By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sales Discussion - Global Hardware July 4-10 - PS5 Sales Top 10 Million

trunkswd said:
Agente42 said:

yeah I know, great work, so close.

A shame we weren't 100% spot on. But what can you do. I'm happy we were so close. 

100% it's impossible.

Famitsu, one of the weekly public tracker don't have this precision. Don't track Amazon and some minor digital stores(Nintendo Stores). When Nintendo released the sales, always have to make adjustments. A week tracker focus only in Japan.

Great work, man. Estimates aways ingrateful bitcht. 



Around the Network

PS5 sold more than 10.4 million as of July 18th, 2021.

(PS4 : 10.4M sold-in as of June 30, 2014).



Agente42 said:
Somini said:

Sony just confirmed on twitter 10 million ps5 sold as of 18 july. So the estimation here is on track

not on track, is overtracked. But excellent work in estimates, so close.

I would love to see your website to track hardware shipments so we can see what you had for shipment estimates.



Evilms said:

PS5 sold more than 10.4 million as of July 18th, 2021.

(PS4 : 10.4M sold-in as of June 30, 2014).

it's the same time frame?



"Since launching in November 2020, PS5 global sales have outpaced PS4, SIE’s previous record holder for fastest selling console"

https://www.sie.com/en/corporate/release/2021/210728.html

https://www.sie.com/en/corporate/release/2014/140813a.html



Around the Network
trunkswd said:
Train wreck said:

Congrats on the accurate tracking! Amazing job.

Thank you. Being roughly 1 week off is pretty good. They do say over 10 million, so it is entirely possibly it crossed 10 million a handful of days earlier. I will adjust our PS5 numbers down a hair so it tops 10 million week ending July 17 rather than July 10. Right now we have PS5 BARELY above 10 million as of July 10. 

Congrats on the remarkably close tracking and the prompt adjustments as new data comes to light. Your work is much appreciated.



Seems like VGC is being very close to the right numbers. One week difference between when it reached 10M for me is pretty spot on.

Last edited by DonFerrari - on 29 July 2021

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

curl-6 said:
Alby_da_Wolf said:

As HW power is a strong selling point for both PS5 and XS, I suspect that a thing that can damage both Sony and MS is the fact that multiplats must run also on the crippled XS base model so the HW power of the best Sony and MS models is quite considerably underused.

As Xbox Series S has a solid state drive and the same CPU as the X just at a slightly lower clockspeed, and graphics are highly scalable, it shouldn't be as big a anchor as raw Teraflops might suggest. Games can simply use lower graphics settings on the S and higher ones on X and PS5 in the same way that the PC versions of games are already designed to run on a wide range of hardware power specs.

Agree that graphics ar e scalable and CPU is just a little downclocked, the critically crippled part is RAM size, 10GB instead of 16GB is a >30% shrink, and in the mid and long term, with 16GB already cheaper enough per GB than 8GB to make a 16GB PC just a few euros more expensive than a 8GB one and so becoming the norm, multiplats will become less and less comfortable with less than 16GB RAM. Yes, you could cut a couple GB considering consoles lightweight OS and less services and additional SW running than on PC, you could cut another two GB limiting max RAM used by the less powerful GPU, but in a 16GB+ PC world, 12GB becomes the bare minimum for modern consoles, cutting another two GB wasn't a brilliant move, for a really puny cost reduction MS took a great risk of making devs start having problems too soon. And potential buyers could already be predicting the problem now.

trunkswd said:
curl-6 said:

[...]

MS Flight Sim runs pretty dang well on my Series S. We shouldn't be seeing too much any issues for many years with it. 

MS FS is MS exclusive and 1st party, so what's lost in HW specs can at least partially made up for with even more than adding platform optimisations and tweaks, it's tailor-made for MS platforms from the beginning.

Agente42 said:
trunkswd said:

MS Flight Sim runs pretty dang well on my Series S. We shouldn't be seeing too much any issues for many years with it. 

