you know, because you're losing that energy somehow. Energy cannot

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<v Speaker 1>be created or destroyed, but it can be converted. Instead

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<v Speaker 1>of that being electrical energy, you're losing it in the

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<v Speaker 1>form of heat. So your electronics heat up because they're

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<v Speaker 1>not perfect conductors. And uh so that's that's kind of

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<v Speaker 1>a basic description of electrical resistance, and a lot of

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<v Speaker 1>stuff can affect the resistance of a particular type of material.

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<v Speaker 1>You know, you can't just say that copper has a

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<v Speaker 1>specific electrical resistance, because things like the thickness of a

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<v Speaker 1>copper wire can determine that the thinner a copper wire,

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<v Speaker 1>the higher the resistance. So if you have a thick

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<v Speaker 1>copper cable has a much lower electrical resistance than a

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<v Speaker 1>thin copper wire. But also temperature can affect it. If

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<v Speaker 1>you cool conductors down, then their resistance decreases. That's why

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<v Speaker 1>things like the large Hadron collider have these super cooled

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<v Speaker 1>elements to make super conductors, and those are conductors in

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<v Speaker 1>which you don't lose any electrical energy at all to heat.

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<v Speaker 1>They just what you put in is what's getting out

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<v Speaker 1>the other side. Essentially, potentiometers are slightly different. They have

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<v Speaker 1>components that let you adjust the amount of resistance that's

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<v Speaker 1>in a circuit. You can turn it up or turn

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<v Speaker 1>it down, and that allows you to control the amount

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<v Speaker 1>of current flowing through a circuit, assuming you've got a

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<v Speaker 1>constant voltage. And if you want to think about it

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<v Speaker 1>in terms of pipes and water, a potentiometer is kind

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<v Speaker 1>of like an adjustable valve that can either let more

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<v Speaker 1>or less water through it. And I'm oversimplifying here just

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<v Speaker 1>to kind of give you an analogy, but you get

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<v Speaker 1>the point. So back to the controller. The thumbsticks on

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<v Speaker 1>the dual shock controller have two potentiometers each, and they're

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<v Speaker 1>under the controllers and they're mounted at right angles to

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<v Speaker 1>one another. And the what happens is when you move

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<v Speaker 1>the thumbstick, it changes the potentiometers slightly, and current flows

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<v Speaker 1>through these at a steady rate. As you move the thumbstick,

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<v Speaker 1>it changes the resistance in those potentiometers. And by monitoring

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<v Speaker 1>the current flowing through these circuits, the PlayStation can determine

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<v Speaker 1>the exact position of that thumbstick. So moving it one

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<v Speaker 1>way might affect the electrical resistance of one of those

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<v Speaker 1>two potentiometers and not the other. But owing that, the

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<v Speaker 1>PlayStation knows which way the thumbstick was moved and exactly

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<v Speaker 1>how far it was moved, because this is in degrees, right,

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<v Speaker 1>Maybe you move it one way, both potentiometers increase the

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<v Speaker 1>electrical resistance. You move it another way, both the potentiometers

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<v Speaker 1>decrease the electrical resistance. All of this is invisible to

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<v Speaker 1>the player. You know, we would not be aware of it,

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<v Speaker 1>but this is how the PlayStation is able to determine

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<v Speaker 1>exactly where the thumbstick is at any given moment, and

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<v Speaker 1>it gives very precise controls to the player. So a

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<v Speaker 1>game developer can create a game where you can have

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<v Speaker 1>these very precise requirements for players to maneuver their characters through.

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<v Speaker 1>It's really what allowed game developers to create that frame

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<v Speaker 1>perfect kind of rage inducing platforming game that I am

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<v Speaker 1>so bad at. Anyway, that's how the thumbsticks work, and

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<v Speaker 1>it's all about converting that information into essentially a location

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<v Speaker 1>on an X Y access. It's just the same as

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<v Speaker 1>if you were to get a bunch of chart paper

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<v Speaker 1>and you were to start plotting points on the chart.

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<v Speaker 1>It's the same sort of thing. The points would represent

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<v Speaker 1>the position of the thumbsticks. It's pretty neat and and

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<v Speaker 1>I think it was a clever way to engineer these

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<v Speaker 1>uh these thumbsticks in an analog way. Now, not all

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<v Speaker 1>games support this feature, right Like some games might have

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<v Speaker 1>it where you have a character and if you push

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<v Speaker 1>the thumbstick a little bit, your character starts to creep

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<v Speaker 1>across the screen, and if you push the thumbstick all

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<v Speaker 1>the way to its stopping point, then your character will

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<v Speaker 1>break out into a run. But some games take a

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<v Speaker 1>more digital approach, meaning it's either happening or it's not happening.

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<v Speaker 1>So if you push the thumbstick a little or a lot,

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<v Speaker 1>your character moves the same either way that that sometimes happens.

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<v Speaker 1>That's that's sort of a good way of understanding the

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<v Speaker 1>difference between digital and analog. Analog is a is a

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<v Speaker 1>nice smooth curve, right, it's it's degrees, it's uh, you're

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<v Speaker 1>moving in a nice smooth motion from one state to another.

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<v Speaker 1>Dig All is much more step like. It's either on

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<v Speaker 1>or off, or it's in steps, so it has a

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<v Speaker 1>discrete amount that is added with each step. It's not

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<v Speaker 1>something that's a smooth curve. Now, you can have lots

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<v Speaker 1>of tiny little steps, and if you have enough tiny

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<v Speaker 1>little steps, you can simulate a smooth curve. But in reality,

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<v Speaker 1>if you were to zoom weigh in, you would see

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<v Speaker 1>it's more like a staircase, not a not an unbroken

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<v Speaker 1>curve the way analog is. Then there's the vibrating component

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<v Speaker 1>to the dual shot controller and this works the same

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<v Speaker 1>way vibrating motors work and stuff like cell phones, and

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<v Speaker 1>it's pretty simple gun electric motor or in the case

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<v Speaker 1>of a dual shot controller, you actually have two electric motors.

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<v Speaker 1>They're both in the base on either side of the

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<v Speaker 1>controller where your your hands go, and on the shaft

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<v Speaker 1>of this electric motor is a slightly offset unbalanced weight,

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<v Speaker 1>and so as the shaft spins, that unbalanced weight causes

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<v Speaker 1>some wobble in the electric motor. Except the electric motor

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<v Speaker 1>is actually firmly mounted inside the controller, it can't wobble

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<v Speaker 1>because it's mounted to a larger structure. However, that wobble

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<v Speaker 1>then gets transmitted to the controller as a whole as

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<v Speaker 1>this sort of vibrating, buzzing thing. And that's where that

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<v Speaker 1>technology comes from as how it works, and it's used

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<v Speaker 1>in all sorts of stuff like cell phones, for example,

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<v Speaker 1>have these If you have a cellphone with a vibrate function,

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<v Speaker 1>that's what's happening. So let's jump back to the PS

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<v Speaker 1>two now. As I mentioned in the last episode, the

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<v Speaker 1>PS two had a phenomenal launch and it would go

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<v Speaker 1>on to become the best selling home console of all

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<v Speaker 1>time as of the recording of this podcast, And in

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<v Speaker 1>case you're wondering, second place would go to the Nintendo

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<v Speaker 1>d S handheld system. And even that's about a million

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<v Speaker 1>units behind the PlayStation two. Pretty phenomenal, especially when you

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<v Speaker 1>look at the you know, the expense of both of

0:12:49.400 --> 0:12:53.400
<v Speaker 1>those consoles, and the fact that the handheld one being portable,

0:12:53.480 --> 0:12:56.720
<v Speaker 1>has its own level of of pros and cons to it.

0:12:57.240 --> 0:12:59.720
<v Speaker 1>I mentioned in the previous episode that Sony did not

0:13:00.040 --> 0:13:03.080
<v Speaker 1>jump on the internet bandwagon right away. Back during the

0:13:03.080 --> 0:13:06.719
<v Speaker 1>original PlayStation days, Sony did introduce a link cable that

0:13:06.800 --> 0:13:11.280
<v Speaker 1>would let players link to PlayStation systems together for network play.

0:13:11.320 --> 0:13:13.960
<v Speaker 1>You could do system to system play. However, that also

0:13:14.040 --> 0:13:16.720
<v Speaker 1>required both of these consoles to be connected to their

0:13:16.720 --> 0:13:20.000
<v Speaker 1>own respective television sets, so you would need to PS

0:13:20.080 --> 0:13:22.680
<v Speaker 1>ones and two televisions to make this work, but it

0:13:22.760 --> 0:13:26.280
<v Speaker 1>wasn't capable of connecting online. The PS two initially didn't

0:13:26.320 --> 0:13:29.680
<v Speaker 1>come out with any way to connect to the internet either. Instead,

0:13:29.960 --> 0:13:33.320
<v Speaker 1>two years after they launched the system, Sony released a

0:13:33.360 --> 0:13:36.720
<v Speaker 1>modem as a peripheral most of the PlayStation two models,

0:13:36.800 --> 0:13:38.880
<v Speaker 1>and keep in mind there were a lot of different

0:13:38.880 --> 0:13:41.920
<v Speaker 1>PlayStation two models. You can say PlayStation two and you've

0:13:41.920 --> 0:13:44.480
<v Speaker 1>got the same basic idea of what it is, but

0:13:44.520 --> 0:13:47.480
<v Speaker 1>there are a lot of variations. The company would refine

0:13:47.679 --> 0:13:51.319
<v Speaker 1>the design and production largely in an effort to streamline

0:13:51.360 --> 0:13:53.800
<v Speaker 1>things and also to cut down on costs over the

0:13:53.960 --> 0:13:56.320
<v Speaker 1>entire course of the life cycle of PlayStation two. Anyway,

0:13:56.640 --> 0:13:59.360
<v Speaker 1>the original ones had an expansion bay on the back

0:13:59.360 --> 0:14:01.240
<v Speaker 1>of the console. So if you looked at the back

0:14:01.280 --> 0:14:02.920
<v Speaker 1>of the console, you would see that there was a cover,

0:14:03.280 --> 0:14:04.840
<v Speaker 1>and you could take the cover off and it would

0:14:04.840 --> 0:14:08.040
<v Speaker 1>remove that cover to the bay. You could see the bay.

0:14:08.040 --> 0:14:10.080
<v Speaker 1>It was a compartment that was large enough to hold

0:14:10.120 --> 0:14:12.920
<v Speaker 1>a hard drive. Sony would also introduce hard drives that

0:14:12.960 --> 0:14:17.440
<v Speaker 1>you could purchase in addition to the base console, and

0:14:17.440 --> 0:14:20.560
<v Speaker 1>it also had a port that the cover would cover up.

0:14:20.880 --> 0:14:24.320
<v Speaker 1>Sony offered up a network adapter, which in North America

0:14:24.360 --> 0:14:26.760
<v Speaker 1>had a phone jack and an Ethernet port on it.

0:14:26.800 --> 0:14:29.480
<v Speaker 1>Everywhere else pretty much just stuck with the Ethernet port

0:14:29.960 --> 0:14:32.640
<v Speaker 1>and it would fit on the back of the console.

