Release Management Authors: Liz McMillan, Jnan Dash, Lori MacVittie, Gilad Parann-Nissany, Carmen Gonzalez

News Feed Item

Sony Computer Entertainment Inc. Introduces PlayStation®4 (PS4™)

PS4's Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough

NEW YORK, Feb. 20, 2013 /PRNewswire/ -- Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season.

(Logo:  http://photos.prnewswire.com/prnh/20130220/AQ63820LOGO-a)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-b)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-c)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-d)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-e)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-f)

(Logo:  http://photos.prnewswire.com/prnh/20020701/SFM066LOGO)

Gamer Focused, Developer Inspired               

PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers.  PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. 

PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN).

The PS4 system architecture is distinguished by its high performance and ease of development.  PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor.

The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation.  The GPU contains a unified array of 18 compute units, which collectively generate 1.84 Teraflops of processing power that can freely be applied to graphics, simulation tasks, or some mixture of the two.

PS4 is equipped with 8 GB of unified system memory, easing game creation and increasing the richness of content achievable on the platform.  GDDR5 is used for this memory, giving the system 176 GB/second of bandwidth and providing a further boost to graphics performance.

The end result for gamers is new games with rich, high-fidelity graphics and deeply immersive experiences that shatter expectations.

Shared Game Experiences

Social interaction is central to PS4 experiences, so new features were built into the actual foundation of the system's hardware architecture.  PS4 provides dedicated, "always on" video compression and decompression systems that enables seamless uploading of gameplay. For the first time ever, gamers can share their epic triumphs with the press of a button.  Gamers simply hit the "SHARE button" on the controller, scan through the last few minutes of gameplay, tag it and return to the game—the video uploads as the gamer plays.  Gamers can share their images and videos to their friends on social networking services such as Facebook.

PS4 also enhances social spectating by enabling gamers to broadcast their gameplay in real-time to friends using live internet streaming services such as Ustream.  During live broadcasts, friends can make comments on the streamed gameplay and, if a gamer gets stuck on a challenging level, friends can also join the game in completely new ways.  For example, friends can offer health potions or special weapons when a player needs them most during actual gameplay.

Furthermore, users can connect their Facebook account with Sony Entertainment Network account.  Through PS4, users are able to deepen their connections through co-op play or "cross-game chat".

PS4 Second Screens

PS4 integrates second screens, including PlayStation®Vita (PS Vita), smartphones and tablets, to wrap gamers in their favorite content wherever they are. A key feature enabled by second screens is "Remote Play" and PS4 fully unlocks its potential by making PS Vita the ultimate companion device.  With PS Vita, gamers will be able to seamlessly pull PS4 titles from their living room TVs and play them on PS Vita's beautiful 5-inch display and intuitive dual analog sticks over Wi-Fi networks*1.  It is SCEI's long-term vision is to make most PS4 titles playable on PS Vita*2.

A new application from SCE called "PlayStation®App" will enable iPhone, iPad, and AndroidTM based smartphones and tablets*3 to become second screens.  Once installed on these devices, users can, for example, see maps on their second screens when playing an adventure game, purchase PS4 games while away from home and download it directly to the console at home, or remotely watch other gamers playing on their devices.

Immediate Gameplay

PS4 radically reduces the lag time between players and their content.  PS4 features "suspend mode" which keeps the system in a low power state while preserving the game session.  The time it takes today to boot a console and load a saved game will be a thing of the past.  With PS4, gamers just hit the power button again and are promptly back playing the game at the exact point where they left off.  Additionally, users can boot a variety of applications including a web browser when playing a game on PS4.

PS4 also enables games to be downloaded or updated in the background, or even in stand-by mode.  The system takes it one step further by making digital titles playable as they are being downloaded.  When a player purchases a game, PS4 downloads just a fraction of the data so gamers can start playing immediately, and the rest is downloaded in the background during actual gameplay.

Personalized, Curated Content

On the newly designed PS4 menu screen, players can look over game-related information shared by friends, view friends' gameplay with ease, or obtain information of recommended content, including games, TV shows and movies.  The long-term goal of PS4 is to reduce download times of digital titles to zero: if the system knows enough about a player to predict the next game they will purchase, then that game can be loaded and ready to go before they even click the "buy" button.  PS4 will further enrich users' entertainment experiences, by meeting their potential needs.

Gaming in the Cloud

Launched in November 2006, PlayStation Network, a network service for PlayStation users, now operates in 67 countries and regions*4 around the world with the total number of downloaded content of more than 2.8 billion*5.  In addition to a variety of games available in PlayStation®Store, PS4 users will be able to enjoy a variety of services offered by PSN, such as Sony Corporation's Music Unlimited, a cloud-based music subscription service and Video Unlimited, a premium video service, as well as various content distribution services. 

