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==Components== ===Console unit=== Early console hardware was designed as customized [[printed circuit board]]s (PCB)s, selecting existing [[integrated circuit]] chips that performed known functions, or programmable chips like [[EPROM|erasable programmable read-only memory]] (EPROM) chips that could perform certain functions. Persistent computer memory was expensive, so dedicated consoles were generally limited to the use of [[processor register]]s for storage of the state of a game, thus limiting the complexities of such titles. ''Pong'' in both its arcade and home format, had a handful of logic and calculation chips that used the current input of the players' paddles and registers storing the ball's position to update the game's state and send it to the display device.<ref>{{cite journal | title = Videogames in Computer Space: The Complex History of Pong | first = Henry | last = Lowood | journal = [[IEEE Annals of the History of Computing]] | date = July–September 2009 | volume = 31 | issue = 3 | pages = 5–19 | doi = 10.1109/MAHC.2009.53 | s2cid = 7653073 }}</ref> Even with more advanced [[integrated circuit]]s (IC)s of the time, designers were limited to what could be done through the electrical process rather than through programming as normally associated with [[video game development]]. Improvements in console hardware followed with improvements in microprocessor technology and [[semiconductor device fabrication]].<ref name="cpu improve"/> Manufacturing processes have been able to reduce the feature size on chips (typically measured in [[nanometers]]), allowing more [[transistor]]s and other components to fit on a chip, and at the same time increasing the circuit speeds and the potential [[clock rate|frequency]] the chip can run at, as well as reducing [[Thermal management (electronics)|thermal dissipation]]. Chips were able to be made on larger [[Die (integrated circuit)|dies]], further increasing the number of features and effective processing power. [[Random-access memory]] became more practical with the higher density of transistors per chip, but to [[Memory address|address the correct blocks of memory]], processors needed to be updated to use larger [[Word (computer architecture)|word sizes]] and allot for larger [[bandwidth (computing)|bandwidth]] in chip communications.<ref name="cpu improve">{{cite journal | title = Computer Technology and Architecture: An Evolving Interaction | first1 = John | last1 = Hennessey | first2= Norman | last2= Jouppi | journal = [[Computer (journal)|Computer]] | volume = 24 | issue = 9 | date = 1991 | pages = 18–29 | doi = 10.1109/2.84896 | s2cid = 16547464 }}</ref> All these improvements did increase the cost of manufacturing, but at a rate far less than the gains in overall processing power, which helped to make home computers and consoles inexpensive for the consumer, all related to Moore's law of technological improvements.<ref name="cpu improve"/> For the consoles of the 1980s to 1990s, these improvements were evident in the marketing in the late 1980s to 1990s during the "bit wars", where console manufacturers had focused on their console's processor's word size as a selling point.<ref name="Therrien">{{cite journal|last1=Therrien|first1=Carl|last2=Picard|first2=Martin|date=April 29, 2015|title=Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch|journal=[[New Media & Society]]|volume=18|issue=10|pages=2323–2339|doi=10.1177/1461444815584333|s2cid=19553739}}</ref> Consoles since the 2000s are more similar to personal computers, building in memory, storage features, and networking capabilities to avoid the limitations of the past.<ref name="williams"/> The confluence with personal computers eased software development for both computer and console games, allowing developers to target both platforms. However, consoles differ from computers as most of the hardware components are preselected and customized between the console manufacturer and hardware component provider to assure a consistent performance target for developers. Whereas personal computer motherboards are designed with the needs for allowing consumers to add their desired selection of hardware components, the fixed set of hardware for consoles enables console manufacturers to optimize the size and design of the motherboard and hardware, often integrating key hardware components into the motherboard circuitry itself. Often, multiple components, such as the central processing unit and graphics processing unit, can be combined into a single chip, otherwise known as a [[system on a chip]] (SoC), which is a further reduction in size and cost.