0:14:32.960 --> 0:14:35.640
<v Speaker 1>It would just plug directly into that that port, that

0:14:35.760 --> 0:14:38.040
<v Speaker 1>outlet I had talked about a second ago in the

0:14:38.080 --> 0:14:40.560
<v Speaker 1>back of the PS two. It did not fill up

0:14:40.600 --> 0:14:43.240
<v Speaker 1>the bay. It just covered up the bay. However, if

0:14:43.240 --> 0:14:45.560
<v Speaker 1>you wanted to get a hard drive, you would need

0:14:45.600 --> 0:14:48.720
<v Speaker 1>the network adapter and the hard drive. You would connect

0:14:48.920 --> 0:14:51.760
<v Speaker 1>the hard drive to the network adapter. Then you would

0:14:51.760 --> 0:14:54.360
<v Speaker 1>slide the hard drive into the bay. It would be

0:14:54.400 --> 0:14:57.080
<v Speaker 1>nestled in there. The network adapter would plug into the

0:14:57.080 --> 0:15:00.320
<v Speaker 1>outlet in the PS two, so the network adapter acted

0:15:00.320 --> 0:15:03.400
<v Speaker 1>as its own outlet for the hard drive. You couldn't

0:15:03.440 --> 0:15:06.320
<v Speaker 1>just bypass it. There were third party companies that would

0:15:06.320 --> 0:15:11.720
<v Speaker 1>make a type of UH plug that essentially acted like

0:15:11.760 --> 0:15:14.400
<v Speaker 1>the network adapter, except it didn't have a network adapter

0:15:14.520 --> 0:15:16.240
<v Speaker 1>in it. It was just the plug so that you

0:15:16.240 --> 0:15:19.200
<v Speaker 1>could use your own hard drive. But that's another story.

0:15:19.480 --> 0:15:22.840
<v Speaker 1>But now you could have online capabilities after running a

0:15:22.840 --> 0:15:25.720
<v Speaker 1>special startup disc that is in your PS two, and

0:15:25.760 --> 0:15:28.800
<v Speaker 1>you could play games online, certain ones, very few not

0:15:28.840 --> 0:15:31.840
<v Speaker 1>only if you had online capability, the hard drive would

0:15:31.880 --> 0:15:35.680
<v Speaker 1>let the PS to load more game data into the

0:15:35.720 --> 0:15:39.360
<v Speaker 1>memory area. Essentially, it was acting like memory and it

0:15:39.400 --> 0:15:43.520
<v Speaker 1>would bring loading times down during game play, and it

0:15:43.560 --> 0:15:45.360
<v Speaker 1>could also be used as a memory card. You could

0:15:45.440 --> 0:15:49.400
<v Speaker 1>store saves to the hard drive, for example. Some enterprising

0:15:49.440 --> 0:15:52.960
<v Speaker 1>gamers even figured out how to load full games onto

0:15:52.960 --> 0:15:55.960
<v Speaker 1>the hard drive using this system, and that removed the

0:15:55.960 --> 0:15:58.240
<v Speaker 1>need to have a disk to run certain games. It

0:15:58.320 --> 0:16:02.040
<v Speaker 1>also circumvented copy part action, so that would become something

0:16:02.080 --> 0:16:04.120
<v Speaker 1>of a headache for Sony down the line, but not

0:16:04.240 --> 0:16:06.000
<v Speaker 1>many people did it. The people who knew how to

0:16:06.000 --> 0:16:08.160
<v Speaker 1>do it, we're doing it like crazy, but but that

0:16:08.240 --> 0:16:11.400
<v Speaker 1>was a small percentage of the overall population. The PS

0:16:11.440 --> 0:16:14.400
<v Speaker 1>two would also feature an innovation that Sony would build

0:16:14.400 --> 0:16:17.000
<v Speaker 1>on later, and that would be the Eye Toy, and

0:16:17.080 --> 0:16:19.880
<v Speaker 1>that debut in two thousand three. The Eye Toy was

0:16:19.960 --> 0:16:23.359
<v Speaker 1>essentially a webcam. You would set it on your television

0:16:23.480 --> 0:16:25.520
<v Speaker 1>or a shell or whatever. You plug it into the

0:16:25.520 --> 0:16:28.040
<v Speaker 1>PS two. You would have to adjust the focus manually.

0:16:28.080 --> 0:16:29.680
<v Speaker 1>You know, you have to actually turn the lens to

0:16:29.880 --> 0:16:32.520
<v Speaker 1>get it and focus. And you could play certain games

0:16:32.560 --> 0:16:36.000
<v Speaker 1>through motion capture technology. One of my friends is actually

0:16:36.080 --> 0:16:38.240
<v Speaker 1>married to a guy who worked on the Eye Toy

0:16:38.320 --> 0:16:39.800
<v Speaker 1>back in the day, so I got to hear all

0:16:39.840 --> 0:16:41.680
<v Speaker 1>about it back when it was first launching. That was

0:16:41.680 --> 0:16:45.280
<v Speaker 1>pretty cool. A typical Eye Toy game would actually put

0:16:45.320 --> 0:16:47.800
<v Speaker 1>you in the middle of the action. You would see

0:16:47.880 --> 0:16:51.800
<v Speaker 1>a video image of yourself on the television. Your image

0:16:51.800 --> 0:16:53.400
<v Speaker 1>was captured by the Eye Toy, and so as you

0:16:53.400 --> 0:16:56.120
<v Speaker 1>would flail around on the screen, you would get attacked

0:16:56.160 --> 0:16:59.240
<v Speaker 1>by flying monkeys or whatever. So you'd swatted stuff that

0:16:59.320 --> 0:17:02.680
<v Speaker 1>you saw on the sreen and UH that's how gameplay

0:17:02.720 --> 0:17:06.119
<v Speaker 1>typically would unfold. The Eye Toy also featured a microphone

0:17:06.160 --> 0:17:08.560
<v Speaker 1>so it could pick up voice commands, so again it's

0:17:08.600 --> 0:17:13.000
<v Speaker 1>a little prescient. This was years before Microsoft would introduce

0:17:13.040 --> 0:17:16.320
<v Speaker 1>the Connect that wouldn't come out until The Eye Toy

0:17:16.600 --> 0:17:20.240
<v Speaker 1>wasn't quite as sophisticated as the Connect. That's putting it lightly,

0:17:20.320 --> 0:17:23.080
<v Speaker 1>but many of the same design concepts applied to both

0:17:23.119 --> 0:17:26.960
<v Speaker 1>pieces of hardware. Both have cameras and software or firmware.

0:17:27.080 --> 0:17:30.080
<v Speaker 1>They could interpret your movements as input commands for games,

0:17:30.560 --> 0:17:35.320
<v Speaker 1>and both were you could argue, criminally undersupported. Games using

0:17:35.320 --> 0:17:38.000
<v Speaker 1>the Sony Eye Toy were few and far between. From

0:17:38.000 --> 0:17:40.320
<v Speaker 1>what I can tell, there were a fewer than thirty

0:17:40.359 --> 0:17:43.840
<v Speaker 1>titles that actually required the Eye Toy, and only eight

0:17:43.880 --> 0:17:47.240
<v Speaker 1>of those were ever available in the United States. There

0:17:47.240 --> 0:17:50.600
<v Speaker 1>were some other games that included eye toy support so

0:17:50.680 --> 0:17:54.200
<v Speaker 1>as an option, not a requirement, but those were more

0:17:54.240 --> 0:17:58.280
<v Speaker 1>like games that had some added features. They weren't created

0:17:58.359 --> 0:18:01.640
<v Speaker 1>with the Eye Toy experience mind, and most of those

0:18:01.680 --> 0:18:04.560
<v Speaker 1>games would end up being really similar most of the

0:18:04.560 --> 0:18:07.159
<v Speaker 1>Eye toy games that you could buy, they were all

0:18:07.240 --> 0:18:09.760
<v Speaker 1>like variations on the same themes like rhythm games that

0:18:09.760 --> 0:18:14.000
<v Speaker 1>would require you to reach towards certain points around you

0:18:14.080 --> 0:18:16.240
<v Speaker 1>on a timed beat, so kind of like Beat Saber,

0:18:16.400 --> 0:18:19.119
<v Speaker 1>but on a very primitive level. Or there might be

0:18:19.160 --> 0:18:21.920
<v Speaker 1>a fighting game where you're you know, moving your arms around,

0:18:21.920 --> 0:18:24.680
<v Speaker 1>flailing wildly trying to fight off a boxer or martial

0:18:24.800 --> 0:18:28.440
<v Speaker 1>arts opponent. You know, the details changed from game to game,

0:18:28.520 --> 0:18:31.680
<v Speaker 1>but the basic gameplay was really similar across the board.

0:18:32.160 --> 0:18:36.359
<v Speaker 1>Microsoft would go through its own kind of the same

0:18:36.400 --> 0:18:39.359
<v Speaker 1>story with the Connect years later, and also the Second

0:18:39.359 --> 0:18:43.320
<v Speaker 1>Connect even after that, but that's a different story. Another

0:18:43.400 --> 0:18:46.600
<v Speaker 1>game type debuted on the PS two and that required

0:18:46.640 --> 0:18:50.879
<v Speaker 1>a peripheral and that would be singing games. Harmonics was

0:18:50.960 --> 0:18:53.719
<v Speaker 1>the first to do this with Karaoke Revolution in two

0:18:53.800 --> 0:18:57.960
<v Speaker 1>thousand three, which shipped with a Logitech headset that included

0:18:58.000 --> 0:19:01.639
<v Speaker 1>a microphone. Later, game like sing Star would launch with

0:19:01.760 --> 0:19:04.639
<v Speaker 1>a handheld USB mic or a pair of them, and

0:19:04.680 --> 0:19:07.040
<v Speaker 1>you could plug them into the PS two, and both

0:19:07.080 --> 0:19:09.560
<v Speaker 1>games had players try to match the pitch of a

0:19:09.640 --> 0:19:12.440
<v Speaker 1>song that's indicated on screen. The closer you were to

0:19:12.520 --> 0:19:15.639
<v Speaker 1>being on pitch, the higher your score would be. Harmonics

0:19:15.680 --> 0:19:18.000
<v Speaker 1>would follow this up in two thousand five with Guitar

0:19:18.080 --> 0:19:21.800
<v Speaker 1>Hero and the iconic guitar shaped controller that debuted on

0:19:21.840 --> 0:19:25.639
<v Speaker 1>the PS two. So a lot of very innovative style

0:19:25.720 --> 0:19:28.560
<v Speaker 1>games were starting to make their first appearance on the

0:19:28.600 --> 0:19:31.359
<v Speaker 1>PS two, and that really helped the console as well.

0:19:32.000 --> 0:19:36.840
<v Speaker 1>They had tons of iconic games from established developers as

0:19:36.880 --> 0:19:39.920
<v Speaker 1>well as uh. They were acting like a platform where

0:19:39.960 --> 0:19:44.120
<v Speaker 1>you could find some really interesting or downright weird games

0:19:44.160 --> 0:19:47.120
<v Speaker 1>from more obscure companies and developers, and that mix would

0:19:47.119 --> 0:19:49.520
<v Speaker 1>be something that Sony would foster throughout the life cycle

0:19:49.560 --> 0:19:52.560
<v Speaker 1>of the console and beyond. I'll talk more about them

0:19:52.600 --> 0:19:54.280
<v Speaker 1>in a little bit later, and when we come back,

0:19:54.320 --> 0:19:56.600
<v Speaker 1>i'll wrap up with the PS two, and then we'll

0:19:56.640 --> 0:19:58.480
<v Speaker 1>start to look at the console that would follow in

0:19:58.520 --> 0:20:02.800
<v Speaker 1>its footsteps by taking some pretty drastic changes to the model.