By combining PlayStation Network with Gaikai Inc's cloud technology, it is SCE's goal to make free exploration possible for various games. In the future, when a gamer sees a title of interest in PlayStation Store, they can immediately start playing a portion of the actual game — not a stripped down version of the game.  With Gaikai and PlayStation Store, gamers will be able to experience appealing games and only pay for the games they actually love.  PlayStation Network and the cloud will offer additional value to PlayStation gamers.  SCE is exploring unique opportunities enabled by cloud technology with the long-term vision of making PlayStation libraries including an incredible catalog of more than 3000 PS3 titles*6 that is unmatched in the industry, mostly ubiquitous on PS4.

SCE will announce new details of PS4 and its robust lineup of games from 3rd party developers and publishers, the independent gaming community and SCE Worldwide Studios, as well as further enhancements to the entire PlayStation ecosystem between now and the holiday 2013 launch. 


Depending on network environment or titles, users may not be able to play games outside comfortably.


Exept games that require peripherals such as PlayStation®4 Eye ).


Depending on the version of OS or other conditions, users cannot use the application.


Number as of December 31st , 2012


Number as of February 19st , 2013


Number as of December 31st , 2012, including free trials.


Main Processor

Single-chip custom processor

CPU :  x86-64 AMD "Jaguar",  8 cores

GPU : 1.84 TFLOPS,  AMD next-generation Radeon™ based graphics engine



Hard Disk Drive


Optical Drive

(read only)




Super-Speed USB (USB 3.0) 、AUX


Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T)

IEEE 802.11 b/g/n

Bluetooth® 2.1 (EDR)

AV output


Analog-AV out

Digital Output (optical)

*Specifications are subject to change without notice.

About Sony Computer Entertainment Inc.

Recognized as the global leader and company responsible for the progression of consumer-based computer entertainment, Sony Computer Entertainment Inc. (SCEI) manufactures, distributes, develop and markets the PlayStation®2 (PS2®) computer entertainment system, the PSP® (PlayStation®Portable) handheld entertainment system, the PlayStation®3 (PS3®) computer entertainment system and the PlayStation®Vita (PS Vita) portable entertainment system. SCEI has revolutionized home entertainment since they launched PlayStation in 1994. PS2® further enhances the PlayStation legacy as the core of home networked entertainment. PSP® is a handheld entertainment system that allows users to enjoy 3D games with high-quality full-motion video and high-fidelity stereo audio. PS3® is an advanced computer system, incorporating the powerful Cell Broadband Engine and RSX processors. PS Vita is an ultimate portable entertainment system that offers a revolutionary combination of rich gaming and social connectivity within a real world context. SCEI also delivers the PlayStation® experience to open operating systems through PlayStation®Mobile, a cross device platform. Headquartered in Tokyo, Japan, SCEI, along with its affiliated companies, Sony Computer Entertainment America LLC., and Sony Computer Entertainment Europe Ltd., and its division companies, Sony Computer Entertainment Japan and Sony Computer Entertainment Asia develops, publishes, markets and distributes hardware and software, and manages the third party licensing programs for these platforms in the respective markets worldwide.

PlayStation and PS3 are registered trademarks and PS4 is a trademark of Sony Computer Entertainment, Inc. Facebook is a trademark or registered trademark of Facebook, Inc.  Ustream is a trademark or registered trademark of Ustream, Inc.  iPhone and  iPad are trademarks of Apple Inc.  Android is a trademark or registered trademark of Google.Inc. All other trademarks are property of their respective owners.

List of Third Party Game Developers and Publishers


As of February 20th, 2013

(in alphabetical order of developer/publisher)





Konami Digital Entertainment Co., Ltd.


LEVEL-5 Inc.



Bethesda Softworks, LLC 

MarvelousAQL Inc.



Chara-Ani Corporation 




CyberConnect2 Co.,Ltd. 

Nippon Ichi Software, Inc.


O-TWO inc. (peakvox) 

Dimps Corporation  

PlatinumGames Inc.

Electronic Arts Inc. 

SEGA Corporation

FromSoftware, Inc. 




Genki Co., Ltd. 

SystemSoft Alpha Corp.

Granzella Inc. 




GungHo Online Entertainment, Inc. 

tri-Ace Inc.


Ubisoft Entertainment





Index Corp.(ATLUS) 

YUKE'S Co.,Ltd.



45 companies in total


Ratloop Asia Pte Ltd
Red Hare Studios
XPEC Entertainment Inc.

4 companies in total




JETPACK Interactive Entertainment Ltd.

5th Cell Media LLC 

Klei Entertainment Inc.

Activision Publishing, Inc. 