<ref name="extremetech insides">{{cite news | url = https://www.extremetech.com/gaming/268066-heres-how-the-inside-of-your-gaming-console-really-works | title = How the Inside of Your Game Console Works | first = Joel | last = Hruska | date = May 8, 2020 | access-date = July 29, 2020 | work = [[Extreme Tech]] | archive-date = January 21, 2021 | archive-url = https://web.archive.org/web/20210121052811/https://www.extremetech.com/gaming/268066-heres-how-the-inside-of-your-gaming-console-really-works | url-status = live }}</ref> In addition, consoles tend to focus on components that give the unit high game performance, such as the CPU and GPU, and as a tradeoff to keep their prices in expected ranges, use less memory and storage space compared to typical personal computers.<ref name="fund game dev"/> In comparison to the early years of the industry, where most consoles were made directly by the company selling the console, many consoles of today are generally constructed through a [[value chain]] that includes component suppliers, such as [[AMD]] and [[NVidia]] for CPU and GPU functions, and [[contract manufacturer]]s including [[electronics manufacturing services]], factories which assemble those components into the final consoles such as [[Foxconn]] and [[Flextronics]]. Completed consoles are then usually tested, distributed, and repaired by the company itself.<ref>{{cite conference | last1 = Tomaselli | first1 = Fernando Claro | first2= Luiz Carlos | last2= Di Serio | first3 = Luciel Henrique | last3= de Oliveira | title = Value chain management and competitive strategy in the home video game industry | conference= 19th Annual Conference POMS | date= 2008 }}</ref> Microsoft and Nintendo both use this approach to their consoles, while Sony maintains all production in-house with the exception of their component suppliers. {{multiple image | align = right | direction = vertical | total_width = 250 | image1 = ATARI 2600 Motherboard.jpg | caption1 = The Atari 2600 motherboard, with basic IC chips identified | image2 = Sega-Dreamcast-Motherboard-Top.jpg | caption2 = The Sega Dreamcast motherboard, incorporating more complex IC circuitry | image3 = | caption3 = The PlayStation 3 motherboard, showing the use of System-on-a-Chip (SoC) via the [[Cell (microprocessor)|Cell processor]] (silver chip, just right-of-center) | image4 = Xbox-Console-Open-FR.jpg | caption4 = An opened first-generation Xbox console with the hard disc drive and optical drive removed, showing components like the power supply (far right), cooling fins, cooling fan, and case features }} Some of the commons elements that can be found within console hardware include: ;[[Motherboard]] :The primary PCB that all of the main chips, including the CPU, are mounted on. ;[[Daughterboard]] :A secondary PCB that connects to the motherboard that would be used for additional functions. These may include components that can be easily replaced later without having to replace the full motherboard. ;[[Central processing unit]] (CPU) :The main processing chip on the console that performs most of the computational workload. :The consoles' CPU is generally defined by its [[Word (computer architecture)|word size]] (such as [[8-bit computing|8-bit]] or [[64-bit computing|64-bit]]), and its [[clock rate|clock speed or frequency]] in [[hertz]]. For some CPUs, the clock speed can be variable in response to software needs. In general, larger word sizes and faster clock sizes indicate better performance, but other factors will impact the actual speed. :Another distinguishing feature for a console's CPU is the [[instruction set architecture]]. The instruction set defines low-level [[machine code]] to be sent to the CPU to achieve specific results on the chip. Differences in the instruction set architecture of CPU of consoles of a given generation can make for difficulty in [[software portability]]. This had been used by manufacturers to keep software titles exclusive to their platform as one means to compete with others.<ref>{{cite journal | title = Entering the Economic Models of Game Console Manufacturers | first1 = Nabyla | last1 = Daidj | first2 = Isckia | last2 = Thierry | journal = Communications & Strategies | volume = 73 | pages =23 | year = 2009 | ssrn = 1427231 }}</ref> Consoles prior to the sixth generation typically used chips that the hardware and software developers were most familiar with, but as personal computers stabilized on the [[x86]] architecture, console manufacturers followed suit as to help easily port games between computer and console.