0:20:03.160 --> 0:20:14.119
<v Speaker 1>But first let's take a quick break. So the PS

0:20:14.160 --> 0:20:18.280
<v Speaker 1>two saw incredible success, that's loving it. Lightly huge games

0:20:18.320 --> 0:20:20.880
<v Speaker 1>like God of War got their start on the PS two.

0:20:21.280 --> 0:20:24.119
<v Speaker 1>Grand Theft Auto three, which, while it was the third

0:20:24.240 --> 0:20:27.240
<v Speaker 1>entry in a series, took a game that had previously

0:20:27.280 --> 0:20:30.360
<v Speaker 1>been a top down view game you were looking at

0:20:30.359 --> 0:20:33.080
<v Speaker 1>the world from above and you would control a car

0:20:33.280 --> 0:20:36.680
<v Speaker 1>that way. They switched it to a third person style game.

0:20:36.760 --> 0:20:40.199
<v Speaker 1>They helped launch the sandbox game genre, not that it

0:20:40.280 --> 0:20:42.760
<v Speaker 1>was the first or only one of its type, but

0:20:42.800 --> 0:20:44.399
<v Speaker 1>it was one of the most popular ones, and it

0:20:44.560 --> 0:20:46.560
<v Speaker 1>got a lot of other game developers getting into that

0:20:47.080 --> 0:20:50.000
<v Speaker 1>realm of game, and we've seen so many since then.

0:20:50.640 --> 0:20:53.720
<v Speaker 1>Shadow of the Colossus was a game that gave people

0:20:53.720 --> 0:20:56.440
<v Speaker 1>who argued the video games are a form of art.

0:20:56.520 --> 0:20:58.800
<v Speaker 1>They gave them a lot of momentum because that game

0:20:58.880 --> 0:21:03.199
<v Speaker 1>is gorgeous. The Final Fantasy series continued to dominate on

0:21:03.280 --> 0:21:06.679
<v Speaker 1>the PS two. Ratchett and Clank became a franchise on

0:21:06.720 --> 0:21:09.359
<v Speaker 1>the PS two. The series would go on through many

0:21:09.400 --> 0:21:13.760
<v Speaker 1>future generations of the PlayStation console. Katamari Demassi was one

0:21:13.760 --> 0:21:17.680
<v Speaker 1>of the stranger games for the console that got mainstream support.

0:21:18.160 --> 0:21:20.480
<v Speaker 1>So if you don't know what that game is, you

0:21:20.560 --> 0:21:23.359
<v Speaker 1>are in charge of rolling around a little sticky ball

0:21:23.440 --> 0:21:25.760
<v Speaker 1>that picks up stuff in game environments. The ball gets

0:21:25.800 --> 0:21:27.720
<v Speaker 1>bigger as you do it, and you pick up bigger

0:21:27.760 --> 0:21:30.679
<v Speaker 1>and bigger stuff. And it's also that you can rebuild

0:21:30.680 --> 0:21:33.400
<v Speaker 1>the cosmos because your dad done blowed it up real

0:21:33.480 --> 0:21:38.720
<v Speaker 1>good by accident. There are literally hundreds of popular titles

0:21:38.760 --> 0:21:41.320
<v Speaker 1>on the PS two that either got their start there

0:21:41.760 --> 0:21:45.439
<v Speaker 1>or they found incredible success there, and justice Sony had

0:21:45.480 --> 0:21:47.879
<v Speaker 1>done with the PS one, the company would continue to

0:21:47.920 --> 0:21:51.920
<v Speaker 1>support the PS two long after introducing the next generation

0:21:51.920 --> 0:21:56.280
<v Speaker 1>of PlayStation. The PS two would be in production well

0:21:56.359 --> 0:21:59.320
<v Speaker 1>into the life cycle of the p S three. Uh.

0:21:59.359 --> 0:22:01.680
<v Speaker 1>In fact, I'm to say it was about eleven or

0:22:01.760 --> 0:22:06.240
<v Speaker 1>twelve year life cycle. That's an incredible run, and people

0:22:06.240 --> 0:22:09.000
<v Speaker 1>were still buying PS two's and PS two games well

0:22:09.040 --> 0:22:12.120
<v Speaker 1>after the PS three had hit the shelves. But now

0:22:12.160 --> 0:22:15.000
<v Speaker 1>it's time to kind of switch over to the PS three.

0:22:15.080 --> 0:22:19.360
<v Speaker 1>And this one is a really complicated story, largely because

0:22:19.480 --> 0:22:23.520
<v Speaker 1>of some controversial decisions in the design process. Now these

0:22:23.840 --> 0:22:28.760
<v Speaker 1>weren't necessarily bad decisions, mind you, but Kudaragi, that's the

0:22:28.800 --> 0:22:32.120
<v Speaker 1>father of the PlayStation kin Kudaraki and his team had

0:22:32.160 --> 0:22:36.560
<v Speaker 1>made some choices that would present some unique challenges to developers.

0:22:37.200 --> 0:22:41.520
<v Speaker 1>So in two thousand five, Microsoft releases its second console,

0:22:41.760 --> 0:22:45.440
<v Speaker 1>the Xbox three sixty, and that opened up the seventh

0:22:45.560 --> 0:22:49.159
<v Speaker 1>generation of consoles, era, the three six. He got a

0:22:49.240 --> 0:22:52.680
<v Speaker 1>head start on both Sony and Nintendo. Both of them

0:22:52.680 --> 0:22:57.000
<v Speaker 1>would release their competing consoles, the PS three and we, respectively,

0:22:57.080 --> 0:22:59.880
<v Speaker 1>in two thousand and six the fall of two thousand six,

0:22:59.880 --> 0:23:03.960
<v Speaker 1>so Microsoft had kind of an open playing field to

0:23:04.080 --> 0:23:07.399
<v Speaker 1>really establish itself for almost a full year. Now, if

0:23:07.440 --> 0:23:10.679
<v Speaker 1>you've listened to the previous episodes in this series, you

0:23:10.720 --> 0:23:14.000
<v Speaker 1>know that each generation of video game consoles has its

0:23:14.040 --> 0:23:18.560
<v Speaker 1>own defining characteristics. The third generation of video game consoles

0:23:18.880 --> 0:23:22.480
<v Speaker 1>was the eight bit gaming system era, the original Nintendo.

0:23:22.600 --> 0:23:26.440
<v Speaker 1>In other words, the fourth generation was a sixteen bit

0:23:26.520 --> 0:23:30.560
<v Speaker 1>system like the Super Nintendo. The next generation, the fifth generation,

0:23:30.640 --> 0:23:33.520
<v Speaker 1>was the thirty two bit era. The sixth generation was

0:23:33.640 --> 0:23:37.000
<v Speaker 1>sometimes called bit era, but that was about when we

0:23:37.000 --> 0:23:41.400
<v Speaker 1>were finally getting away from using raw processing power as

0:23:41.400 --> 0:23:45.280
<v Speaker 1>a way to describe consoles because it became less important,

0:23:45.640 --> 0:23:47.800
<v Speaker 1>and we started to see this. In fact, we continue

0:23:47.840 --> 0:23:50.760
<v Speaker 1>to see this where the hardware advances to a point

0:23:50.800 --> 0:23:55.280
<v Speaker 1>where the the real differentiators lie not necessarily in the

0:23:55.320 --> 0:24:00.800
<v Speaker 1>processing power, but in other ways that the console sense games.

0:24:01.240 --> 0:24:04.720
<v Speaker 1>So the seventh generation saw the consoles diverging even more

0:24:04.760 --> 0:24:08.240
<v Speaker 1>than they had before. On the Microsoft side, the Xbox

0:24:08.280 --> 0:24:13.400
<v Speaker 1>three sixty would really emphasize HD video games and online

0:24:13.440 --> 0:24:16.320
<v Speaker 1>play with the Xbox Live service. That was kind of

0:24:16.359 --> 0:24:20.000
<v Speaker 1>the bet they were they were placing uh that sort

0:24:20.000 --> 0:24:23.040
<v Speaker 1>of became. The defining features for the Xbox three sixty

0:24:23.040 --> 0:24:27.879
<v Speaker 1>were the HD video gaming for an HD era and

0:24:28.400 --> 0:24:34.120
<v Speaker 1>this online play approach. The Nintendo we marked Nintendo's decision

0:24:34.160 --> 0:24:37.920
<v Speaker 1>to focus not on traditional stuff like graphics, but instead

0:24:38.040 --> 0:24:41.679
<v Speaker 1>innovating in control systems like the we mote and the

0:24:41.720 --> 0:24:45.680
<v Speaker 1>we pad and new forms of gameplay. That was really

0:24:45.680 --> 0:24:50.120
<v Speaker 1>where they were backing. Sony's PS three was going with

0:24:51.040 --> 0:24:55.040
<v Speaker 1>really incredible processing power. Plus it included a Blu ray player,

0:24:55.560 --> 0:24:57.920
<v Speaker 1>which meant, just as the PS two would become a

0:24:58.000 --> 0:25:00.600
<v Speaker 1>DVD player with benefits for a lot of people, the

0:25:00.640 --> 0:25:03.600
<v Speaker 1>PS three would do the same for Blu ray. When

0:25:03.600 --> 0:25:06.080
<v Speaker 1>Blu ray players first came out, they were more than

0:25:06.119 --> 0:25:10.200
<v Speaker 1>a thousand bucks, so when the PS three first came out,

0:25:10.240 --> 0:25:12.720
<v Speaker 1>it was pretty expensive to It's like six hundred dollars,

0:25:12.760 --> 0:25:15.159
<v Speaker 1>so it wasn't cheap, but it meant that if you

0:25:15.200 --> 0:25:17.080
<v Speaker 1>were in the market for a Blu ray player, you

0:25:17.160 --> 0:25:19.120
<v Speaker 1>might think of a PS three because it could also

0:25:19.119 --> 0:25:22.080
<v Speaker 1>play games, just like the PS two could also play

0:25:22.160 --> 0:25:26.320
<v Speaker 1>DVDs as well as games, So maybe that was a

0:25:26.359 --> 0:25:28.760
<v Speaker 1>deciding factor for a lot of people. Also, Sony had

0:25:28.760 --> 0:25:31.120
<v Speaker 1>a big advantage over this because the company was behind

0:25:31.240 --> 0:25:36.680
<v Speaker 1>Blu ray player technology, and Microsoft being a competitor, it

0:25:36.720 --> 0:25:40.040
<v Speaker 1>would have been really hard to get that licensing agreement

0:25:40.040 --> 0:25:42.640
<v Speaker 1>to get a Blu ray player into a three sixty.