Lab Zero, Inc

Armature Studios 

LucasArts, a Lucasfilm Ltd. company

Behaviour Interactive 

Metanet Software Inc

Bethesda Softworks, LLC 

Minority Media Inc.

Blind Squirrel Games® 

Nicalis, Inc

Certain Affinity, Inc. 

Panic Button, LLC

Darkside Game Studios, Inc. 

Psyonix Studios, Inc.

Devolver Digital 

Slant Six Games


Sony Online Entertainment LLC

Double Fine Productions, Inc. 

Spark Unlimited

Double Helix Games 

Spry Fox LLC

DrinkBox Studios Inc. 

SuperVillain Studios

Edge of Reality, Inc. 

Take-Two Interactive Software, Inc.

Electronic Arts Inc. 

Telltale, Inc.

FarSight Studios 

Tribute Games Inc.

Gaijin Games, Inc. 

Turtle Rock Studios, Inc.

Gearbox Software  

Ubisoft Entertainment

HB Studios Multimedia 

vBlank Entertainment Inc.

Heavy Iron Studios, Inc. 

Warner Bros. Interactive Entertainment, Inc.

High Voltage Software, Inc. 

WayForward Technologies, Inc.

inXile Entertainment Inc. 

Zombie Studios, LLC

Iron Galaxy Studios, LLC


47 companies in total


4A Games

Kalyspo Media

505 Games

Laughing Jackal





Big Ant


Big Bit



Onmi Systems

Bloober Team S.A.

Prodigy Design

Boss Alien






City Interactive


Criterion Games




Curve Studios


Dakko Dakko Ltd


Deck 13

Straight Right

Double Eleven


Eko Software




Flying Wildhog


Four Door Lemon

Torus Games


Vector Cell


Virtual Toys





Green Hill Studios

53 companies in total



SOURCE Sony Computer Entertainment Inc.

More Stories By PR Newswire

Copyright © 2007 PR Newswire. All rights reserved. Republication or redistribution of PRNewswire content is expressly prohibited without the prior written consent of PRNewswire. PRNewswire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

