Console unit Early console hardware was designed as customized
printed circuit boards (PCB)s, selecting existing
integrated circuit chips that performed known functions, or programmable chips like
erasable programmable read-only memory (EPROM) chips that could perform certain functions.
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. Even with more advanced
integrated circuits (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. 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. 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. 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. Microsoft and Nintendo both use this approach to their consoles, while Sony maintains all production in-house with the exception of their component suppliers. 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 size (such as
8-bit or
64-bit), and its
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. 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. :Newer CPUs may also feature
multiple processing cores, which are also identified in their specification. Multi-core CPUs allow for
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 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
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 rates, 60 versus 50
Hertz, and consoles and games that were manufactured for PAL markets used the CPU and GPU at lower frequencies. :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
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. The performance of GPUs in consoles can be estimated through
floating-point operations per second (FLOPS) and more commonly as in teraflops (TFLOPS = 1012 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. ;
Coprocessors :Additional processors used to handle other dedicated functions on the console. Many early consoles feature an audio coprocessor for example. ;
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 :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 drives (HDD) and
solid-state drives (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. ;
Power supply :Besides converting
AC power from a wall socket to the
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
cooling fans, engineered
cooling fins, internal layouts, and strategically-placed vents on the casing to assure good
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 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. Though controllers have become more featured over the years, they still provide less control over a game compared to personal computers or mobile gaming. The type of controller available to a game can fundamentally change the style of how a console game will or can be played. However, this has also inspired changes in game design to create games that accommodate for the comparatively limited controls available on consoles. Controllers have come in a variety of styles over the history of consoles. Some common types include: ;
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 either
D-pads or
analog sticks or both. These have become the most common type of controller since the third generation of console hardware, with designs becoming more detailed to provide a larger array of buttons and directional controls for players while maintaining ergonomic features. Numerous other controller types exist, including those that support
motion controls,
touchscreen support on handhelds and some consoles, and specialized controllers for specific types of games, such as
racing wheels for
racing games,
light guns for
shooting games, and
musical instrument controllers for
rhythm games. Some newer consoles also include optional support for a
mouse and
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.
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, though those forms have changed 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. 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. 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, 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. 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.
Latency in network transmission remains a core limitation for cloud gaming at the present time. While
magnetic storage, such as
tape drives and
floppy disks, 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
Disk System for the Nintendo Famicom, and the
Nintendo 64DD for the Nintendo 64, but these had limited applications, as magnetic media was more fragile and volatile than game cartridges.
External storage In addition to built-in internal storage, newer consoles often give the consumer the ability to use external storage media to save game data, downloaded games, or other media files from the console. Early iterations of external storage were achieved through the use of flash-based
memory cards, first used by the
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 With Internet-enabled consoles, console manufacturers offer both free and paid-subscription services that provide
value-added services 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
webcams 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
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. , 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. ==Game development==