0:25:42.680 --> 0:25:45.480
<v Speaker 1>That was a real sticking point. Oh and also, the

0:25:45.560 --> 0:25:49.639
<v Speaker 1>PS three would feature a radically different processing architecture that

0:25:49.720 --> 0:25:52.560
<v Speaker 1>had a ton of potential but threw up more than

0:25:52.600 --> 0:25:56.639
<v Speaker 1>a few boundaries for developers. So the CPU was no

0:25:56.800 --> 0:26:01.520
<v Speaker 1>longer the fabled Emotion Engine, although the early versions of

0:26:01.560 --> 0:26:05.240
<v Speaker 1>the p S three still retained Emotion engine chips. Instead,

0:26:05.240 --> 0:26:08.439
<v Speaker 1>we're talking about the Cell processor, which in turn was

0:26:08.440 --> 0:26:11.480
<v Speaker 1>a short way of saying the full name Cell Broadband

0:26:11.640 --> 0:26:17.080
<v Speaker 1>Engine architecture. The processor was a joint project between Sony,

0:26:17.240 --> 0:26:21.399
<v Speaker 1>Tshiba and IBM, and they called their partnership S T

0:26:21.640 --> 0:26:25.200
<v Speaker 1>I for short, the first letter of each of their

0:26:25.280 --> 0:26:29.840
<v Speaker 1>company names. The Cell is a multi core processor, something

0:26:29.880 --> 0:26:32.720
<v Speaker 1>that's common these days, but was fairly new to the

0:26:32.760 --> 0:26:36.000
<v Speaker 1>console world. It had been around for PCs for a while,

0:26:36.080 --> 0:26:38.520
<v Speaker 1>but it was new for consoles. So what the heck

0:26:38.680 --> 0:26:41.920
<v Speaker 1>is a multi core processor? Well, I've talked about these

0:26:41.960 --> 0:26:44.439
<v Speaker 1>a lot in previous episodes, but it's one of my

0:26:44.520 --> 0:26:47.840
<v Speaker 1>favorite analogies. So we're gonna do it again, gosh darn it.

0:26:47.920 --> 0:26:52.080
<v Speaker 1>So think of cp us like they are math students.

0:26:52.080 --> 0:26:56.560
<v Speaker 1>These are microprocessors, but imagine that they are math students. Now,

0:26:56.720 --> 0:27:00.600
<v Speaker 1>let's say you've got a really powerful single core prod assessor,

0:27:00.880 --> 0:27:03.639
<v Speaker 1>and we're going to represent that by a super smart

0:27:03.720 --> 0:27:07.000
<v Speaker 1>math student. Maybe she can solve complex equations in a

0:27:07.080 --> 0:27:11.160
<v Speaker 1>third of the time of her fellow students. Then let's

0:27:11.200 --> 0:27:13.960
<v Speaker 1>say we've got a multi core processor. This means we

0:27:14.040 --> 0:27:17.080
<v Speaker 1>have a processor on a single chip, but as multiple

0:27:17.280 --> 0:27:21.840
<v Speaker 1>units that each can process operations. They can do their

0:27:21.840 --> 0:27:27.360
<v Speaker 1>own tasks, and they all do work pretty well. But individually,

0:27:27.440 --> 0:27:30.479
<v Speaker 1>none of them are as good as that single souped

0:27:30.560 --> 0:27:33.480
<v Speaker 1>up single core right there. None of them are as

0:27:33.480 --> 0:27:37.320
<v Speaker 1>powerful as that single core CPU. But they each of

0:27:37.359 --> 0:27:40.399
<v Speaker 1>the of these multi core ones are good. They're just

0:27:40.440 --> 0:27:43.159
<v Speaker 1>not great. This would be like a small group of

0:27:43.280 --> 0:27:46.200
<v Speaker 1>smart math students. They're not as brilliant as the young

0:27:46.240 --> 0:27:49.440
<v Speaker 1>woman who solves complicated problems in a flash. And let's

0:27:49.440 --> 0:27:52.119
<v Speaker 1>say that this is a quad core processor. So we

0:27:52.160 --> 0:27:55.159
<v Speaker 1>have four cores. We've got four bright math students in

0:27:55.200 --> 0:27:58.240
<v Speaker 1>this analogy. Now, if you were to give the same

0:27:58.320 --> 0:28:02.280
<v Speaker 1>math problem to the gene yes, single core student and

0:28:02.359 --> 0:28:06.639
<v Speaker 1>the four very smart but not as genius quad core

0:28:06.760 --> 0:28:10.040
<v Speaker 1>students and then tim them. The single core would win out.

0:28:10.119 --> 0:28:12.600
<v Speaker 1>The single core would finish the math problem first. She'd

0:28:12.640 --> 0:28:14.880
<v Speaker 1>solve it the fastest. But let's say you hand out

0:28:14.880 --> 0:28:18.360
<v Speaker 1>a quiz and the quiz has four math problems on it,

0:28:18.880 --> 0:28:22.280
<v Speaker 1>and you tell the single core student that she has

0:28:22.320 --> 0:28:26.080
<v Speaker 1>to solve all four problems. But you look at the

0:28:26.200 --> 0:28:30.680
<v Speaker 1>four bright students, the quad core group, and you say

0:28:30.720 --> 0:28:33.600
<v Speaker 1>each of them has to solve one problem on that

0:28:34.040 --> 0:28:37.360
<v Speaker 1>four problems tests, so they divide it up. Each student

0:28:37.440 --> 0:28:41.120
<v Speaker 1>takes a different problem. In that case, you would expect

0:28:41.240 --> 0:28:44.000
<v Speaker 1>the group of four students to finish first. They're not

0:28:44.120 --> 0:28:47.960
<v Speaker 1>brilliant like the first student, but they're smart, and they're

0:28:47.960 --> 0:28:51.040
<v Speaker 1>each only having to solve one fourth of the overall test.

0:28:51.720 --> 0:28:55.360
<v Speaker 1>That is sort of how multi core processors work. They're

0:28:55.360 --> 0:28:58.200
<v Speaker 1>good at what is called parallel processing. That's when you

0:28:58.280 --> 0:29:02.680
<v Speaker 1>have different processors tackling different operations all at the same time.

0:29:02.680 --> 0:29:06.080
<v Speaker 1>And this only really works if the type of operations

0:29:06.120 --> 0:29:09.240
<v Speaker 1>you're asking for it to do can be divided up

0:29:09.400 --> 0:29:12.200
<v Speaker 1>like that. So if you need to do a single

0:29:12.280 --> 0:29:14.520
<v Speaker 1>big task and there's no way to break up that

0:29:14.600 --> 0:29:18.479
<v Speaker 1>big task into smaller tasks. Multi cores don't have an

0:29:18.480 --> 0:29:22.040
<v Speaker 1>advantage because the work can't be divvied up between them,

0:29:22.080 --> 0:29:26.000
<v Speaker 1>But if the task can be separated into several different processes,

0:29:26.320 --> 0:29:28.960
<v Speaker 1>then each core can take on a different part of

0:29:29.000 --> 0:29:33.160
<v Speaker 1>that and the whole effort takes less time. And most

0:29:33.200 --> 0:29:36.160
<v Speaker 1>of the processing that we work on tends to be

0:29:36.320 --> 0:29:39.000
<v Speaker 1>in that category. Not all of it, but most of it.

0:29:39.640 --> 0:29:43.160
<v Speaker 1>The cell processor in the PS three had two hundred

0:29:43.360 --> 0:29:47.720
<v Speaker 1>thirty four million transistors on its spread across essentially nine

0:29:47.760 --> 0:29:51.280
<v Speaker 1>processing chips. At the time, that was a big deal.

0:29:51.720 --> 0:29:55.080
<v Speaker 1>On top of the line PC CPU from Intel would

0:29:55.160 --> 0:29:58.360
<v Speaker 1>sport two hundred million transistors, and it would also set

0:29:58.440 --> 0:30:00.920
<v Speaker 1>you back a cool thousand buck in the US when

0:30:00.920 --> 0:30:05.280
<v Speaker 1>the PS three debuted in two thousand six. These days, though,

0:30:05.760 --> 0:30:09.400
<v Speaker 1>companies like Intel rarely advertised the number of transistors on

0:30:09.480 --> 0:30:12.400
<v Speaker 1>a chip. But we are easily in the billions range,

0:30:12.440 --> 0:30:15.520
<v Speaker 1>like three to seven billion transistors on a single chip.

0:30:16.000 --> 0:30:19.480
<v Speaker 1>We have left the millions far far behind. But again,

0:30:19.520 --> 0:30:22.200
<v Speaker 1>back in two thousand five when they first unveiled the

0:30:22.240 --> 0:30:24.000
<v Speaker 1>PS three, and then two thousand and six when it

0:30:24.120 --> 0:30:28.560
<v Speaker 1>became available for purchase, this was incredible technology. The approach

0:30:28.760 --> 0:30:31.880
<v Speaker 1>st I took in designing the cell was really interesting

0:30:31.920 --> 0:30:34.200
<v Speaker 1>as well. So at the center of the PS three

0:30:34.280 --> 0:30:38.200
<v Speaker 1>cell was a power PC microchip with a clock speed

0:30:38.240 --> 0:30:40.719
<v Speaker 1>of three point two giga hurts. You can listen to

0:30:40.720 --> 0:30:43.360
<v Speaker 1>my earlier episodes about the PlayStation to hear more about

0:30:43.400 --> 0:30:47.080
<v Speaker 1>what clock speed means. The chip had its own five

0:30:47.320 --> 0:30:50.440
<v Speaker 1>D and twelve kilobytes of RAM or random acxis memory,

0:30:50.800 --> 0:30:53.680
<v Speaker 1>and the chip kind of acts like a supervisor. Its

0:30:53.720 --> 0:30:57.400
<v Speaker 1>main job is to assign tasks to the eight coprocessors

0:30:57.480 --> 0:31:01.320
<v Speaker 1>on the same CPU chip and actively. These are all

0:31:01.360 --> 0:31:06.720
<v Speaker 1>called the synergistic processing elements or SPEs. So you've got

0:31:07.640 --> 0:31:11.720
<v Speaker 1>a boss who takes in assignments and then parcels out

0:31:11.760 --> 0:31:16.400
<v Speaker 1>those assignments to each of his direct reports, will say,

0:31:16.520 --> 0:31:19.080
<v Speaker 1>and the direct reports are the sps. So the power

0:31:19.120 --> 0:31:22.400
<v Speaker 1>PC core a k a. The power processing element or

0:31:22.480 --> 0:31:25.760
<v Speaker 1>PPE in this system looks at what jobs need to

0:31:25.800 --> 0:31:28.240
<v Speaker 1>be done. It looks at what the cores in the

0:31:28.240 --> 0:31:32.960
<v Speaker 1>synergistic processing elements are already doing. Right, is anyone busy?

0:31:33.280 --> 0:31:37.720
<v Speaker 1>Are there people who have availability? And then the PPE

0:31:37.960 --> 0:31:42.720
<v Speaker 1>that power PC core assigns jobs to available processors. It says, oh, well,

0:31:42.720 --> 0:31:45.320
<v Speaker 1>the process or number three is available, so I'll send

0:31:45.320 --> 0:31:48.320
<v Speaker 1>this job to process or three. And we're getting to

0:31:48.360 --> 0:31:50.280
<v Speaker 1>the real crux of what the PS three was all

0:31:50.320 --> 0:31:54.520
<v Speaker 1>about from the perspective of its creator, Ken Kutaragi. Now,

0:31:54.800 --> 0:31:57.720
<v Speaker 1>past episodes, you've heard me talk about Kutaragi leading the

0:31:57.800 --> 0:32:02.000
<v Speaker 1>charge in Sony getting into the video game console business.

