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Jumpin said:

Second generation hybrid, I’m assuming.

It would make it the third generation hybrid.

The WiiU was the first hybrid console that could play games dynamically across multiple different displays. (Built in mobile display and fixed TV).
It was range limited, but that is what makes it a first-generation attempt.

LUNAR

Shtinamin_ said:
Pemalite said:

I think it's more appropriate to lump consoles based on hardware feature sets... So with that in mind, the Switch would be an 8th generation machine as it has all the hallmarks of 8th gen hardware features. I.E. Direct X 11 featuresets encompassing things like Tessellation, Compute Shader, Geometry Shader etc'.
..And that is in part due to using nVidia Maxwell GPU hardware which was a Direct X 11 designed part.

The 9th gen would encompass 1st generation hardware Ray Tracing consoles. Aka. Series S/X, Playstation 5 and Switch 2.

7th gen was all about fully programmable pixel shaders.

That is super interesting. I don't know much about the hardware specific features. If it isn't a bother I would like to see your Generations list. Would that be possible?

1st console generation:
2 colours.
Single screen.

2nd console generation:
Cartridges for games.
8-bit Microprocessors adopted.
Colour and Audio.

3rd console generation:
8-bit microprocessors retained.
More sprites.
Ability to save games.
Improved audio with a greater range of audio effects.

4th console generation:
16-bit microprocessors adopted.
Parallax scrolling.
Wavetable/FM Audio synthesis.
Rotating/scaling of sprites.
Flat shaded 3D polygons.

5th console generation:
32-bit and 64-bit microprocessors adopted.
3D Polygon graphics with texture mapping.
Full Motion Video.

6th console generation:
32-bit and 64-bit processors retained.
Internet connectivity.
24-bit/32-bit colour.
TnL.
Bump Mapping/Hardware displacement mapping.
Shader Model 1.4/TEV/Fixed Function or equivalent.

7th console generation:
32-bit and 64-bit processors retained.
Broaband internet connectivity.
Hard drives for storage.
Programmable pixel and vertex shaders.
Parallax mapping.
Shader Model 3.0

8th console generation:
32-bit and 64-bit processors retained.
Tessellation.
Geometry Shader.
Direct Compute.
Shader Model 5.0
Dynamic resolution scaling/frame reconstruction.

9th console generation:
64-bit processors only.
Variable Rate Shading.
Hardware-based Ray Tracing.
Temporal reconstruction and anti-aliasing.
Mesh Shaders.



--::{PC Gaming Master Race}::--