Comparison of gaming platforms

Processing power in GFlops

Operating System(s)

Retail availability

Online services

Game distribution methods

Platform market size

Sales

PC

1970s-present

Grows with every CPU or GPU launch. Known to reach 11,500+ GFLOPS on consumer-grade GPU as of 2014.

Windows, OS X, Unix, BSD, Linux-based: SteamOS, Ubuntu, Chrome OS, Android, Other Linux

At least 17,700 (not accounting for console emulation and browser games)

  • Standard: Keyboard, mouse
  • Wide range of 3rd-party devices, including console controllers (see footnotes)

, although DOSBox or virtual machines May Be required for games 15+ years old.

Global

Various. Notably Steamworks, Origin, UPlay, and Battle.net.

  • Retail
  • Digital distribution: Steam, GOG, Desura, Origin, Windows Store, OnLive

51%

$25 billion

3.287 Billion Units

Xbox 360

2005–present

240 GFLOPS

Xbox OS (Xbox 360)

1125

  • Xbox 360 Controller
  • Xbox 360 Wireless Racing Wheel
  • Kinect

(see footnotes)

Region-specific

Xbox Live

  • Physical
  • Xbox Live Arcade
  • Xbox Games Store

83.7 Million

PlayStation 3

2006–present

Theoretical maximum of 230.4 GFLOPS in single precision/Up to 100 GFLOPS in double precision

XMB

795

  • Sixaxis
  • Dualshock 3
  • PlayStation Move
  • PlayStation Eye

, hardware-based for CECHBxx and CECHAxx models, software-based for later models

Region-specific

PSN

  • Physical
  • PlayStation Store

80 Million+ Units

Xbox One

Late 2013–present

1,310 GFLOPS

Xbox OS (Xbox One)

279

Xbox One Controller

Unknown

Limited

Xbox Live

  • Physical
  • Xbox Games Store

3 Million+ Units

PlayStation 4

Late 2013–present

1,843 GFLOPS

Orbis OS

317

Dualshock 4 Controller

, select older titles only available via stream.

Unknown

Global

PSN

  • Physical
  • PlayStation Store
  • PlayStation Now

10 Million+ Units

PlayStation 2

2000-2013

6.2 GFLOPS

Proprietary OS developed by Sony

3870

  • Dualshock 2 Controller
  • Dualshock 1 Controller

Global

Network Play

Physical

155 Million Units

Wii

2006-2013

2.9 GFLOPS

IOS-Internal Operating Systems

1222

  • Wii Remote & Nunchuk
  • GameCube Controller & WaveBird
  • Wii Classic Controller
  • Wii Balance Board
  • Wii Speak

, but not available on Mini model

Global

Nintendo Wi-Fi Connection, WiiConnect24, Wii Shop Channel

  • Physical
  • Some games distributed through Wii Shop Channel

101.15 Million Units

Wii U

Late 2012–Present

352.0 GFLOPS

Updated IOS

409

  • Wii U Gamepad
  • Wii U Pro Controller
  • Wii Remote & Nunchuk
  • Classic Controller Pro
  • GameCube Controller

Global

Nintendo Network

  • Physical
  • Some games also distributed via Nintendo E-Shop

6.68 Million Units

Android devices

2008–present

Varies greatly depending on host device form factor and specialization.

Android

600+ (not accounting for titles available through cloud services)

  • Standard: Touchscreen
  • OEM-specific hardware input methods
  • 3rd-party devices

Global

Google Play

  • Google Play
  • Cloud: Nvidia Shield, various streaming apps

iOS devices

2007–present

Varies greatly depending on host device form factor and specialization.

iOS

  • Standard: Touchscreen, accelerometer, gyroscopic sensor
  • 3rd-party devices

Region-specific

iTunes

iOS App Store

Footnotes

PC - Input

Modern PCs can essentially use any input device, as long as there's an adapter to convert it to USB or IEEE1394. However, only software built to intentionally accept any type of input signal will accept this. For example, modern games probably won't work with a USB-adapted NES controller. However, if the adapter makes use of input APIs such as DirectInput then the range of compatible software greatly increases. Emulators (such as Project64), on the other hand, accept input from almost anything (even mixing between several input devices).

Xbox 360 - Backwards Compatibility

Via software-based emulation, there is a backwards compatibility rate of 51% of 461 for first-gen XBox1 games. Network functionality not emulated.

Platforms in Competitive Gaming

All platforms support competition in some form. The Space Invaders Championship held by Atari in 1981 was the earliest large scale video game competition. Players would compete for the highest scores.

The tournaments which emerged in the mid 1990s coincided with the popularity of fighting games, played in both arcade machines and video game consoles. In the late 1990s, broadband internet paved the way for first-person shooters tournaments on PC, the most notable being the Red Annihilation tournament in 1997 where Dennis "Thresh" Fong won John Carmack's Ferrari. In the early 2000s, real-time strategy games on PC became overwhelmingly popular in South Korean internet cafés, with crucial influence on the development of competitive gaming worldwide.

As of August 16, 2014, the largest platform for competitive gaming is PC, with the games Dota 2, League of Legends, StarCraft II, and Counter-Strike: Global Offensive. Over $22 million has been awarded in Dota 2 competitions. Various Nintendo Games (played on Nintendo Consoles with local, LAN or Online Multiplayer) and the latest iteration of the Call of Duty franchise (Generally played on Xbox Live) are popular on consoles.

See also

  • List of video game emulators
  • List of PC titles