0:32:02.640 --> 0:32:05.440
<v Speaker 1>He argued that it was something they definitely wanted to do,

0:32:05.520 --> 0:32:08.120
<v Speaker 1>and no one really was giving him much attention about it.

0:32:08.920 --> 0:32:14.480
<v Speaker 1>But as passionately as he argued about this stuff, it

0:32:14.560 --> 0:32:17.520
<v Speaker 1>didn't mean that he was really that interested in video games.

0:32:17.880 --> 0:32:21.120
<v Speaker 1>He saw it as an engineering challenge and a market opportunity,

0:32:21.400 --> 0:32:23.200
<v Speaker 1>and also as a way that he can make his

0:32:23.280 --> 0:32:26.200
<v Speaker 1>mark in the company and rise in the ranks. The

0:32:26.240 --> 0:32:31.440
<v Speaker 1>cell architecture wasn't just about making the next generation game console.

0:32:32.160 --> 0:32:35.760
<v Speaker 1>Ken Karagi's long term goal was to create a hardware

0:32:35.880 --> 0:32:39.120
<v Speaker 1>architecture for all sorts of products moving forward. The PS

0:32:39.160 --> 0:32:43.640
<v Speaker 1>three would be the first consumer electronics product to feature it,

0:32:44.200 --> 0:32:46.160
<v Speaker 1>but the idea would be he would use this same

0:32:46.280 --> 0:32:49.800
<v Speaker 1>architecture in all sorts of Sony products. It would be

0:32:49.800 --> 0:32:51.960
<v Speaker 1>a stepping stone to even bigger things that would perhaps

0:32:51.960 --> 0:32:55.200
<v Speaker 1>even put him on track for leading the entire company,

0:32:55.320 --> 0:32:58.560
<v Speaker 1>all of Sony, not just Sony Computer Entertainment, which is

0:32:58.600 --> 0:33:01.920
<v Speaker 1>where he was he was current Lee uh serving as

0:33:02.000 --> 0:33:07.200
<v Speaker 1>the president, but to lead Sony overall the Sony corporation.

0:33:07.320 --> 0:33:09.640
<v Speaker 1>So this was a really big deal for him, and

0:33:09.680 --> 0:33:13.720
<v Speaker 1>the processor was super powerful for the time, and since

0:33:14.160 --> 0:33:17.240
<v Speaker 1>that debut there have been a few other computer systems

0:33:17.280 --> 0:33:20.400
<v Speaker 1>that have taken advantage of that architecture. The cell design

0:33:20.440 --> 0:33:24.600
<v Speaker 1>emphasized speed and a reduction in latency. A latency is

0:33:24.640 --> 0:33:28.240
<v Speaker 1>the lag we experience between when we submit an input

0:33:28.600 --> 0:33:32.240
<v Speaker 1>and when we get an output. Generally speaking, the simpler

0:33:32.280 --> 0:33:35.120
<v Speaker 1>the application and the simpler the machine, the lower the

0:33:35.200 --> 0:33:37.840
<v Speaker 1>latency tends to be. So if you're working with something

0:33:37.880 --> 0:33:42.400
<v Speaker 1>like a standard calculator, which by design only accepts limited

0:33:42.480 --> 0:33:45.600
<v Speaker 1>kinds of input, and you do some simple arithmetic on it,

0:33:45.800 --> 0:33:48.680
<v Speaker 1>you get results that are to us instantaneous, you can't

0:33:48.680 --> 0:33:52.560
<v Speaker 1>even detect a delay. But as software gets more complex

0:33:52.840 --> 0:33:56.000
<v Speaker 1>and requires greater amounts of processing power, stuff can slow

0:33:56.040 --> 0:33:59.880
<v Speaker 1>them down. So in some applications this can be irritating

0:34:00.240 --> 0:34:03.360
<v Speaker 1>and others it can be dangerous. High latency in a

0:34:03.440 --> 0:34:07.040
<v Speaker 1>standard video game is frustrating latency in a virtual reality

0:34:07.080 --> 0:34:10.120
<v Speaker 1>game can be disorienting and cause motion sickness. You know.

0:34:10.160 --> 0:34:12.760
<v Speaker 1>That's like if you turn your head in real life

0:34:12.880 --> 0:34:15.560
<v Speaker 1>but your point of view in the game lags behind.

0:34:15.920 --> 0:34:18.040
<v Speaker 1>That can make you feel really sick to your stomach.

0:34:18.080 --> 0:34:21.239
<v Speaker 1>I speak from personal experience. Laten seeing something like an

0:34:21.239 --> 0:34:25.880
<v Speaker 1>autonomous car would be deadly well. In addition to these processors,

0:34:25.920 --> 0:34:29.759
<v Speaker 1>the VS three also boasted a graphics processing unit or GPU,

0:34:30.239 --> 0:34:35.800
<v Speaker 1>called the Reality Synthesizer or or SX. This was developed

0:34:35.800 --> 0:34:39.200
<v Speaker 1>in a partnership with Nvidia, a company that's famous sports

0:34:39.239 --> 0:34:41.719
<v Speaker 1>g p U s and the RSX was similar in

0:34:41.800 --> 0:34:46.279
<v Speaker 1>design to the Nvidia G Force line of processors. This

0:34:46.360 --> 0:34:49.400
<v Speaker 1>one chip had three hundred million transistors on it, so

0:34:49.520 --> 0:34:52.360
<v Speaker 1>even more than the CPU did, but it operated at

0:34:52.360 --> 0:34:55.120
<v Speaker 1>a much lower clock speed at five fifty mega hurts.

0:34:55.680 --> 0:34:58.840
<v Speaker 1>Unlike the PS two, the p S three came with

0:34:58.920 --> 0:35:02.319
<v Speaker 1>an Ethernet port as a standard feature rather than as

0:35:02.360 --> 0:35:04.960
<v Speaker 1>an add on peripheral. However, originally it was supposed to

0:35:05.040 --> 0:35:08.359
<v Speaker 1>have three Ethernet ports when it was first announced. When

0:35:08.360 --> 0:35:11.480
<v Speaker 1>it debuted, that had been whittled down to one. It

0:35:11.560 --> 0:35:14.960
<v Speaker 1>supported Bluetooth two point oh, and it had an optical

0:35:15.040 --> 0:35:18.359
<v Speaker 1>audio output. I'll have to talk about optical audio in

0:35:18.400 --> 0:35:21.799
<v Speaker 1>some future episode. It also had four USB ports for

0:35:21.880 --> 0:35:25.120
<v Speaker 1>other accessories. It had an HDMI output to go to

0:35:25.160 --> 0:35:27.759
<v Speaker 1>a television. It was actually supposed to have two of them,

0:35:27.760 --> 0:35:30.600
<v Speaker 1>but that got whittled down too. And it also had

0:35:30.680 --> 0:35:35.080
<v Speaker 1>composite component and s video ports. And since we're on

0:35:35.080 --> 0:35:38.360
<v Speaker 1>the subject, why not explain what those are really quickly?

0:35:38.640 --> 0:35:42.040
<v Speaker 1>Or were? Most people these days wouldn't use them. H

0:35:42.160 --> 0:35:44.319
<v Speaker 1>d M I is really the standard way to hook

0:35:44.360 --> 0:35:46.279
<v Speaker 1>up a television to other components. But back in the

0:35:46.360 --> 0:35:49.160
<v Speaker 1>day we had a whole smorgage board of options. So

0:35:49.200 --> 0:35:53.319
<v Speaker 1>we're gonna go from most primitive to most advanced. So

0:35:53.480 --> 0:35:57.600
<v Speaker 1>that means we start with composite cables. These cables are

0:35:58.520 --> 0:36:02.080
<v Speaker 1>yellow video cable and they're typically bundled with a red

0:36:02.120 --> 0:36:03.960
<v Speaker 1>and a white cable. But the red and white cables

0:36:04.000 --> 0:36:07.320
<v Speaker 1>aren't video. Those are audio channels. They actually carry audio

0:36:07.360 --> 0:36:09.799
<v Speaker 1>to stereo channels to the left stereo and the right

0:36:09.840 --> 0:36:13.520
<v Speaker 1>stereo channels. The yellow cable carries a video signal and

0:36:13.600 --> 0:36:17.520
<v Speaker 1>these cables are limited to standard definition resolution all in

0:36:17.600 --> 0:36:20.640
<v Speaker 1>one channel on the cable, so all the all the

0:36:20.719 --> 0:36:24.120
<v Speaker 1>data is in one channel of information. So this gives

0:36:24.160 --> 0:36:29.359
<v Speaker 1>you the lowest resolution, the lowest uh color representation, Like

0:36:29.400 --> 0:36:33.360
<v Speaker 1>it's it's the lowest quality of all the different options.

0:36:33.880 --> 0:36:36.680
<v Speaker 1>Next up, we have the S video cable now that

0:36:36.680 --> 0:36:41.160
<v Speaker 1>would carry two channels of video information. It's separated the

0:36:41.400 --> 0:36:44.200
<v Speaker 1>colors from black and white, so you got black and

0:36:44.200 --> 0:36:46.400
<v Speaker 1>white and one channel and all the other colors in

0:36:46.480 --> 0:36:49.560
<v Speaker 1>another channel, and that would create a better image quality

0:36:49.760 --> 0:36:54.680
<v Speaker 1>than composite video. However, like composite, S video cable was

0:36:54.719 --> 0:36:57.239
<v Speaker 1>limited to standard definition signals of four A d I

0:36:57.560 --> 0:37:00.600
<v Speaker 1>or five seventy six I for some markets. Then you've

0:37:00.640 --> 0:37:05.680
<v Speaker 1>got component video cables. These cables were red, green, and blue,

0:37:06.000 --> 0:37:08.919
<v Speaker 1>and they represented the three colors used to create all

0:37:08.960 --> 0:37:13.279
<v Speaker 1>colors in video. However, they didn't each carry, you know,

0:37:13.440 --> 0:37:16.080
<v Speaker 1>their respective colors. The red didn't carry red, the blue

0:37:16.120 --> 0:37:18.160
<v Speaker 1>didn't carry blue, and the green didn't carry green. One

0:37:18.280 --> 0:37:22.319
<v Speaker 1>cable carried luminants or brightness information, and the other two

0:37:22.360 --> 0:37:24.960
<v Speaker 1>carried information about the hue of colors that should appear

0:37:25.000 --> 0:37:27.720
<v Speaker 1>on screen. And through combinations of all of those elements,

0:37:28.000 --> 0:37:33.040
<v Speaker 1>you could get a really wide range of colors displayed

0:37:33.160 --> 0:37:37.160
<v Speaker 1>on screen and brightness as well. And you could also

0:37:37.280 --> 0:37:40.640
<v Speaker 1>get up to high definition levels of resolution up to

0:37:40.680 --> 0:37:43.359
<v Speaker 1>ten A d I. So this was finally getting into

0:37:43.400 --> 0:37:45.759
<v Speaker 1>the h D side of things. H d M I,

0:37:46.000 --> 0:37:50.399
<v Speaker 1>or high Definition Multimedia Interface, can carry uncompressed video and

0:37:50.680 --> 0:37:54.319
<v Speaker 1>audio to the other elements. I just talked about composite

0:37:54.360 --> 0:37:57.560
<v Speaker 1>component and s video. None of those carried audio. You

