They want to see the 100+ million gamers on their Game Pass service, that's what I meant. And these gamers will probably be reached on traditional PCs with a modernized Game Pass integrated into the Xbox OS. XboxPCs in console form will be located within the PC market, their role will primarily be to retain users who currently have Xbox consoles.
For all this, they clearly need to come up with a very good software/business model that is better than the current one.
Doesn't that rely on PC Game Pass growth? So again it comes back to, what is going to drive that growth?
MS are flirting about a hybrid PC type of model (both for the hardware and business/sales aspects), but those devices are going to be considerably more expensive than the current traditional consoles, since OEMs will need good margins on hardware to make the initiative worth it, and MS want to provide buffer on pricing with their own hardware variants if in fact they manufacture some systems of their own (so they themselves can have profit margins on the hardware vs. selling at-cost or at a loss).
There is no way MS gets to 100 million Game Pass subscribers next gen simply with the hybrid devices, be they like consoles or portables or whatever. The volume of production simply won't be there, because the prices will limit demand which will limit supply. I'm also sure they're not expecting every Series S & X owner to upgrade to the new systems as some have likely already switched over to general PC, or Steam Deck, or PlayStation or Nintendo, or a combination of those.
It's probably safe to say at this point, as a decent guess, some 20 - 25% of Series S & X owners are not going to invest in a new Xbox device next gen, and getting PC Game Pass growth off them would depend on both those players going primarily Windows PC and seriously committing to Game Pass in addition to/in lieu of just using platforms like Steam. A very tough hill for MS to climb, no matter what, and the clock is ticking.
I think the probability of using HBM in PS6 is low, but not zero. HBM is expensive, but GDDR7 is not cheap and should be more power hungry than HBM. It would be too cost prohibitive to utilize both technologies. It will be one or the other.
PS5 pro has 16GB of GDDR6 with 576 BW and as a console it's pushing what I would consider a reasonable power consumption level. I would argue that next gen will need at least 2x bandwidth and 1.5-2.0x memory capacity so I think that forces at least GDDR7.
GDDR7 on a 256-bit bus with 3GB chips would give you a max of capacity of 24 GB and a max bandwidth of 1.5 TB/sec. But this bandwidth is likely past the optimal power efficiency point.
A HMB3e single stack of HMB3e could provide 24-36 GB of capacity with up to 1.2 TB/sec, but I bet at a drastically lower power consumption than GDDR7. ( GB200 in comparison has 8 HBM stacks )
By 2028, NVIDIA should be fully transitioned to HBM4 so maybe that will leave free up supply of HMB3e for other users...
Do you think it may be possible they could get away with 1 TB/s or even sub 1 TB/s (but close to it) bandwidth if they fitted the system with some form of HBM-PIM?
Because I've been thinking, with HBM-PIM they could cut down both in bandwidth and capacity requirement, although current PIM memory is mainly geared towards AI & HPC. Maybe it could make, say, a hypothetical PS6 w/ 24 GB HBM-PIM @ 1 TB/s possible without feeling constraining. Or even clocking the memory lower for say 960 GB/s (assuming 24 GB with 2.5 Gbps pins).
I'm not exactly sure what current HBM-PIM is based on tho; it could be HBM3, but it may also be HBM2e. I think even 2e would be enough for a PS6 depending on how the PIM component's implemented, which would require close working with AMD to optimize the APU design around it.
GDDR7 will be "cheap" (relatively speaking) once the industry transitions and economy of scale kicks in.
The thing to keep in mind is HBM brings higher packaging complexity and costs, and yield loss costs. It's not just a comparison of the memory chips itself compared to GDDR.
A long while ago there was talk about a cost-reduced version of HBM meant to cut out the interposer to make it easier for package integration and whatnot. Has there been any movement on that?
That's nonsense, why would you expect future compatibility for existing platforms? There's never been any expectation for future titles to work on past platforms. At the same time if APIs are that different (they aren't) then it's a case of straight up porting between platforms, something engines handle today for things with way more differences than what's considered here (e.g. PS5 vs XSX|S).
Well MS are the ones out here talking about forward compatibility and getting rid of generations, not me :/
But what I was mentioning isn't actually so much about Series systems playing the next Xbox's games, it's about the next Xbox having a way to run Xbox Series (and older) games, especially 360 & OG Xbox titles. Because AFAIK, you can't simply run a 360 or OG Xbox binary on a Win32 PC. There aren't any compatibility modes with that type of support and Xbox emulation isn't great (especially for OG Xbox).
Yet a lot of the Xbox fans who would be interested in that hybrid type of system have lots of old OG Xbox & 360 titles they want to bring with them. It's up to MS to sort out how that'll work.