RETRO.CHIBA.TW

[ GEN 7 · Sony Computer Entertainment ]

PlayStation 3 (PS3)

PlayStation 3 CECHA01 (Japanese edition), released 11 November 2006 at ¥59,980 for the 60 GB model. **The built-in Blu-ray player was the decisive weapon in the 2007–08 HD format war against HD-DVD** — and the same component meant Sony lost roughly $250 on every console sold at launch.
© Evan-AmosSourcePD

Image archive

PS3 Slim (CECH-2000), released September 2009 — dropped PS2 backward compatibility, shrank the chassis by 32%, halved power draw, and dropped the price to $299. The mid-generation redesign that began Sony's recovery from the 2006 launch losses.
© Evan-AmosSourcePD

Specifications

Manufacturer
Sony Computer Entertainment
CPU
Cell Broadband Engine (IBM/Sony/Toshiba) @ 3.2 GHz — 1 PPE + 7 SPE heterogeneous multi-core
GPU
NVIDIA RSX Reality Synthesizer @ 550 MHz
RAM
256 MB XDR (main) + 256 MB GDDR3 (VRAM)
Storage
20 / 60 / 80 / 160 / 250 / 320 / 500 GB internal HDD (user-replaceable)
Resolution
480p to 1080p (first home console with native 1080p output)
Audio
7.1 LPCM / Dolby TrueHD / DTS-HD
Media
Blu-ray Disc (25 / 50 GB) — first home console to ship with BD
Network
Gigabit Ethernet + 802.11 b/g built in (CECHA/B/E)

Release dates

Japan
2006-11-11
North America
2006-11-17
Europe
2007-03-23

Lifetime sales

Official figures
87.4 million (Sony SIE lifetime, official)
Community consensus
Japan 10.3M / NA 35M / Europe & other 42.1M

Sony Interactive Entertainment official business data

Hardware variants

PS3 Fat CECHA / CECHB

2006

High-cost launch models with PS2 hardware

The 20GB and 60GB launch units retained PS2 hardware compatibility, multiple USB ports, card readers, and the glossy piano-black shell. They best express the early PS3 strategy of putting everything in the box, and explain why Sony lost money on every unit.

Later PS3 Fat CECHG and beyond

2007-2008

Cost-reduced models without full compatibility

Later fat revisions gradually removed the Emotion Engine / Graphics Synthesizer and other I/O. PS2 compatibility moved from hardware to partial software and then disappeared, marking Sony's first serious attempt to stop the launch hardware's cost bleeding.

PS3 Slim CECH-2000 / 3000

2009

Mid-generation recovery model

Smaller, cooler, cheaper, and repriced to $299, with branding shortened from PLAYSTATION 3 to PS3. Slim was the key hardware reset that let Blu-ray, PSN, and Sony's late first-party library finally meet the market at a sane price.

PS3 Super Slim CECH-4000

2012

Sliding-door long-tail model

The top sliding disc door and cheaper shell made the console easier to manufacture for late-cycle and emerging-market sales. It shows how PS3's comeback ultimately depended on cost reduction plus a large mature library.

PlayStation Move / PlayStation Eye

2010

Motion and camera expansion

Sony's answer to the Wii motion boom combined a glowing wand controller with PlayStation Eye camera tracking. It did not redefine PS3, but it gave the system a living-room motion layer and later became part of the lineage leading toward PS VR controls.

PS3 is the closest Sony came to self-destruction in console hardware — and the most dramatic late-cycle recovery in the medium’s history. PS3 launched in Japan on 11 November 2006 at ¥59,980 for the 60GB model, in North America at $599 — twice the launch price of the PS2 and $200 above Xbox 360. Internally Sony called it the “double bet”: one bet on the Cell processor, one bet on Blu-ray. Both wagers were extraordinarily ambitious. Both nearly destroyed Sony’s gaming division.

The first bet was the Cell Broadband Engine — a heterogeneous multi-core CPU jointly designed by IBM, Sony, and Toshiba (1 PowerPC PPE + 7 SPE stream processors), aimed at putting supercomputer-class parallel compute into a home console. Theoretical peak performance was startling (218 GFLOPS single-precision). But it was punishingly hostile to developers — the SPEs had no cache, required manual DMA scheduling, and used a memory model that violated every PC-development intuition. From 2006 to 2009, multi-platform third-party games consistently ran worse on PS3 than on Xbox 360. The same Call of Duty, the same GTA IV, the same BioShock — PS3 versions dropped frames, ran at lower resolution, loaded slower. Cell was an engineering masterpiece and a commercial disaster.

The second bet was Blu-ray. 2005–2008 was a high-density optical-disc format war: Sony-led Blu-ray vs Toshiba/Microsoft-led HD-DVD. Sony’s strategy was to bundle a full Blu-ray player into every PS3. Standalone Blu-ray players in 2006 cost $1,000+; PS3 effectively gave the playback hardware away. Before PS3 had sold its first million units, it was already the largest installed base of Blu-ray players in the world. In January 2008, Warner Bros. announced exclusive Blu-ray support; Toshiba conceded HD-DVD two weeks later. The format war was over. Home-video disc leadership has belonged to Sony’s camp ever since. Blu-ray’s victory was PS3’s most consequential achievement — more lasting than any game-sales figure.

But the early years were a commercial catastrophe. PS3 trailed Xbox 360 for the first three years of its life. Sony lost approximately $5 billion across that period (each PS3 sold at $599 cost roughly $850 to manufacture). Microsoft used Halo 3, Gears of War, and Xbox Live to lock down the North American and European core gamer audience on 360. Even PS2’s traditional Japanese stronghold looked, briefly, vulnerable.

The recovery came from first-party software. Naughty Dog transformed itself — from the kid-friendly studio behind Crash Bandicoot (PS1) and Jak & Daxter (PS2), it became the most important narrative studio in the industry. Uncharted (2007–2011) defined the modern cinematic-action template; The Last of Us (2013) is the title most often cited when arguing that home-console games had reached the level of serious dramatic narrative cinema. Sony Santa Monica’s God of War PS3 trilogy, Media Molecule’s LittleBigPlanet, Hideo Kojima’s MGS4, and FromSoftware’s Demon’s Souls (2009 — the silent origin of the entire Souls genre) carried PS3 to commercial recovery.

Lifetime sales: 87.4 million units worldwide — a 45% drop from PS2’s 160M, and roughly even with Xbox 360 (85M). PS3 was the first generation in Sony’s three-decade console history without a clear win. But Blu-ray’s triumph, Naughty Dog’s transformation, and the maturing PlayStation Network laid the foundation for PS4’s eventual 117.5 million-unit reversal. PS3 is Sony’s most painful generation — and the tuition payment for the PS4 golden era.

Notable titles

  • Uncharted 2: Among Thieves (Naughty Dog, 2009)
  • The Last of Us (Naughty Dog, 2013)
  • Metal Gear Solid 4: Guns of the Patriots (Konami, 2008)
  • Demon's Souls (FromSoftware, 2009)
  • LittleBigPlanet (Media Molecule, 2008)