0:37:57.560 --> 0:38:00.640
<v Speaker 1>would need separate audio cables to get sound from the

0:38:00.680 --> 0:38:04.239
<v Speaker 1>PlayStation into your entertainment system. HDMI cables can carry both

0:38:04.320 --> 0:38:08.120
<v Speaker 1>video and audio to the same source, so they are

0:38:08.239 --> 0:38:12.120
<v Speaker 1>UH superior in that respect. There's a whole thing I

0:38:12.160 --> 0:38:16.320
<v Speaker 1>could go in about UH with copy protection that relates

0:38:16.360 --> 0:38:19.720
<v Speaker 1>to which cables would get supported or would lose support

0:38:19.760 --> 0:38:23.719
<v Speaker 1>over time, but that's a topic for a future episode. Anyway,

0:38:24.000 --> 0:38:27.880
<v Speaker 1>h d m I, or High Definition Multimedia Interface is

0:38:27.960 --> 0:38:31.640
<v Speaker 1>now essentially the standard we use to connect things together

0:38:31.920 --> 0:38:35.960
<v Speaker 1>for video game consoles, DVD players, that kind of stuff,

0:38:36.000 --> 0:38:38.759
<v Speaker 1>two televisions. So the p S three was the first

0:38:38.760 --> 0:38:41.600
<v Speaker 1>of the PlayStations to have an HDMI port. Now, the

0:38:41.640 --> 0:38:44.480
<v Speaker 1>combination of the cell processor and the GPU made the

0:38:44.600 --> 0:38:49.440
<v Speaker 1>PS three a truly intimidating console. On paper, it clearly

0:38:49.520 --> 0:38:52.839
<v Speaker 1>overshadowed the Xbox three sixty and the we wasn't even

0:38:52.840 --> 0:38:56.759
<v Speaker 1>in the same weight class. But that's on paper. In reality,

0:38:57.120 --> 0:38:59.600
<v Speaker 1>Sony would see PS three sales get off to a

0:38:59.719 --> 0:39:03.480
<v Speaker 1>slow start and trail behind the Xbox three sixty, and

0:39:03.560 --> 0:39:05.960
<v Speaker 1>even the we that would launch like a week after

0:39:06.120 --> 0:39:09.160
<v Speaker 1>the PS three would end up beating the PS three

0:39:09.160 --> 0:39:12.399
<v Speaker 1>in sales in many markets. So why is that? Why

0:39:12.600 --> 0:39:16.320
<v Speaker 1>was the successor to the greatest selling video game console

0:39:16.400 --> 0:39:19.719
<v Speaker 1>of all time more of a slow burn? While I'll

0:39:19.840 --> 0:39:30.640
<v Speaker 1>tell you after we take a quick break. So kim

0:39:30.760 --> 0:39:34.200
<v Speaker 1>Kutaragi made his big move setting up the CPU system

0:39:34.239 --> 0:39:36.160
<v Speaker 1>for the PS three to be the foundation for a

0:39:36.200 --> 0:39:40.040
<v Speaker 1>new generation of electronics and computer systems at Sony. That

0:39:40.160 --> 0:39:42.799
<v Speaker 1>didn't turn out so well. And it's not because the

0:39:42.800 --> 0:39:46.040
<v Speaker 1>tech wasn't good. For one thing, the new design required

0:39:46.200 --> 0:39:50.200
<v Speaker 1>hundreds of engineers working primarily in Austin, Texas, and getting

0:39:50.200 --> 0:39:53.080
<v Speaker 1>it right was challenging, so the project hit some delays,

0:39:53.200 --> 0:39:56.120
<v Speaker 1>and that in turn made Sony have to push back

0:39:56.160 --> 0:39:59.080
<v Speaker 1>the PS three's launched by about half a year, which

0:39:59.080 --> 0:40:01.960
<v Speaker 1>gave Microsoft a lot more time to really entrench the

0:40:02.000 --> 0:40:05.640
<v Speaker 1>three sixty as the definitive seventh generation game console, at

0:40:05.719 --> 0:40:10.080
<v Speaker 1>least for a while. PS three sales would ultimately eclipse Microsoft,

0:40:10.800 --> 0:40:13.880
<v Speaker 1>but it took some doing to make matters more complicated.

0:40:14.000 --> 0:40:17.960
<v Speaker 1>Nintendo launched the Wii console shortly after the PS three debut,

0:40:18.400 --> 0:40:20.040
<v Speaker 1>and at first a lot of people were ready to

0:40:20.080 --> 0:40:23.440
<v Speaker 1>dismiss the Wei. The name struck many as being laughable.

0:40:23.920 --> 0:40:28.239
<v Speaker 1>The console clearly didn't emphasize graphics or realistic gameplay, but

0:40:28.360 --> 0:40:32.200
<v Speaker 1>nintendo strategy was to take aim at casual gamers, at

0:40:32.239 --> 0:40:35.279
<v Speaker 1>non gamers, maybe people who had been gamers but they

0:40:35.280 --> 0:40:38.000
<v Speaker 1>hadn't really played any video games and years those kind

0:40:38.000 --> 0:40:41.799
<v Speaker 1>of folks weren't really being marketed to, and Nintendo saw

0:40:41.840 --> 0:40:45.880
<v Speaker 1>an opportunity and people flocked to buy the Wii. It

0:40:46.080 --> 0:40:49.720
<v Speaker 1>would lead to shortages and stores, so competition was stiff

0:40:49.840 --> 0:40:53.439
<v Speaker 1>against Sony even when it launched. On top of that,

0:40:53.640 --> 0:40:57.319
<v Speaker 1>Sony had to do some quick backtracking after receiving a

0:40:57.440 --> 0:41:01.759
<v Speaker 1>powerfully negative reaction when going off the PS three and

0:41:01.840 --> 0:41:05.000
<v Speaker 1>its new controller at E three two five, so this

0:41:05.040 --> 0:41:08.440
<v Speaker 1>is one year before the console was to launch. The

0:41:08.520 --> 0:41:12.920
<v Speaker 1>new PS three controller looked radically different from the basic

0:41:13.040 --> 0:41:16.880
<v Speaker 1>design introduced with the PS one and refined into the

0:41:16.960 --> 0:41:20.040
<v Speaker 1>dual shock form factor. UH. It had all the same

0:41:20.080 --> 0:41:24.520
<v Speaker 1>buttons as those controllers, but it was a totally different shape.

0:41:24.560 --> 0:41:27.680
<v Speaker 1>It was a Boomerang shape and still have the two thumbsticks,

0:41:27.680 --> 0:41:30.960
<v Speaker 1>still had all the old buttons. But this shape caught

0:41:31.120 --> 0:41:34.000
<v Speaker 1>people off guard, and a lot of people had a

0:41:34.080 --> 0:41:35.799
<v Speaker 1>very strong negative reaction to it. I mean, it was

0:41:35.840 --> 0:41:38.120
<v Speaker 1>meant so that you could hold either end of the

0:41:38.120 --> 0:41:42.440
<v Speaker 1>PlayStation easily in your hands. Uh. At the E three presentations,

0:41:42.480 --> 0:41:46.040
<v Speaker 1>Kutaragi really didn't say anything about the controllers. They never

0:41:46.080 --> 0:41:48.919
<v Speaker 1>got an official name to the public, and the fan

0:41:49.000 --> 0:41:51.840
<v Speaker 1>reaction was pretty brutal. So Sony made the call to

0:41:52.000 --> 0:41:54.719
<v Speaker 1>scrap the Boomerang controller and to build out a new

0:41:54.760 --> 0:41:58.680
<v Speaker 1>game pad modeled on the more standard duel shock form factor,

0:41:58.800 --> 0:42:02.880
<v Speaker 1>so the Boomerang never even to consumer stores. Instead, Sony

0:42:02.880 --> 0:42:05.640
<v Speaker 1>would introduce a controller called the six Axis, and it

0:42:05.719 --> 0:42:10.080
<v Speaker 1>was called this because it included accelerometers inside the controller

0:42:10.120 --> 0:42:12.759
<v Speaker 1>that could pick up movement along the X, y, and

0:42:12.920 --> 0:42:16.120
<v Speaker 1>Z axes, and that allows for six degrees of freedom

0:42:16.160 --> 0:42:19.200
<v Speaker 1>of motion, so the controller could detect when and how

0:42:19.239 --> 0:42:22.040
<v Speaker 1>it was moving, which in turn could be leveraged by

0:42:22.080 --> 0:42:25.720
<v Speaker 1>game developers. So you know, if you designed a game

0:42:25.719 --> 0:42:28.279
<v Speaker 1>with this in mind, you could create one where let's

0:42:28.280 --> 0:42:31.120
<v Speaker 1>say it's a survival horror game, you know, saying like

0:42:31.160 --> 0:42:34.360
<v Speaker 1>Resident Evil, and it's got stealth based mechanics in it

0:42:34.400 --> 0:42:36.960
<v Speaker 1>where you need to be really quiet and sneaky so

0:42:37.040 --> 0:42:39.799
<v Speaker 1>that the bad guys don't see you. And if you

0:42:39.840 --> 0:42:42.640
<v Speaker 1>were to move too much while holding the controller as

0:42:42.640 --> 0:42:45.080
<v Speaker 1>you're trying to sneak around, your character in the game

0:42:45.239 --> 0:42:47.640
<v Speaker 1>would give away their position. You know, they'd stumble, or

0:42:47.680 --> 0:42:50.080
<v Speaker 1>they'd make noise or something and they would become a

0:42:50.120 --> 0:42:55.080
<v Speaker 1>target for some sort of clever wielding pumpkin monster or something.

0:42:56.080 --> 0:42:59.640
<v Speaker 1>One thing the six Access controller didn't have besides the

0:42:59.640 --> 0:43:03.440
<v Speaker 1>boom ring shape, was a rumble feature. A lawsuit that

0:43:03.520 --> 0:43:06.759
<v Speaker 1>was between Sony and a company called Immersion had led

0:43:06.800 --> 0:43:10.399
<v Speaker 1>to Sony temporarily at least stripping the vibrating motors out

0:43:10.440 --> 0:43:14.560
<v Speaker 1>of the six Excess controllers, so the controllers that launched

0:43:14.560 --> 0:43:17.840
<v Speaker 1>with the PS three did not have haptic feedback. The

0:43:17.920 --> 0:43:20.560
<v Speaker 1>six Excess controller would be the official controller for the

0:43:20.560 --> 0:43:22.839
<v Speaker 1>PS three for just two years, when the company would

0:43:22.840 --> 0:43:26.440
<v Speaker 1>then replace it with the dual Shock three. I'll probably

0:43:26.440 --> 0:43:29.279
<v Speaker 1>talk about that a little bit more in the next episode,

0:43:29.640 --> 0:43:32.880
<v Speaker 1>but the controller wasn't the really big problem that Sony

0:43:32.920 --> 0:43:35.759
<v Speaker 1>faced with the PS three, It really was that the

0:43:35.880 --> 0:43:39.680
<v Speaker 1>architecture of that CPU was so different from what video

0:43:39.719 --> 0:43:42.919
<v Speaker 1>game developers were used to. It took time a lot

0:43:42.960 --> 0:43:45.960
<v Speaker 1>of time for game developers to really make titles that

0:43:46.280 --> 0:43:50.680
<v Speaker 1>tapped into the PS three's capabilities. Essentially, developing games for

0:43:50.760 --> 0:43:55.560
<v Speaker 1>the p S three was hard. Specifically leveraging those sp

0:43:55.920 --> 0:44:00.520
<v Speaker 1>s that those eight co processors effectively was not easy

0:44:00.560 --> 0:44:05.080
<v Speaker 1>to do. According to one developer, creating a Hello World message,

0:44:05.160 --> 0:44:07.719
<v Speaker 1>which is typically one of the first things any programmer

0:44:07.880 --> 0:44:10.640
<v Speaker 1>does when they're learning, you know, how to code for

0:44:10.719 --> 0:44:14.440
<v Speaker 1>any given system. Typically that would require three to five

0:44:14.560 --> 0:44:18.120
<v Speaker 1>lines of code for most systems, but to have one

0:44:18.560 --> 0:44:23.359
<v Speaker 1>spe processor you take this request and follow it through

0:44:23.920 --> 0:44:28.600
<v Speaker 1>would require an incredible one hundred forty four lines of code.

