If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around.

If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around.

      The PlayStation 5 continues to lead the current console generation, but the PS6 isn't as distant as it might seem.

      Sony's next console is anticipated to begin production in 2027, with a launch expected at the year's end. It may introduce an innovative handheld element.

      Following the success of the Switch (and its successor) as well as portable PCs like the Steam Deck, there are rumors suggesting Sony might re-enter the handheld market for the first time in over a decade. While we shouldn't expect the PS6 to be a hybrid system, it’s plausible that Sony will experiment with a portable option.

      The context has shifted significantly since 2011, when the PlayStation Vita was released—so what can they do differently this time?

      Looking Back

      To grasp what Sony might aim for, it helps to reflect on the past. The PlayStation Portable (PSP) was truly a treat that, with the addition of another analog stick, could have directly challenged home consoles.

      Launched in 2004 (at least in Japan), I lost countless hours playing titles like Tony Hawk’s Underground 2 Remix and Def Jam: Fight for NY. When the Vita debuted in 2011 (again, in Japan) and 2012 in other regions, the landscape had transformed.

      The iPhone had introduced a web browser, an app store, and much more, sparking the ongoing smartphone revolution. Android was gaining traction as well, and while commuters enjoyed mobile gaming, they weren't as inclined to play full-length Uncharted games on public transport.

      While the Vita could have been an excellent successor to the PSP, its arrival after such a long interval contributed to its struggle against the smartphone market.

      Learning from Nintendo

      One could argue that Nintendo effectively found the balance with the original Switch. Although it wasn’t inexpensive, it represented a more affordable alternative to purchasing both a home console and a dedicated handheld, without needing to switch games when stepping out. In many respects, it felt as if Sony had paved the way for Nintendo, and while this might sound exaggerated, Nintendo is certainly in the fray now.

      The upcoming Nintendo Switch 2, set for 2025, is essentially a more powerful version of the original and must adapt to the emergence of handheld PCs as console alternatives.

      The Current Landscape

      With that brief historical overview behind us, the current environment is markedly different. In this cyclical context, it might not be a bad idea for Sony to revisit its PSP strategy: delivering a console capable of playing high-quality games along with a solid library of titles.

      This parallels Nintendo’s approach, as the company knows its unique appeal lies in exclusives; thus, consumers are likely to invest in a Switch 2 for titles such as Pokémon, Mario, or Zelda.

      Unlike Microsoft, which aims to provide its games across various platforms, Sony boasts its own collection of intellectual properties. However, making the next God of War a handheld exclusive could be controversial—unless it’s a PlayStation 6 game that also allows mobility.

      Thus, it appears any handheld feature the PS6 might develop will be integrated with a larger system for continued use at home. Insider ‘Moore’s Law is Dead’ has suggested that PlayStation’s recent emphasis on low-power mode might be a preparatory move for accommodating a PS6 handheld.

      “It is becoming glaringly obvious that Low-Power mode is a Trojan Horse for getting PS6 Handheld support ready before its launch, and they honestly seemed a bit annoyed at how few devs directly support it so far,” a source indicated.

      While one could argue that devices like the Steam Deck and other handheld PCs, such as the Asus ROG Ally, defy this trend since they’re not hybrids, they allow you to enjoy a sufficient version of your favorite games and then switch to your PC or Xbox when you return home to utilize cloud saves.

      As The Joker says in The Dark Knight, “there’s no going back, you’ve changed things.” The Switch initiated a competition to blend portability with power efficiency in gaming, leading various manufacturers, including Lenovo, Asus, and MSI, to innovate in squeezing more performance from their hardware without compromising battery life.

      Is Sony ready for this level of competition on the upcoming console? I believe they have a better shot than many would think. We were all taken aback when it was announced that the Switch 2 would incorporate some form of DLSS 4.0, given that Nintendo typically doesn’t lead in hardware advancements. However, this is Sony we’re discussing.

      While the Vita had its limitations, it featured an impressive OLED display for its time. Sony is the company responsible for Blu-Ray technology, which integrated a DVD player into the PS2, and it stood out this generation by releasing the PS5 Pro as a mid-cycle upgrade.

      Additionally, the ongoing collaboration with AMD is enhancing upscaling capabilities for the PS5 Pro and is expected to aid in achieving further efficiency improvements.

      There's also the consideration that Sony has

If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around. If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around. If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around. If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around.

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Levi also co-founded the marketing agency Pollinate, where he leverages his knowledge to enhance strategic integrations that transform user interaction with custom items.

In a discussion with Digital Trends, Mr. Patterson shares insights on the engineering breakthroughs that allow for realistic product previews, the challenges of scaling these systems globally, and the future of engaging, tailored experiences in gaming and other areas.

Digital Trends (DT): As one of the founders at Spectrum since 2011, what ignited your interest in 3D product customization, and how has your marketing experience from co-founding Pollinate shaped the platform’s emphasis on seamless consumer experiences like Xbox Design Lab? What obstacles do companies encounter when incorporating 3D visualization tools, like those used in Xbox Design Lab’s real-time previews, into e-commerce, and how does this affect the experience for casual vs. hardcore customizers?

Levi Patterson (LP): My decade-long experience in digital marketing prior to launching Spectrum provided us with valuable insights into our priorities. It quickly became clear that “what you see is what you get” (WYSIWYG) is a fundamental expectation among customers. Consequently, we recognized the necessity to develop 3D visualization, which ultimately evolved into 3DTrue, focusing on accurately representing customer creations in 3D. Our commitment to our clients and their users is to ensure that what’s designed on-screen aligns with what arrives in the package. Thankfully, this expectation is consistent among both casual and hardcore users, prompting us to prioritize premium visualization as our default. While this has been a challenge, we have continually adapted and progressed.

