100% developed

History of video games/Fifth generation of video game consoles

From Wikibooks, open books for an open world
Jump to navigation Jump to search

Trends[edit | edit source]

3D Gaming[edit | edit source]

A typical CRT TV set from 1995. By this point the more capable RCA jacks were becoming more common on televisions, reducing the need for RF output.

Polygonal 3D gaming was supported by all major home consoles this generation. However real time 3D graphics on consumer level hardware was still a new concept, and there were many different wildly different approaches to how a 3D system should work in a console. This lead to some consoles being much better at 3D graphics performance and ease of use by developers, and some with performance much less than their at the time impressive specifications would indicate.

Many game series failed to make effective 3D versions of their traditionally 2D games.[1] Crafting a believable 3D environment on the hardware available was difficult. Furthermore, developers not only had to design good controls for a 3D game, they had to explain them to players used to playing 2D games exclusively.[2] All these issues were exasperated by a lack of developers familiar with 3D gaming, even within major development companies.[3] Even developers that were able to competently make 3D games struggled somewhat, with large improvements in 3D game control schemes occurring within the generation as developers figured out ways to improve the player experience.[4][2]

Display technology[edit | edit source]

The backlight of a Sega Nomad. While portable consoles could incorporate backlighting this generation, it wouldn't be till the sixth generation where backlighting became efficient enough to be practical.

Display technology improves rapidly during this time with the final major refinements in CRT displays, and the emergence of new technologies. In 1996 Sonys Trinitron (Aperture grille CRT) patents expire, allowing other manufacturers to produce similar quality television sets[5][6] and improving the gaming experience. In 1998 Phillips introduces the first consumer plasma TV for $15,000.[7] Such TVs would become common in the mid 2000's with improving technology and price drops.

This generation more portable consoles adopted color screens, though monochrome screens were still common.

References[edit | edit source]

Fourth generation of video game consoles · Sixth generation of video game consoles