0:44:29.120 --> 0:44:32.440
<v Speaker 1>Sony even took some amount of pride in this. They

0:44:32.520 --> 0:44:35.360
<v Speaker 1>essentially said, it all boils down to nothing worth having

0:44:35.560 --> 0:44:39.840
<v Speaker 1>is ever easy. So they said, yeah, it's hard to

0:44:39.840 --> 0:44:42.360
<v Speaker 1>program for this thing, but this thing is super powerful,

0:44:42.400 --> 0:44:45.680
<v Speaker 1>so it's worth it. The design of those co processors

0:44:45.719 --> 0:44:48.480
<v Speaker 1>made coding for them really hard to do, and using

0:44:48.520 --> 0:44:50.920
<v Speaker 1>them effectively would be a big challenge. So many of

0:44:50.960 --> 0:44:53.880
<v Speaker 1>the early games weren't great at showing off the PS

0:44:53.920 --> 0:44:57.840
<v Speaker 1>three's true potential because they couldn't tap into that processing power.

0:44:58.160 --> 0:45:00.760
<v Speaker 1>On top of that, many game develop helpers were creating

0:45:00.800 --> 0:45:03.960
<v Speaker 1>games that would be available on multiple platforms, right cross

0:45:04.040 --> 0:45:08.279
<v Speaker 1>platform game titles. Typically that involves a core design team

0:45:08.360 --> 0:45:11.640
<v Speaker 1>that are building out a game for specific platform, maybe

0:45:11.640 --> 0:45:16.320
<v Speaker 1>the PC, maybe an Xbox whatever, and then they poured

0:45:16.400 --> 0:45:19.920
<v Speaker 1>it over to other platforms. So many titles that were

0:45:19.920 --> 0:45:22.759
<v Speaker 1>already available for the Xbox three sixty we're going through

0:45:22.800 --> 0:45:25.960
<v Speaker 1>this porting process to the PS three. But due to

0:45:26.000 --> 0:45:30.759
<v Speaker 1>that complexity in the p S three's design, the developers

0:45:30.760 --> 0:45:33.120
<v Speaker 1>had to take a lot of shortcuts. Some of them

0:45:33.200 --> 0:45:37.040
<v Speaker 1>even skipped using those coprocessors entirely. They said, these sp

0:45:37.320 --> 0:45:40.600
<v Speaker 1>s are too hard to code for. Instead, and you know,

0:45:40.840 --> 0:45:43.399
<v Speaker 1>we're working on a timeframe here. We could learn how

0:45:43.440 --> 0:45:46.160
<v Speaker 1>to code for those sps, but it would set us

0:45:46.280 --> 0:45:49.160
<v Speaker 1>behind schedule. So instead they focused on just that central

0:45:49.200 --> 0:45:51.759
<v Speaker 1>power pc, you know, the one who's supposed to act

0:45:51.760 --> 0:45:54.719
<v Speaker 1>as an administrator and hand out jobs. Instead of that,

0:45:54.760 --> 0:45:56.760
<v Speaker 1>they're saying no, no, no, no, you do the work.

0:45:57.080 --> 0:45:59.840
<v Speaker 1>Don't don't hand it to your direct reports. We just

0:46:00.000 --> 0:46:02.960
<v Speaker 1>want you to do it. So the power pc had

0:46:03.000 --> 0:46:05.400
<v Speaker 1>to act as the CPU for the whole console, and

0:46:05.480 --> 0:46:08.760
<v Speaker 1>so some titles that were available for both platforms, particularly

0:46:08.920 --> 0:46:12.120
<v Speaker 1>early on in the PC PS three's life cycle, just

0:46:12.320 --> 0:46:14.719
<v Speaker 1>they ran better on the three sixty. If you did

0:46:14.719 --> 0:46:18.120
<v Speaker 1>a side by side comparison, the three sixty just ran better.

0:46:18.880 --> 0:46:21.839
<v Speaker 1>And it wasn't that the PS three was not as

0:46:21.840 --> 0:46:24.040
<v Speaker 1>good a system. It was a great system. It's that

0:46:24.239 --> 0:46:26.719
<v Speaker 1>people had not figured out how to program for it

0:46:26.800 --> 0:46:30.880
<v Speaker 1>effectively yet, so the development process in general was slow,

0:46:31.480 --> 0:46:34.799
<v Speaker 1>and in gaming circles this led to a somewhat incorrect

0:46:34.840 --> 0:46:38.320
<v Speaker 1>observation that there were no games for the p S three.

0:46:38.520 --> 0:46:40.560
<v Speaker 1>This is a meme. You can look it up now.

0:46:40.560 --> 0:46:43.279
<v Speaker 1>The three sixty had been around for months and had

0:46:43.280 --> 0:46:46.520
<v Speaker 1>built up a pretty substantial library of games bout the

0:46:46.520 --> 0:46:49.560
<v Speaker 1>time the PS three launched, so no matter what, Sony

0:46:49.680 --> 0:46:52.040
<v Speaker 1>was going to be playing catch up. But the general

0:46:52.080 --> 0:46:54.840
<v Speaker 1>since was that there just weren't enough really compelling titles

0:46:54.840 --> 0:46:57.480
<v Speaker 1>on the PS three early on, and thus PS three

0:46:57.520 --> 0:47:00.839
<v Speaker 1>doesn't have any games. Was born as a meme, and

0:47:01.120 --> 0:47:04.160
<v Speaker 1>you can see lots of different variations of that same

0:47:04.200 --> 0:47:06.799
<v Speaker 1>statement that wouldn't be true in the long run. I

0:47:06.800 --> 0:47:09.120
<v Speaker 1>don't even think it was a fair assessment. Towards the beginning,

0:47:09.120 --> 0:47:13.120
<v Speaker 1>the PS three had games, and it introduced some games

0:47:13.160 --> 0:47:17.520
<v Speaker 1>that in times that have passed have become real classics.

0:47:17.560 --> 0:47:21.120
<v Speaker 1>So the original Uncharted came out, that was a game

0:47:21.160 --> 0:47:24.280
<v Speaker 1>by Naughty Dog. That one came out for the PS three,

0:47:24.600 --> 0:47:27.680
<v Speaker 1>So did Uncharted two and Uncharted three. They all came

0:47:27.719 --> 0:47:29.839
<v Speaker 1>out for the PS three. And this is a great

0:47:29.840 --> 0:47:32.560
<v Speaker 1>example to show how developers got a better handle on

0:47:32.640 --> 0:47:34.880
<v Speaker 1>the PS three in general, because if you were to

0:47:34.880 --> 0:47:37.520
<v Speaker 1>look at a side by side comparison of the original

0:47:37.640 --> 0:47:41.640
<v Speaker 1>Uncharted on the PS three and then Uncharted three, you

0:47:41.640 --> 0:47:45.919
<v Speaker 1>would see an incredible jump in graphics quality. The two

0:47:45.960 --> 0:47:48.799
<v Speaker 1>games would look like they belong to different systems. So

0:47:48.840 --> 0:47:52.280
<v Speaker 1>with PCs we expect this because developers are always pushing

0:47:52.320 --> 0:47:55.400
<v Speaker 1>the limits of what hardware can do with every release

0:47:55.440 --> 0:47:58.160
<v Speaker 1>of every title. But the PS three is a video

0:47:58.160 --> 0:48:01.920
<v Speaker 1>game console. You don't grade the GPU chip and a

0:48:02.000 --> 0:48:03.960
<v Speaker 1>video game console, you know when you buy it off

0:48:04.000 --> 0:48:07.400
<v Speaker 1>the shelf, that console is that console for the life

0:48:07.560 --> 0:48:10.319
<v Speaker 1>of that console. It doesn't. You don't. You don't take

0:48:10.360 --> 0:48:12.960
<v Speaker 1>it apart and upgrade components. If you're going to do that,

0:48:13.080 --> 0:48:15.719
<v Speaker 1>you should be a PC gamer. The hardware and a

0:48:15.760 --> 0:48:17.800
<v Speaker 1>PS three towards the end of the console's life cycle

0:48:17.880 --> 0:48:20.480
<v Speaker 1>was identical to all intents and purposes as the hardware

0:48:20.480 --> 0:48:23.120
<v Speaker 1>and the original PS three's that launched in two thousand six.

0:48:24.000 --> 0:48:26.839
<v Speaker 1>The game developer, in this case, Naughty Dog, just learned

0:48:26.840 --> 0:48:30.839
<v Speaker 1>how to develop games for that hardware. More effectively, they

0:48:31.120 --> 0:48:34.319
<v Speaker 1>learned the system, so using the exact same hardware that

0:48:34.360 --> 0:48:38.400
<v Speaker 1>they developed Uncharted one four, they produced Uncharted three, and

0:48:38.440 --> 0:48:42.040
<v Speaker 1>the differences are astounding. Naughty Dog, in fact, has even

0:48:42.080 --> 0:48:45.759
<v Speaker 1>said that maybe Uncharted the first game took advantage of

0:48:46.000 --> 0:48:49.600
<v Speaker 1>thirty percent of the PS three's processing power, So that

0:48:49.680 --> 0:48:52.239
<v Speaker 1>all comes back to that complexity of learning how to

0:48:52.320 --> 0:48:54.800
<v Speaker 1>program for the PS three. It was a real barrier.

0:48:55.360 --> 0:49:01.239
<v Speaker 1>The PS three supported some backwards compatibility, which honestly was

0:49:01.280 --> 0:49:03.840
<v Speaker 1>a bit of an achievement considering how dramatically different the

0:49:03.840 --> 0:49:08.240
<v Speaker 1>consoles cpu architecture was from earlier models. The PS three

0:49:08.400 --> 0:49:12.160
<v Speaker 1>could play nearly all of the PlayStation one games. PS

0:49:12.200 --> 0:49:14.360
<v Speaker 1>two games were another story, and that one is a

0:49:14.400 --> 0:49:17.920
<v Speaker 1>little more complicated. So the original PS three consoles often

0:49:17.920 --> 0:49:20.680
<v Speaker 1>called the fat consoles because they were much larger than

0:49:20.760 --> 0:49:23.760
<v Speaker 1>future models. You had the the slim and the super

0:49:23.800 --> 0:49:27.920
<v Speaker 1>slim PS three, but those original ones contained hardware that

0:49:28.000 --> 0:49:31.279
<v Speaker 1>made them compatible with at least some, but not all

0:49:31.600 --> 0:49:33.759
<v Speaker 1>PS two games, So you can get one of those

0:49:33.760 --> 0:49:36.280
<v Speaker 1>original PlayStation three's and you can still play some PS

0:49:36.320 --> 0:49:39.680
<v Speaker 1>two titles. However, future versions of the PS three would

0:49:39.680 --> 0:49:44.239
<v Speaker 1>remove that compatible hardware and you just couldn't play a

0:49:44.320 --> 0:49:48.560
<v Speaker 1>PS two game in a PS three, especially a hard disc.