@ThingsExpo Stories
@ThingsExpo has been named the Top 5 Most Influential M2M Brand by Onalytica in the ‘Machine to Machine: Top 100 Influencers and Brands.' Onalytica analyzed the online debate on M2M by looking at over 85,000 tweets to provide the most influential individuals and brands that drive the discussion. According to Onalytica the "analysis showed a very engaged community with a lot of interactive tweets. The M2M discussion seems to be more fragmented and driven by some of the major brands present in the...
The Quantified Economy represents the total global addressable market (TAM) for IoT that, according to a recent IDC report, will grow to an unprecedented $1.3 trillion by 2019. With this the third wave of the Internet-global proliferation of connected devices, appliances and sensors is poised to take off in 2016. In his session at @ThingsExpo, David McLauchlan, CEO and co-founder of Buddy Platform, discussed how the ability to access and analyze the massive volume of streaming data from millio...
SYS-CON Events announced today that Pulzze Systems will exhibit at the 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. Pulzze Systems, Inc. provides infrastructure products for the Internet of Things to enable any connected device and system to carry out matched operations without programming. For more information, visit http://www.pulzzesystems.com.
WebRTC has had a real tough three or four years, and so have those working with it. Only a few short years ago, the development world were excited about WebRTC and proclaiming how awesome it was. You might have played with the technology a couple of years ago, only to find the extra infrastructure requirements were painful to implement and poorly documented. This probably left a bitter taste in your mouth, especially when things went wrong.
Enterprise IT has been in the era of Hybrid Cloud for some time now. But it seems most conversations about Hybrid are focused on integrating AWS, Microsoft Azure, or Google ECM into existing on-premises systems. Where is all the Private Cloud? What do technology providers need to do to make their offerings more compelling? How should enterprise IT executives and buyers define their focus, needs, and roadmap, and communicate that clearly to the providers?
Successful digital transformation requires new organizational competencies and capabilities. Research tells us that the biggest impediment to successful transformation is human; consequently, the biggest enabler is a properly skilled and empowered workforce. In the digital age, new individual and collective competencies are required. In his session at 19th Cloud Expo, Bob Newhouse, CEO and founder of Agilitiv, will draw together recent research and lessons learned from emerging and established ...
One of biggest questions about Big Data is “How do we harness all that information for business use quickly and effectively?” Geographic Information Systems (GIS) or spatial technology is about more than making maps, but adding critical context and meaning to data of all types, coming from all different channels – even sensors. In his session at @ThingsExpo, William (Bill) Meehan, director of utility solutions for Esri, will take a closer look at the current state of spatial technology and ar...
SYS-CON Events announced today that Streamlyzer will exhibit at the 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. Streamlyzer is a powerful analytics for video streaming service that enables video streaming providers to monitor and analyze QoE (Quality-of-Experience) from end-user devices in real time.
You have great SaaS business app ideas. You want to turn your idea quickly into a functional and engaging proof of concept. You need to be able to modify it to meet customers' needs, and you need to deliver a complete and secure SaaS application. How could you achieve all the above and yet avoid unforeseen IT requirements that add unnecessary cost and complexity? You also want your app to be responsive in any device at any time. In his session at 19th Cloud Expo, Mark Allen, General Manager of...
SYS-CON Media announced today that @WebRTCSummit Blog, the largest WebRTC resource in the world, has been launched. @WebRTCSummit Blog offers top articles, news stories, and blog posts from the world's well-known experts and guarantees better exposure for its authors than any other publication. @WebRTCSummit Blog can be bookmarked ▸ Here @WebRTCSummit conference site can be bookmarked ▸ Here
Cloud based infrastructure deployment is becoming more and more appealing to customers, from Fortune 500 companies to SMEs due to its pay-as-you-go model. Enterprise storage vendors are able to reach out to these customers by integrating in cloud based deployments; this needs adaptability and interoperability of the products confirming to cloud standards such as OpenStack, CloudStack, or Azure. As compared to off the shelf commodity storage, enterprise storages by its reliability, high-availabil...
The IoT industry is now at a crossroads, between the fast-paced innovation of technologies and the pending mass adoption by global enterprises. The complexity of combining rapidly evolving technologies and the need to establish practices for market acceleration pose a strong challenge to global enterprises as well as IoT vendors. In his session at @ThingsExpo, Clark Smith, senior product manager for Numerex, will discuss how Numerex, as an experienced, established IoT provider, has embraced a ...
DevOps is being widely accepted (if not fully adopted) as essential in enterprise IT. But as Enterprise DevOps gains maturity, expands scope, and increases velocity, the need for data-driven decisions across teams becomes more acute. DevOps teams in any modern business must wrangle the ‘digital exhaust’ from the delivery toolchain, "pervasive" and "cognitive" computing, APIs and services, mobile devices and applications, the Internet of Things, and now even blockchain. In this power panel at @...
SYS-CON Events announced today that SoftNet Solutions will exhibit at the 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. SoftNet Solutions specializes in Enterprise Solutions for Hadoop and Big Data. It offers customers the most open, robust, and value-conscious portfolio of solutions, services, and tools for the shortest route to success with Big Data. The unique differentiator is the ability to architect and ...
SYS-CON Events announced today that Super Micro Computer, Inc., a global leader in Embedded and IoT solutions, will exhibit at SYS-CON's 20th International Cloud Expo®, which will take place on June 7-9, 2017, at the Javits Center in New York City, NY. Supermicro (NASDAQ: SMCI), the leading innovator in high-performance, high-efficiency server technology, is a premier provider of advanced server Building Block Solutions® for Data Center, Cloud Computing, Enterprise IT, Hadoop/Big Data, HPC and ...
In past @ThingsExpo presentations, Joseph di Paolantonio has explored how various Internet of Things (IoT) and data management and analytics (DMA) solution spaces will come together as sensor analytics ecosystems. This year, in his session at @ThingsExpo, Joseph di Paolantonio from DataArchon, will be adding the numerous Transportation areas, from autonomous vehicles to “Uber for containers.” While IoT data in any one area of Transportation will have a huge impact in that area, combining sensor...
In the next forty months – just over three years – businesses will undergo extraordinary changes. The exponential growth of digitization and machine learning will see a step function change in how businesses create value, satisfy customers, and outperform their competition. In the next forty months companies will take the actions that will see them get to the next level of the game called Capitalism. Or they won’t – game over. The winners of today and tomorrow think differently, follow different...
“Media Sponsor” of SYS-CON's 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. CloudBerry Backup is a leading cross-platform cloud backup and disaster recovery solution integrated with major public cloud services, such as Amazon Web Services, Microsoft Azure and Google Cloud Platform.
More and more brands have jumped on the IoT bandwagon. We have an excess of wearables – activity trackers, smartwatches, smart glasses and sneakers, and more that track seemingly endless datapoints. However, most consumers have no idea what “IoT” means. Creating more wearables that track data shouldn't be the aim of brands; delivering meaningful, tangible relevance to their users should be. We're in a period in which the IoT pendulum is still swinging. Initially, it swung toward "smart for smar...
The best way to leverage your Cloud Expo presence as a sponsor and exhibitor is to plan your news announcements around our events. The press covering Cloud Expo and @ThingsExpo will have access to these releases and will amplify your news announcements. More than two dozen Cloud companies either set deals at our shows or have announced their mergers and acquisitions at Cloud Expo. Product announcements during our show provide your company with the most reach through our targeted audiences.