DT: Spectrum boasts a 100% factory integration rate across various brands. Can you describe a significant “aha” moment early on that convinced you this technology could bridge the digital design and real-world manufacturing gap?

LP: Unlike many configuration solutions that concentrate on the front end, we invest substantial time in factories and embellishment facilities aligning digital designs with reality for automated file delivery. Initially, we worried that we had taken on too much, but witnessing our first fully sublimated garment come off the production line was a defining moment, affirming that we had something remarkable. Attention to detail is crucial, and we've successfully codified those details into our platform.

DT: Spectrum's data indicates a 72% reduction in 3D load speeds and a 63% decrease in resource sizes. How did your team prioritize these improvements for crucial applications like Xbox Design Lab, and what does this mean for gamers adjusting designs on mobile devices?

LP: Our team at Spectrum has dedicated years to fine-tuning our 3D asset pipeline to ensure optimization at every stage. Beginning with the models, we take the provided CAD files, reconstruct only the visible components, and aim for clean, quadrangulated topology to facilitate straightforward texture assignment. The team's focus on weight, map counts, size, and device detection all enhance swift, interactive experiences across desktop and mobile platforms. These memory optimizations support more real-time features—like translucency, sheens, lightmaps, and intricate animations—allowing us to expand the limits of what can be done while sustaining sustainable frame rates.

DT: With precise material rendering for everything from controller plastics to Carhartt fabrics, how does Spectrum tackle the challenges of simulating textures such as leather or metal in real-time, and might this evolve to facilitate AR try-ons for custom gaming peripherals?

LP: Our PBR approach, combined with the scanning technologies we've embraced over the years, leads to the creation of highly authentic materials. To accurately replicate existing products in 3D, we also receive samples to observe how the surface interacts with light. Moreover, all assets are constructed to real-world scale, making it easy to transition into an AR environment using supported formats.

DT: Features like roster/group orders and artwork re-coloring seem transformative for teams or esports squads. Could you highlight one lesser-known tool in Spectrum’s toolkit that has changed how brands like JBL or Leatherman engage their communities?

LP: Moderation comes to mind as a crucial feature since protecting the brand is vital. We aim to provide users with a platform for their creativity while maintaining boundaries. We've been employing AI for this purpose long before ChatGPT gained mainstream attention, analyzing images in real-time to detect inappropriate content, copyright infringement, or prohibited terms and phrases.

DT: Drawing from successes like Life is Good Custom and Hydro Flask's personalization, what insights have you applied from apparel and drinkware to gaming gear, and how might Spectrum expand into custom VR headsets or modular console skins?

LP: We can now visualize nearly anything on any product In a time when individuality is a form of social currency more precious than gold, digital customization is revolutionizing consumer products, ranging from gaming controllers to daily clothing. Co-founded by Levi Patterson, Spectrum, located in Portland, has developed an advanced 3D-to-factory platform that facilitates personalized designs for prominent brands such as Xbox, Carhartt, and Hydro Flask. Levi also co-founded the marketing agency Pollinate, where he leverages his knowledge to enhance strategic integrations that transform user interaction with custom items. In a discussion with Digital Trends, Mr. Patterson shares insights on the engineering breakthroughs that allow for realistic product previews, the challenges of scaling these systems globally, and the future of engaging, tailored experiences in gaming and other areas. Digital Trends (DT): As one of the founders at Spectrum since 2011, what ignited your interest in 3D product customization, and how has your marketing experience from co-founding Pollinate shaped the platform’s emphasis on seamless consumer experiences like Xbox Design Lab? What obstacles do companies encounter when incorporating 3D visualization tools, like those used in Xbox Design Lab’s real-time previews, into e-commerce, and how does this affect the experience for casual vs. hardcore customizers? Levi Patterson (LP): My decade-long experience in digital marketing prior to launching Spectrum provided us with valuable insights into our priorities. It quickly became clear that “what you see is what you get” (WYSIWYG) is a fundamental expectation among customers. Consequently, we recognized the necessity to develop 3D visualization, which ultimately evolved into 3DTrue, focusing on accurately representing customer creations in 3D. Our commitment to our clients and their users is to ensure that what’s designed on-screen aligns with what arrives in the package. Thankfully, this expectation is consistent among both casual and hardcore users, prompting us to prioritize premium visualization as our default. While this has been a challenge, we have continually adapted and progressed. DT: Spectrum boasts a 100% factory integration rate across various brands. Can you describe a significant “aha” moment early on that convinced you this technology could bridge the digital design and real-world manufacturing gap? LP: Unlike many configuration solutions that concentrate on the front end, we invest substantial time in factories and embellishment facilities aligning digital designs with reality for automated file delivery. Initially, we worried that we had taken on too much, but witnessing our first fully sublimated garment come off the production line was a defining moment, affirming that we had something remarkable. Attention to detail is crucial, and we've successfully codified those details into our platform. DT: Spectrum's data indicates a 72% reduction in 3D load speeds and a 63% decrease in resource sizes. How did your team prioritize these improvements for crucial applications like Xbox Design Lab, and what does this mean for gamers adjusting designs on mobile devices? LP: Our team at Spectrum has dedicated years to fine-tuning our 3D asset pipeline to ensure optimization at every stage. Beginning with the models, we take the provided CAD files, reconstruct only the visible components, and aim for clean, quadrangulated topology to facilitate straightforward texture assignment. The team's focus on weight, map counts, size, and device detection all enhance swift, interactive experiences across desktop and mobile platforms. 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If the PS6 does incorporate a handheld, Sony has the opportunity to draw inspiration from various sources this time around.

Sony can gain insights not only from the Vita but also from its competitors.