The Bethesda console exclusivity and Xbox series S maybe Microsoft better positioned this gen. And I believe total sales of the twins(Xbox and PS) stabilize, not more go down, because India market. Let's see...

Low market entry with Gamepass is a good proposition on stationary consoles. 

1st party exclusives will start having problems far later, with careful planning even after next gen launch, but 3rd party exclusives and even more multiplats won't be so lucky. The most power-hungry multiplats developed on PC first could eventually be forced to give up XS compatibility, or, if MS will ever allow it, split XS user base being XSX-compatible only and ditching XSS.



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


Alby_da_Wolf said:
curl-6 said:

As Xbox Series S has a solid state drive and the same CPU as the X just at a slightly lower clockspeed, and graphics are highly scalable, it shouldn't be as big a anchor as raw Teraflops might suggest. Games can simply use lower graphics settings on the S and higher ones on X and PS5 in the same way that the PC versions of games are already designed to run on a wide range of hardware power specs.

Agree that graphics ar e scalable and CPU is just a little downclocked, the critically crippled part is RAM size, 10GB instead of 16GB is a >30% shrink, and in the mid and long term, with 16GB already cheaper enough per GB than 8GB to make a 16GB PC just a few euros more expensive than a 8GB one and so becoming the norm, multiplats will become less and less comfortable with less than 16GB RAM. Yes, you could cut a couple GB considering consoles lightweight OS and less services and additional SW running than on PC, you could cut another two GB limiting max RAM used by the less powerful GPU, but in a 16GB+ PC world, 12GB becomes the bare minimum for modern consoles, cutting another two GB wasn't a brilliant move, for a really puny cost reduction MS took a great risk of making devs start having problems too soon. And potential buyers could already be predicting the problem now.

trunkswd said:

MS Flight Sim runs pretty dang well on my Series S. We shouldn't be seeing too much any issues for many years with it. 

MS FS is MS exclusive and 1st party, so what's lost in HW specs can at least partially made up for with even more than adding platform optimisations and tweaks, it's tailor-made for MS platforms from the beginning.

Agente42 said:

The Bethesda console exclusivity and Xbox series S maybe Microsoft better positioned this gen. And I believe total sales of the twins(Xbox and PS) stabilize, not more go down, because India market. Let's see...

Low market entry with Gamepass is a good proposition on stationary consoles. 

1st party exclusives will start having problems far later, with careful planning even after next gen launch, but 3rd party exclusives and even more multiplats won't be so lucky. The most power-hungry multiplats developed on PC first could eventually be forced to give up XS compatibility, or, if MS will ever allow it, split XS user base being XSX-compatible only and ditching XSS.

Well from all we know considering the lower resolution also cuts a lot of the RAM need. So it would be similar balance as Series X from all we know.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Alby_da_Wolf said:
curl-6 said:

As Xbox Series S has a solid state drive and the same CPU as the X just at a slightly lower clockspeed, and graphics are highly scalable, it shouldn't be as big a anchor as raw Teraflops might suggest. Games can simply use lower graphics settings on the S and higher ones on X and PS5 in the same way that the PC versions of games are already designed to run on a wide range of hardware power specs.

Agree that graphics ar e scalable and CPU is just a little downclocked, the critically crippled part is RAM size, 10GB instead of 16GB is a >30% shrink, and in the mid and long term, with 16GB already cheaper enough per GB than 8GB to make a 16GB PC just a few euros more expensive than a 8GB one and so becoming the norm, multiplats will become less and less comfortable with less than 16GB RAM. Yes, you could cut a couple GB considering consoles lightweight OS and less services and additional SW running than on PC, you could cut another two GB limiting max RAM used by the less powerful GPU, but in a 16GB+ PC world, 12GB becomes the bare minimum for modern consoles, cutting another two GB wasn't a brilliant move, for a really puny cost reduction MS took a great risk of making devs start having problems too soon. And potential buyers could already be predicting the problem now.

You don't need as much RAM once you dial down the graphics settings. In a 1080p game you don't really need 4K textures for example, so you can save a bunch of memory there.

Last edited by curl-6 - on 30 July 2021