<ref>{{cite magazine | url = https://www.pcmag.com/news/son-of-pc-the-history-of-x86-game-consoles | title = Son of PC: The History of x86 Game Consoles | first = Benj | last = Edwards | date = August 26, 2016 | access-date = July 31, 2020 | magazine = [[PC Magazine]] | archive-date = December 5, 2020 | archive-url = https://web.archive.org/web/20201205092602/https://www.pcmag.com/news/son-of-pc-the-history-of-x86-game-consoles | url-status = live }}</ref> :Newer CPUs may also feature [[Multi-core processor|multiple processing cores]], which are also identified in their specification. Multi-core CPUs allow for [[Multithreading (computer architecture)|multithreading]] and [[parallel computing]] in modern games, such as one thread for managing the game's rendering engine, one for the game's physics engine, and another for evaluating the player's input. ;[[Graphical processing unit]] (GPU) :The processing unit that performs [[Rendering (computer graphics)|rendering]] of data from the CPU to the video output of the console. :In the earlier console generations, this was generally limited to simple graphic processing routines, such as [[bitmapped graphics]] and manipulation of [[Sprite (computer graphics)|sprites]], all otherwise involving integer mathematics while minimizing the amount of required memory needed to complete these routines, as memo. For example, the Atari 2600 used its own [[Television Interface Adaptor]] that handled video and audio, while the Nintendo Entertainment System used the [[Picture Processing Unit]]. For consoles, these GPUs were also designed to send the signal in the proper analog formation to a [[cathode ray]] television, [[NTSC]] (used in Japan and North America) or [[PAL]] (mostly used in Europe). These two formats differed by their [[refresh rate]]s, 60 versus 50 [[Hertz]], and consoles and games that were manufactured for PAL markets used the CPU and GPU at lower frequencies.<ref>{{cite web | url = https://www.theverge.com/circuitbreaker/2018/11/27/18114073/playstation-classic-pal-ntsc-50hz-letterboxing | title = The US PlayStation Classic has several slower 50Hz PAL games | first = Sam | last = Byford | date = November 27, 2018 | access-date = July 30, 2020 | work = [[The Verge]] | archive-date = November 4, 2021 | archive-url = https://web.archive.org/web/20211104160314/https://www.theverge.com/circuitbreaker/2018/11/27/18114073/playstation-classic-pal-ntsc-50hz-letterboxing | url-status = live }}</ref> :The introduction of real-time polygonal 3D graphics rendering in the early 1990s—not just an innovation in video games for consoles but in arcade and personal computer games—led to the development of GPUs that were capable of performing the [[floating-point]] calculations needed for real-time 3D rendering. In contrast to the CPU, modern GPUs for consoles and computers, principally made by [[AMD]] and [[NVidia]], are highly [[parallel computing]] devices with a number of compute units/streaming multiprocessors (depending on vendor, respectively) within a single chip. Each compute unit/microprocessor contains a [[Scheduling (computing)|scheduler]], a number of subprocessing units, memory caches and buffers, and dispatching and collecting units which also may be highly parallel in nature. Modern console GPUs can be run at a different frequency from the CPU, even at variable frequencies to increases its processing power at the cost of higher energy draw.<ref>{{cite web | url = https://www.extremetech.com/gaming/269335-how-graphics-cards-work | title = How Do Graphics Cards Work? | first = Joel | last = Hruska | date = April 28, 2020 | access-date = July 30, 2020 | work = [[ExtremeTech]] | archive-date = August 16, 2021 | archive-url = https://web.archive.org/web/20210816164728/https://www.extremetech.com/gaming/269335-how-graphics-cards-work | url-status = live }}</ref> The performance of GPUs in consoles can be estimated through [[FLOPS|floating-point operations per second]] (FLOPS) and more commonly as in teraflops (TFLOPS = 10<sup>12</sup> FLOPS). However, particularly for consoles, this is considered a rough number as several other factors such as the CPU, memory bandwidth, and console architecture can impact the GPU's true performance.