0:49:49.280 --> 0:49:52.560
<v Speaker 1>You could play PS two games that were emulated to

0:49:52.719 --> 0:49:56.439
<v Speaker 1>run on a PS three, but the the experience wasn't

0:49:56.480 --> 0:49:59.839
<v Speaker 1>always ideal, and there were a lot of different very

0:50:00.400 --> 0:50:03.880
<v Speaker 1>of the PlayStation three console, mostly in hard drive size,

0:50:03.920 --> 0:50:07.960
<v Speaker 1>so you had twenty, forty sixty eight and one sixty

0:50:08.000 --> 0:50:10.799
<v Speaker 1>gigabyte hard drive versions of the PlayStation three that were

0:50:10.840 --> 0:50:13.320
<v Speaker 1>available at one point or another during its life cycle.

0:50:13.719 --> 0:50:16.640
<v Speaker 1>Most models also supported WiFi, so you didn't have to

0:50:16.680 --> 0:50:19.239
<v Speaker 1>have a physical cable to connect to a network. One

0:50:19.280 --> 0:50:22.080
<v Speaker 1>exception was the twenty gigabyte model. That one only had

0:50:22.080 --> 0:50:28.200
<v Speaker 1>the hardwired ethernetport, not a WiFi connective ability. Now, this

0:50:28.320 --> 0:50:30.080
<v Speaker 1>means for the early years of the p S three's

0:50:30.080 --> 0:50:33.800
<v Speaker 1>life cycle, the console underperformed. This wasn't helped by the

0:50:33.840 --> 0:50:35.640
<v Speaker 1>fact that the launch price for the PS three was

0:50:35.680 --> 0:50:37.799
<v Speaker 1>six hundred dollars here in the United States and made

0:50:37.800 --> 0:50:41.320
<v Speaker 1>it the most expensive of the seventh generation consoles, and

0:50:41.360 --> 0:50:44.479
<v Speaker 1>it would have been a challenge to overperform. Obviously, because

0:50:44.480 --> 0:50:47.920
<v Speaker 1>the company's expectations had to have been incredibly high given

0:50:47.960 --> 0:50:51.280
<v Speaker 1>the amazing success of the PS two. They were probably

0:50:51.280 --> 0:50:54.040
<v Speaker 1>thinking this was just gonna be a hockey stick, that

0:50:54.120 --> 0:50:55.960
<v Speaker 1>it was just gonna keep going up and up and up.

0:50:56.400 --> 0:50:58.560
<v Speaker 1>Kim Kutaragi, who at this point was the head of

0:50:58.600 --> 0:51:02.279
<v Speaker 1>Sony Computer Entertainment, must have had some complicated feelings about this.

0:51:02.719 --> 0:51:06.360
<v Speaker 1>He had created an entire division within Sony, an entire

0:51:06.480 --> 0:51:10.120
<v Speaker 1>business that Sony had not been in, and had seen

0:51:10.239 --> 0:51:13.280
<v Speaker 1>impress of success over the course of just a decade.

0:51:13.719 --> 0:51:17.080
<v Speaker 1>But in November two thousand six he would change positions,

0:51:17.120 --> 0:51:20.200
<v Speaker 1>going from being the president and group CEO of Sony

0:51:20.200 --> 0:51:24.920
<v Speaker 1>Computer Entertainment to its chairman and group CEO. Now that

0:51:24.960 --> 0:51:28.760
<v Speaker 1>sounds like a promotion, right president to CEO, But according

0:51:28.840 --> 0:51:32.040
<v Speaker 1>to most sources I was reading, it was really showing

0:51:32.080 --> 0:51:34.480
<v Speaker 1>that the company was moving him out of a role

0:51:34.480 --> 0:51:37.440
<v Speaker 1>where he would have day to day operations control of

0:51:37.480 --> 0:51:40.360
<v Speaker 1>the division. It was more of a general oversight, but

0:51:40.400 --> 0:51:42.480
<v Speaker 1>he would no longer be the person calling the shots

0:51:42.600 --> 0:51:46.359
<v Speaker 1>day to day. Sony was dealing with a serious shortfall

0:51:46.640 --> 0:51:50.440
<v Speaker 1>with this PS three. The sales were falling behind Microsoft

0:51:50.520 --> 0:51:53.360
<v Speaker 1>in those early days, and Nintendo's WE was winning out

0:51:53.440 --> 0:51:54.920
<v Speaker 1>as well. And I should add that when it was

0:51:54.960 --> 0:51:57.880
<v Speaker 1>all said and done, when everything is done with the

0:51:57.920 --> 0:52:01.560
<v Speaker 1>seventh generation of consoles, WE would be the king. They

0:52:01.719 --> 0:52:04.919
<v Speaker 1>sold far more consoles of the week Nintendo did than

0:52:05.040 --> 0:52:08.080
<v Speaker 1>Sony or Microsoft did with their consoles. But then Sony

0:52:08.080 --> 0:52:10.880
<v Speaker 1>would make up lost ground. It would actually take second place.

0:52:10.920 --> 0:52:14.279
<v Speaker 1>So while the Xbox three sixty led the way for

0:52:14.440 --> 0:52:17.000
<v Speaker 1>most of the early years of the P S three,

0:52:17.120 --> 0:52:20.680
<v Speaker 1>Sony would ultimately make up that lost ground before the

0:52:20.760 --> 0:52:22.560
<v Speaker 1>end of its life cycle. Of course, this is also

0:52:22.600 --> 0:52:26.160
<v Speaker 1>helped by the fact that Sony supports its consoles much

0:52:26.200 --> 0:52:30.040
<v Speaker 1>longer than the other companies do. Howard Stringer, the CEO

0:52:30.320 --> 0:52:33.480
<v Speaker 1>for Sony around this time, said that Kutaragi was a

0:52:33.480 --> 0:52:38.879
<v Speaker 1>star executive with um let's say communications issues. Stringer said

0:52:38.880 --> 0:52:41.000
<v Speaker 1>that kudarag he wasn't very good when it came to

0:52:41.200 --> 0:52:45.200
<v Speaker 1>communicating with other folks in the company, including people higher

0:52:45.280 --> 0:52:47.960
<v Speaker 1>up on the hierarchy like his boss. He was seen

0:52:48.000 --> 0:52:51.320
<v Speaker 1>as brilliant, but stubborn, difficult to work with, and maybe

0:52:51.360 --> 0:52:55.040
<v Speaker 1>a little bit arrogant. Kazhai, who had been with Sony

0:52:55.040 --> 0:52:58.480
<v Speaker 1>Computer Entertainment since nine and who had been a large

0:52:58.520 --> 0:53:01.280
<v Speaker 1>part of the success story of the PS two, would

0:53:01.280 --> 0:53:03.799
<v Speaker 1>shift from being the head of Sony Computer in North

0:53:03.840 --> 0:53:07.600
<v Speaker 1>America to stepping in as president for the entire Sony

0:53:07.640 --> 0:53:12.880
<v Speaker 1>Computer Division, the global head of that part of Sony,

0:53:12.920 --> 0:53:15.240
<v Speaker 1>and he would also later on go on to become

0:53:15.280 --> 0:53:19.120
<v Speaker 1>the head of Sony Corporation overall. That again, was probably

0:53:19.160 --> 0:53:21.960
<v Speaker 1>something Kutaragi had hoped for at one point. He didn't

0:53:22.000 --> 0:53:26.480
<v Speaker 1>make it. His protege did. In two thousand seven, Kutaragi

0:53:26.560 --> 0:53:29.480
<v Speaker 1>surprised a few people by announcing he was stepping down

0:53:29.520 --> 0:53:32.880
<v Speaker 1>and retiring. He would be named an honorary chairman of

0:53:32.920 --> 0:53:36.600
<v Speaker 1>Sony Computer Entertainment, but his formal leadership role had come

0:53:36.640 --> 0:53:39.440
<v Speaker 1>to an end, and so the father of the PlayStation

0:53:39.640 --> 0:53:43.080
<v Speaker 1>would leave Sony. But the story of the PlayStation was

0:53:43.160 --> 0:53:46.680
<v Speaker 1>far from over, So in our next episode, I'll wrap

0:53:46.800 --> 0:53:49.560
<v Speaker 1>up the rest of the PlayStation three story talking a

0:53:49.600 --> 0:53:51.960
<v Speaker 1>little bit about the duel Shock three controller, which would

0:53:51.960 --> 0:53:55.800
<v Speaker 1>come out a year after Kutaragi left the company. And

0:53:55.840 --> 0:54:00.280
<v Speaker 1>also how the PlayStation for change direction again, how all

0:54:00.680 --> 0:54:03.800
<v Speaker 1>the course that was laid with a PS three switched

0:54:04.120 --> 0:54:06.920
<v Speaker 1>again with the PS four, and how that leads up

0:54:06.920 --> 0:54:11.040
<v Speaker 1>to the PS five. I anticipate that next episode will

0:54:11.080 --> 0:54:14.279
<v Speaker 1>be the last one in this in this series for now,

0:54:14.760 --> 0:54:16.680
<v Speaker 1>with a little bit at the end to talk about

0:54:16.719 --> 0:54:19.759
<v Speaker 1>the announcements of the PS five. We'll see. As you

0:54:19.760 --> 0:54:23.319
<v Speaker 1>guys have noticed, I am luquacious in nature, and sometimes

0:54:23.400 --> 0:54:27.480
<v Speaker 1>these episodes end up having more to them than I anticipated.

0:54:27.920 --> 0:54:30.400
<v Speaker 1>But if you guys have any suggestions for future episodes

0:54:30.400 --> 0:54:32.480
<v Speaker 1>of tech Stuff, whether it's a quick one off, maybe

0:54:32.480 --> 0:54:34.760
<v Speaker 1>there's a company you want to hear about, a specific

0:54:34.800 --> 0:54:37.200
<v Speaker 1>product you want to hear about. Maybe there's a trend

0:54:37.239 --> 0:54:40.040
<v Speaker 1>in technology you want to know more about, let me know.

0:54:40.440 --> 0:54:43.240
<v Speaker 1>Send me a message on Facebook or Twitter. The handle

0:54:43.280 --> 0:54:46.200
<v Speaker 1>for both is text stuff H s W and now

0:54:46.200 --> 0:54:54.759
<v Speaker 1>I'll talk to you again really soon. Text Stuff is

0:54:54.800 --> 0:54:57.920
<v Speaker 1>an I Heart Radio production. For more podcasts from my

0:54:58.040 --> 0:55:01.680
<v Speaker 1>Heart Radio, visit the I Heart Radio, you app, Apple Podcasts,

0:55:01.760 --> 0:55:08.200
<v Speaker 1>or wherever you listen to your favorite shows. H