Platforms in the sixth generation include consoles from four companies: the Sega Dreamcast (DC), Sony PlayStation 2 (PS2), Nintendo GameCube (GC), and Microsoft Xbox.
While the prior generation had some systems with internet connectivity, such as the Apple Pippin, these had little market penetration and thus had limited success in the area.
The number of "bits" cited in this way in console names refers to the CPU word size, and had been used by hardware marketing departments as a "show of power" for many years.
[4][5] The PlayStation 2[6][7][8] achieved sales dominance in this generation, becoming the best-selling console in history,[9] with over 160 million units sold as of November 2024[update].
There were still a few games being produced for the Dreamcast in 2004, but they are essentially NAOMI arcade ports released only in Japan, with small print runs.
[22] In addition, Sega's short-lived support/success of its post-Mega Drive products the Mega-CD, 32X and Saturn had left developers and customers skeptical, with some holding out to see whether the Dreamcast or PlayStation 2 would come out on top.
[23] Sega's decision to implement a GD-ROM (though publicly advertised as a CD-ROM) for storage medium did save costs but it did not compare well against the PS2's much-touted DVD capabilities.
Sega was either unable or unwilling to spend the advertising money necessary to compete with Sony, who themselves took massive losses on the PlayStation 2 to gain market share.
The previous losses from the Saturn, 32X, and Sega/Mega-CD, stagnation of sales due to the PlayStation 2, and impending competition from Microsoft and Nintendo caused Sega's revenue to shrink and announce their intention on killing the system in early 2001,[24] dropping the system entirely and leaving the console market in early 2004 in Japan and much earlier in other countries.
Sega also announced it would shut down SegaNet, an online gaming community that supported online-capable Dreamcast titles.
[25] Sony Computer Entertainment secured licensing for key games such as Final Fantasy X, Grand Theft Auto III, and Metal Gear Solid 2: Sons of Liberty, enabling the PS2 to outperform its competitors' launches.
Its arsenal of franchises and history in the industry, though earning it a loyal fan base, failed to give it an advantage against the Xbox and PlayStation 2 which captured audiences seeking 'Mature' titles of which Nintendo had fewer.
[28] Although the Xbox had the formidable financial backing of Microsoft, it was unable to significantly threaten the dominance of the PlayStation 2 as market leader.
[29] However, the Xbox attracted a large fanbase and strong third-party support in the United States and Europe and became a recognizable brand amongst the mainstream.
[30][31] However, the Xbox failed to gain a following in Japan, with reasons cited including lack of brand recognition, lack of commitment to the console from Japanese publishers and developers, failure of Microsoft staff to fully understand important cultural differences, and ethnocentric preferences of the Japanese public for native products.
The importance of the number of bits in the modern console gaming market has thus decreased due to the use of components that process data in varying word sizes.
The Microsoft Xbox uses a 32-bit (general purpose) CISC x86 architecture CPU, with an instruction set equal to that of the Coppermine core Mobile Celeron, though it has less cache (128 kB) than the PC equivalent.
Its NV2A GPU, which is very similar to the GeForce 3 series of desktop GPUs, makes it the only console in its time with traditional vertex and pixel shaders.
The 10 Channel 128 bit wide DMA bus could pump data to GS Memory as fast as the screen could update.
For example, program control and general arithmetic could be handled by the CPU, while the Vector Units 0 and 1, could provide parallel processing of physics, clipping and transform and lighting to the scene.
During the sixth generation era, the handheld game console market expanded with the introduction of new devices from many different manufacturers.
With more and more PDAs arriving during the previous generation, the difference between consumer electronics and traditional computing began to blur and cheap console technology grew as a result.
The sixth generation was the first to help console and computer software grow closer together as well as outperform the arcade market in features, graphics and business.
Prior to its release, Metal Gear Solid 2: Sons of Liberty depicted a submersible mobile fortress hijacked by terrorists destroying a good portion of Manhattan in view of the twin towers (this can be found in the "Document of Metal Gear Solid 2" making-of feature).
[53] The Dreamcast game Propeller Arena was never officially released, possibly due to a certain level which was visually very similar to the September 11 attacks.
The Dreamcast initiated this change with its built in modem, internet browsing software, and ability to play certain games online.
Its ability to connect gamers for online multi-player matches and its ideal experience was a considerable factor in allowing the Xbox to gain a foothold in the western market, especially in the first-person shooter genre.