<ref>{{Cite web | url = https://www.gamesradar.com/what-are-teraflops-ps5-xbox-series-x/ | title = What are teraflops? Why they are so important for next-gen | first = Mike | last = Sawh | date = March 17, 2020 | access-date = July 30, 2020 | work = [[GamesRadar]] | archive-date = July 11, 2021 | archive-url = https://web.archive.org/web/20210711002658/https://www.gamesradar.com/what-are-teraflops-ps5-xbox-series-x/ | url-status = live }}</ref> ;[[Coprocessors]] :Additional processors used to handle other dedicated functions on the console. Many early consoles feature an audio coprocessor for example. ;[[Northbridge (computing)|Northbridge]] :The processor unit that, outside of the CPU and GPU, typically manages the fastest processing elements on the computer. Typically this involves communication of data between the CPU, the GPU, and the on-board RAM, and subsequently sending and receiving information with the southbridge. ;[[Southbridge (computing)|Southbridge]] :The counterpart of the northbridge, the southbridge is the processing unit that handles slower processing components of the console, typically those of [[input/output]] (I/O) with some internal storage and other connected devices like controllers. ;[[BIOS]] :The console's BIOS (Basic Input/Output System) is the fundamental instruction set baked into a firmware chip on the console circuit board that the console uses when it is first turned on to direct operations. In older consoles, prior to the introduction of onboard storage, the BIOS effectively served as the console's operating system, while in modern consoles, the BIOS is used to direct loading of the console's operating system off internal memory. ;[[Random-access memory]] (RAM) :Memory storage that is designed for fast reading and writing, often used in consoles to store large amounts of data about a game while it is being played to avoid reading from the slower game media. RAM memory typically does not sustain itself after the console is powered off. Besides the amount of RAM available, a key measurement of performance for consoles is the RAM's bandwidth, how fast in terms of bytes per second that the RAM can be written and read from. This is data that must be transferred to and from the CPU and GPU quickly as needed without requiring these chips to need high memory caches themselves. ;Internal storage :Newer consoles have included internal storage devices, such as [[flash memory]], [[hard disk drive]]s (HDD) and [[solid-state drive]]s (SSD), to save data persistently. Early application of internal storage was for saving game states, and more recently can be used to store the console's operating system, game patches and updates, games downloaded through the Internet, additional content for those games, and additional media such as purchased movies and music. Most consoles provide the means to manage the data on this storage while respecting the copyrights on the system. Newer consoles, such as the [[PlayStation 5]] and [[Xbox Series X]], use high-speed SSD's not only for storage but to augment the console's RAM, as the combination of their I/O speeds and the use of decompression routines build into the system software give overall read speeds that approach that of the onboard RAM.<ref>{{cite web | url = https://www.tomsguide.com/news/ps5-xbox-series-x-ssd | title = PS5 and Xbox Series X SSDs: How this tech will define next-gen games | first = Marshall | last = Honorof | date = June 21, 2020 | access-date = August 3, 2020 | work = [[Tom's Hardware]] | archive-date = October 22, 2021 | archive-url = https://web.archive.org/web/20211022170706/https://www.tomsguide.com/news/ps5-xbox-series-x-ssd | url-status = live }}</ref> ;[[Power supply]] :Besides converting [[Alternating current|AC power]] from a wall socket to the [[Direct current|DC power]] needed by the console electronics, the power supply also helps to regulate that power in cases of power surges. Some consoles power supplies are built into the unit, so that the consumer plugs the unit directly to a wall socket, but more often, the console ships with an [[AC adapter]], colloquially known as a "power brick", that converts the power outside of the unit. On handheld units the power supply will either be from a battery compartment, or optionally from a direct power connection from an AC adapter, or from a rechargeable battery pack built into the unit. ;Cooling systems :More advanced computing systems generate heat, and require active cooling systems to keep the hardware at safe operating temperatures. Many newer consoles are designed with [[Computer fan|cooling fan]]s, engineered [[Fin (extended surface)|cooling fins]], internal layouts, and strategically-placed vents on the casing to assure good [[Convection (heat transfer)|convective heat transfer]] for keeping the internal components cool. ;Media reader :Since the introduction of game cartridges, nearly all consoles have a cartridge port/reader or an optical drive for game media. In the latter console generations, some console revisions have offered options without a media reader as a means to reduce the console's cost and letting the consumer rely on digital distribution for game acquisition, such as with the [[Xbox One S All-Digital Edition]] or the [[PlayStation 5 Digital Edition]]. ;Case :All consoles are enclosed in a case to protect the electronics from damage and to constrain the air flow for cooling. ;Input/output ports :Ports for connecting power, controllers, televisions or video monitors, external storage devices, Internet connectivity, and other features are placed in strategic locations on the console. Controller connections are typically offered on the front of the console, while power and most other connections are usually found on the back to keep cables out of the way. ===Controllers=== {{Main|Game controller}} All game consoles require player input through a game controller to provide a method to move the player character in a specific direction and a variation of buttons to perform other in-game actions such as jumping or interacting with the game world.<ref name="McGuireJenkins20093">{{cite book|url=https://books.google.com/books?id=0G3PKwgvizEC|title=Creating Games: Mechanics, Content, and Technology|publisher=Taylor & Francis|year=2009|isbn=978-1-56881-305-9|page=397|quote=Game pads (such as an Xbox 360 or Guitar Hero controller) often use a combination of digital keys and analog joysticks.|author1=Morgan McGuire|author2=Odest Chadwicke Jenkins|access-date=July 29, 2020|archive-date=July 29, 2020|archive-url=https://web.archive.org/web/20200729160054/https://books.google.com/books?id=0G3PKwgvizEC|url-status=live}}</ref> Though controllers have become more featured over the years, they still provide less control over a game compared to personal computers or mobile gaming.<ref name="Fullerton2008">{{cite book|url=https://books.google.com/books?id=OjIYWtqWxtAC|title=Game Design Workshop: A Playcentric Approach to Creating Innovative Games|date=February 8, 2008|publisher=CRC Press|isbn=978-0-240-80974-8|page=131|quote=Console games usually provide a proprietary controller.|author=Tracy Fullerton|access-date=July 29, 2020|archive-date=July 29, 2020|archive-url=https://web.archive.org/web/20200729162617/https://books.google.com/books?id=OjIYWtqWxtAC|url-status=live}}</ref> The type of controller available to a game can fundamentally change the style of how a console game will or can be played.<ref name="stanford">{{cite web|url=http://www.stanford.edu/group/htgg/cgi-bin/drupal/sites/default/files2/wlu_2003_1.pdf|title=Evolution of Video Game Controllers|last=Lu|first=William|quote=...the controller also specifies the type of experience the player will have by defining what types of games are best played on it due to its design.|access-date=March 28, 2013|archive-date=April 23, 2021|archive-url=https://web.archive.org/web/20210423225554/https://web.stanford.edu/group/htgg/cgi-bin/drupal/sites/default/files2/wlu_2003_1.pdf|url-status=live}}</ref><ref name="McGuireJenkins2009">{{cite book|url=https://books.google.com/books?id=0G3PKwgvizEC|title=Creating Games: Mechanics, Content, and Technology|publisher=Taylor & Francis|year=2009|isbn=978-1-56881-305-9|page=104|quote=Video games depend on their control schemes.|author1=Morgan McGuire|author2=Odest Chadwicke Jenkins|access-date=July 29, 2020|archive-date=July 29, 2020|archive-url=https://web.archive.org/web/20200729160054/https://books.google.com/books?id=0G3PKwgvizEC|url-status=live}}</ref><ref name="McGuireJenkins20092">{{cite book|url=https://books.google.com/books?id=0G3PKwgvizEC|title=Creating Games: Mechanics, Content, and Technology|publisher=Taylor & Francis|year=2009|isbn=978-1-56881-305-9|page=395|quote=A user interface is the player’s entry point into the game world. It governs how a player experiences the virtual environment, game dynamics, and underlying story put forth in a game.|author1=Morgan McGuire|author2=Odest Chadwicke Jenkins|access-date=July 29, 2020|archive-date=July 29, 2020|archive-url=https://web.archive.org/web/20200729160054/https://books.google.com/books?id=0G3PKwgvizEC|url-status=live}}</ref> However, this has also inspired changes in game design to create games that accommodate for the comparatively limited controls available on consoles.<ref name="RouseOgden2005">{{cite book|url=https://books.google.com/books?id=hXwhAQAAIAAJ|title=Game Design: Theory & Practice|publisher=Wordware Pub.|year=2005|isbn=978-1-55622-912-1|page=108|quote=In many console action games, different buttons on the controller will perform the same action.|author1=Richard Rouse|author2=Steve Ogden|access-date=July 29, 2020|archive-date=July 29, 2020|archive-url=https://web.archive.org/web/20200729161306/https://books.google.com/books?id=hXwhAQAAIAAJ|url-status=live}}</ref> Controllers have come in a variety of styles over the history of consoles. Some common types include: ;[[Paddle (game controller)|Paddle]] :A unit with a single knob or dial and usually one or two buttons. Turning the knob typically allows one to move an on-screen object along one axis (such as the paddle in a table tennis game), while the buttons can have additional features. ;[[Joystick]] :A unit that has a long handle that can pivot freely along multiple directions along with one or more buttons. The unit senses the direction that the joystick is pushed, allowing for simultaneous movement in two directions within a game. ;[[Gamepad]] :A unit that contains a variety of buttons, triggers, and directional controls{{snd}} either [[D-pad]]s or [[analog stick]]s or both. These have become the most common type of controller since the third generation of console hardware, with designs becoming more detailed to give a larger array of buttons and directional controls to player's while maintaining ergonomic features. Numerous other controller types exist, including those that support [[motion control]]s, [[touchscreen]] support on handhelds and some consoles, and specialized controllers for specific types of games, such as [[racing wheel]]s for [[racing game]]s, [[light gun]]s for [[shooting game]]s, and [[rhythm game accessories|musical instrument controllers]] for [[rhythm games]]. Some newer consoles also include optional support for a [[computer mouse|mouse]] and [[computer keyboard|keyboard]] devices. Some older consoles such as 1988 [[Sega Genesis]] aka Mega Drive and 1993 [[3DO Interactive Multiplayer]], supported optional mice, both with special mice made for them, but the 3DO mouse like that console was a flop, and the mouse for the Sega had very limited game support. The Sega also supported the optional [[Menacer]], a wireless infrared light gun, and such were at one point popular for games. It also support [[BatterUP]], a baseball bat-shaped controller. A controller may be attached through a wired connection onto the console itself, or in some unique cases like the Famicom hardwired to the console, or with a wireless connection. Controllers require power, either provided by the console via the wired connection, or from batteries or a rechargeable battery pack for wireless connections. Controllers are nominally built into a handheld unit, though some newer ones allow for separate wireless controllers to also be used. {{multiple image | align = center | total_width = 800 | image1 = Magnavox-Odyssey-Controller-FL.jpg | caption1 = The Magnavox Odyssey dual-paddle controller | image2 = Atari-2600-Joystick.jpg | caption2 = The Atari CX40 joystick | image3 = Nintendo-Entertainment-System-NES-Controller-FL.jpg | caption3 = The Nintendo Entertainment System gamepad with a single D-pad and four buttons | image4 = Playstation DualSense Controller.png | caption4 = A modern controller, the DualSense for the Sony PlayStation 5, with multiple directional controls and buttons }} ===Game media=== While the first game consoles were dedicated game systems, with the games programmed into the console's hardware, the [[Fairchild Channel F]] introduced the ability to store games in a form separate from the console's internal circuitry, thus allowing the consumer to purchase new games to play on the system. Since the Channel F, nearly all game consoles have featured the ability to purchase and swap games through some form, through those forms have changes with improvements in technology. ;[[ROM cartridge]] or game cartridge :The [[read-only memory]] (ROM) cartridge was introduced with the Fairchild Channel F. A ROM cartridge consist of a [[printed circuit board]] (PCB) housed inside of a plastic casing, with a connector allowing the device to interface with the console. The circuit board can contain a wide variety of components, at the minimum, the read-only memory with the software written on it. Later cartridges were able to introduce additional components onto the circuit board like coprocessors, such as Nintendo's [[SuperFX]] chip, to enhance the performance of the console.<ref>{{cite web| last =Polsson| first =Ken| title =Chronology of Video Game Systems| date =May 9, 2007| url =http://www.islandnet.com/~kpolsson/vidgame/vid1995.htm| access-date =June 9, 2007| archive-date =October 7, 2021| archive-url =https://web.archive.org/web/20211007004221/http://www.islandnet.com/~kpolsson/vidgame/vid1995.htm| url-status =live}}</ref> Some consoles such as the [[Turbografx-16]] used a [[smart card]]-like technology to flatten the cartridge to a credit-card-sized system, which helped to reduce production costs, but limited additional features that could be included onto the circuitry.<ref>{{cite web | url = https://www.gamasutra.com/view/feature/225466/stalled_engine_the_turbografx16_.php | title = Stalled engine: The TurboGrafx-16 turns 25 | first = Christian | last = Nutt | date = September 12, 2014 | access-date = July 29, 2020 | work = [[Gamasutra]] | archive-date = June 27, 2017 | archive-url = https://web.archive.org/web/20170627080057/https://www.gamasutra.com/view/feature/225466/stalled_engine_the_turbografx16_.php | url-status = dead }}</ref> PCB-based cartridges waned with the introduction of optical media during the fifth generation of consoles. More recently, ROM cartridges have been based on high memory density, low cost [[flash memory]], which allows for easier mass production of games. Sony used this approach for the PlayStation Vita,<ref>{{cite web|url=http://www.gamespot.com/features/e3-2011-sony-playstation-vita-inside-and-out-6317468/|title=E3 2011: Sony PlayStation Vita: Inside and Out|author=Sarju Shah|website=GameSpot.com|publisher=CBS Interactive, Inc.|date=June 7, 2011|access-date=June 11, 2011|archive-date=October 6, 2013|archive-url=https://web.archive.org/web/20131006000425/http://www.gamespot.com/features/e3-2011-sony-playstation-vita-inside-and-out-6317468/|url-status=live}}</ref> and Nintendo continues to use ROM cartridges for its 3DS and Switch products. ;[[Optical media]] :Optical media, such as [[CD-ROM]], [[DVD]], and [[Blu-ray]], became the primary format for retail distribution with the fifth generation. The CD-ROM format had gained popularity in the 1990s, in the midst of the fourth generation, and as a game media, CD-ROMs were cheaper and faster to produce, offered much more storage space and allowed for the potential of [[full-motion video]].<ref>{{cite journal | title = Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry | first1 = Yuko | last1 = Aoyama | first2= Hiro |last2= Izushi | journal = [[Research Policy]] | volume = 32 | issue =3 | date = 2003 | pages = 423–444 | doi = 10.1016/S0048-7333(02)00016-1 }}</ref> Several console manufacturers attempted to offer CD-ROM add-ons to fourth generation consoles, but these were nearly as expensive as the consoles themselves and did not fare well. Instead, the CD-ROM format became integrated into consoles of the fifth generation, with the DVD format present across most by the seventh generation and Blu-ray by the eighth. Console manufacturers have also used proprietary disc formats for copy protection as well, such as the [[Nintendo optical disc]] used on the GameCube, and Sony's [[Universal Media Disc]] on the PlayStation Portable. ;[[Digital distribution]] :Since the seventh generation of consoles, most consoles include integrated connectivity to the [[Internet]] and both internal and external storage for the console, allowing for players to acquire new games without game media. All three of Nintendo, Sony, and Microsoft offer an integrated storefront for consumers to purchase new games and download them to their console, retaining the consumers' purchases across different consoles, and offering sales and incentives at times. ;[[Cloud gaming]] :As Internet access speeds improved throughout the eighth generation of consoles, cloud gaming had gained further attention as a media format. Instead of downloading games, the consumer plays them directly from a cloud gaming service with inputs performed on the local console sent through the Internet to the server with the rendered graphics and audio sent back. [[Network delay|Latency]] in network transmission remains a core limitation for cloud gaming at the present time. While [[magnetic storage]], such as [[tape drive]]s and [[floppy disk]]s, had been popular for software distribution with early personal computers in the 1980s and 1990s, this format did not see much use in console systems. There were some attempts, such as the [[Bally Astrocade]] and [[APF-M1000]] using tape drives, as well as the [[Family Computer Disk System|Disk System]] for the Nintendo Famicom,<ref>{{cite web|title=Family Computer Disk System|date=January 20, 2000|url=http://www.atarihq.com/tsr/fds/fds.html|access-date=June 20, 2007|archive-date=April 22, 2021|archive-url=https://web.archive.org/web/20210422033614/http://www.atarihq.com/tsr/fds/fds.html|url-status=live}}</ref> and the [[Nintendo 64DD]] for the Nintendo 64, but these had limited applications, as magnetic media was more fragile and volatile than game cartridges.<ref>{{cite web|last=Swearingen|first=Kirsten|author2=Peter Charles|author3=Nathan Good|author4=Laheem Lamar Jordan|author5=Joyojeet Pal|title=How Much Information? 2003|url=http://www2.sims.berkeley.edu/research/projects/how-much-info-2003/magnetic.htm|access-date=June 20, 2007|archive-date=November 11, 2021|archive-url=https://web.archive.org/web/20211111020313/https://www2.sims.berkeley.edu/research/projects/how-much-info-2003/magnetic.htm|url-status=live}}</ref> {{multiple image | align = center | total_width = 600 | image1 = Cartridge Fairchild Channel F.jpg | caption1 = A Fairchild Channel F cartridge, exposing the circuit contacts on the PCB | image2 = Wii-optical-case.png | caption2 = A Nintendo Wii optical disc | image3 = Google Stadia Cloud gaming (48605754611).jpg | caption3 = Mobile device running cloud game on [[Google Stadia|Stadia]] with official controller }} ===External storage=== [[File:PSX-Memory-Card.jpg|thumb|right|A PlayStation memory card]] In addition to built-in internal storage, newer consoles often give the consumer the ability to use external storage media to save game date, downloaded games, or other media files from the console. Early iterations of external storage were achieved through the use of flash-based [[memory card]]s, first used by the [[Neo Geo (system)|Neo Geo]] but popularized with the PlayStation. Nintendo continues to support this approach with extending the storage capabilities of the 3DS and Switch, standardizing on the current [[SD card]] format. As consoles began incorporating the use of [[USB]] ports, support for USB external hard drives was also added, such as with the Xbox 360. ===Online services=== {{Main|Online console gaming}} With Internet-enabled consoles, console manufacturers offer both free and paid-subscription services that provide [[value-added service]]s atop the basic functions of the console. Free services generally offer user identity services and access to a digital storefront, while paid services allow players to play online games, interact with other uses through social networking, use cloud saves for supported games, and gain access to free titles on a rotating basis. Examples of such services include the [[Xbox network]], [[PlayStation Network]], and [[Nintendo Switch Online]]. ===Console add-ons=== Certain consoles saw various add-ons or accessories that were designed to attach to the existing console to extend its functionality. The best example of this was through the various CD-ROM add-ons for consoles of the fourth generation such as the TurboGrafx CD, [[Atari Jaguar CD]], and the [[Sega CD]]. Other examples of add-ons include the [[32X]] for the [[Sega Genesis]] intended to allow owners of the aging console to play newer games but has several technical faults, and the [[Game Boy Player]] for the GameCube to allow it to play Game Boy games. ===Accessories=== Consumers can often purchase a range of accessories for consoles outside of the above categories. These can include: ;[[Video camera]] :While these can be used with Internet-connected consoles like [[webcam]]s for communication with other friends as they would be used on personal computers, video camera applications on consoles are more commonly used in [[augmented reality]]/[[mixed reality]] and [[motion sensing]] games. Devices like the [[EyeToy]] for PlayStation consoles and the [[Kinect]] for Xbox consoles were center-points for a range of games to support these devices on their respective systems. ;Standard [[Headset (audio)|Headsets]] :Headsets provide a combination of headphones and a microphone for chatting with other players without disturbing others nearby in the same room. ;[[Virtual reality]] headsets :Some virtual reality (VR) headsets can operate independently of consoles or use personal computers for their main processing system. {{As of|2020}}, the only direct VR support on consoles is the [[PlayStation VR]], though support for VR on other consoles is planned by the other manufacturers. ;[[Docking station]] :For handheld systems as well as hybrids such as the Nintendo Switch, the docking station makes it easy to insert a handheld to recharge its battery, and if supported, for connecting the handheld to a television screen. {{multiple image | align = center | total_width = 600 | image1 = Xbox-One-Kinect.jpg | caption1 = Kinect for Xbox One | image2 = | caption2 = PlayStation Wireless Stereo Headset | image3 = Sony-PlayStation-4-PSVR-Headset-Mk1-FL.jpg | caption3 = Virtual reality headset PlayStation VR | image4 = Nintendo Switch Dock.png | caption4 = Docking station for Nintendo Switch }}
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