In telecommunications and computing, backward compatibility (or backwards compatibility) is a property of an operating system, software, real-world product, or technology that allows for interoperability with an older legacy system, or with input designed for such a system.
Modifying a system in a way that does not allow backward compatibility is sometimes called "breaking" backward compatibility. [1] Such breaking usually incurs various types of costs, such as switching cost.
A complementary concept is forward compatibility ; a design that is forward-compatible usually has a roadmap for compatibility with future standards and products. [2]
A simple example of both backward and forward compatibility is the introduction of FM radio in stereo. FM radio was initially mono, with only one audio channel represented by one signal. With the introduction of two-channel stereo FM radio, many listeners had only mono FM receivers. Forward compatibility for mono receivers with stereo signals was achieved by sending the sum of both left and right audio channels in one signal and the difference in another signal. That allows mono FM receivers to receive and decode the sum signal while ignoring the difference signal, which is necessary only for separating the audio channels. Stereo FM receivers can receive a mono signal and decode it without the need for a second signal, and they can separate a sum signal to left and right channels if both sum and difference signals are received. Without the requirement for backward compatibility, a simpler method could have been chosen. [3]
Full backward compatibility is particularly important in computer instruction set architectures, two of the most successful being the IBM 360/370/390/Zseries families of mainframes, and the Intel x86 family of microprocessors.
IBM announced the first 360 models in 1964 and has continued to update the series ever since, with migration over the decades from 32-bit register/24-bit addresses to 64-bit registers and addresses.
Intel announced the first Intel 8086/8088 processors in 1978, again with migrations over the decades from 16-bit to 64-bit. (The 8086/8088, in turn, were designed with easy machine-translatability of programs written for its predecessor in mind, although they were not instruction-set compatible with the 8-bit Intel 8080 processor of 1974. The Zilog Z80, however, was fully backward compatible with the Intel 8080.)
Fully backward compatible processors can process the same binary executable software instructions as their predecessors, allowing the use of a newer processor without having to acquire new applications or operating systems. [4] Similarly, the success of the Wi-Fi digital communication standard is attributed to its broad forward and backward compatibility; it became more popular than other standards that were not backward compatible. [5]
In software development, backward compatibility is a general notion of interoperation between software pieces that will not produce any errors when its functionality is invoked via API. [6] The software is considered stable when its API that is used to invoke functions is stable across different versions. [6]
In operating systems, upgrades to newer versions are said to be backward compatible if executables and other files from the previous versions will work as usual. [7]
In compilers, backward compatibility may refer to the ability of a compiler for a newer version of the language to accept source code of programs or data that worked under the previous version. [8]
A data format is said to be backward compatible when a newer version of the program can open it without errors just like its predecessor. [9]
This section focuses only on one specialized aspect of the subject.(May 2023) |
There are several incentives for a company to implement backward compatibility. Backward compatibility can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware. Classic video games are a common example used when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. [10] Backward compatibility also acts as a selling point for new hardware, as an existing player base can more affordably upgrade to subsequent generations of a console. This also helps to make up for lack of titles at the launch of new systems, as users can pull from the previous console's library of games while developers transition to the new hardware. [11] Moreover, studies in the mid-1990s found that even consumers who never play older games after purchasing a new system consider backward compatibility a highly desirable feature, valuing the mere ability to continue to play an existing collection of games even if they choose never to do so. [12] Backward compatibility with the original PlayStation (PS) software discs and peripherals is considered to have been a key selling point for the PlayStation 2 (PS2) during its early months on the market. [13]
Despite not being included at launch, Microsoft slowly incorporated backward compatibility for select titles on the Xbox One several years into its product life cycle. [14] Players have racked up over a billion hours with backward-compatible games on Xbox, and the newest generation of consoles such as PlayStation 5 [15] and Xbox Series X/S also support this feature. A large part of the success and implementation of this feature is that the hardware within newer generation consoles is both powerful and similar enough to legacy systems that older titles can be broken down and re-configured to run on the Xbox One. [16] This program has proven incredibly popular with Xbox players and goes against the recent trend of studio-made remasters of classic titles, creating what some believe to be an important shift in console makers' strategies. [14]
The monetary costs of supporting old software is considered a large drawback to the usage of backward compatibility. [11] [12] The associated costs of backward compatibility are a larger bill of materials if hardware is required to support the legacy systems; increased complexity of the product that may lead to longer time to market, technological hindrances, and slowing innovation; and increased expectations from users in terms of compatibility. [1] It also introduces the risk that developers will favor developing games that are compatible with both the old and new systems, since this gives them a larger base of potential buyers, resulting in a dearth of software which uses the advanced features of the new system. [12] Because of this, several console manufacturers phased out backward compatibility towards the end of the console generation in order to reduce cost and briefly reinvigorate sales before the arrival of newer hardware. [17]
It is possible to bypass some of these hardware costs. For instance, earlier PlayStation 2 (PS2) systems used the core of the original PlayStation (PS1) CPU as a dual-purpose processor, either as the main CPU for PS1 mode or upclocking itself to offload I/O in PS2 mode. This coprocessor was replaced with a PowerPC-based processor in later systems to serve the same functions, emulating the PS1 CPU core. Such an approach can backfire, though, as was the case of the Super Nintendo Entertainment System (Super NES). It opted for the more peculiar 65C816 CPU over the more popular 16-bit microprocessors on the basis that it would allow for easy backwards compatibility with the original Nintendo Entertainment System (NES), but ultimately did not proved to be workable once the rest of the Super NES's architecture was designed. [18]
The Game Boy Advance (GBA) is a 32-bit handheld game console developed, manufactured, and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in the PAL region on June 22, 2001, and in mainland China as iQue Game Boy Advance on June 8, 2004.
The Game Boy Color is an 8-bit handheld game console, manufactured by Nintendo, which was released in Japan on October 21, 1998, and to international markets that November. Compared to the original Game Boy, the Game Boy Color features a color TFT screen rather than monochrome, a processor that can operate twice as fast, and four times as much memory. It retains backward compatibility with games initially developed for its predecessor.
A sound card is an internal expansion card that provides input and output of audio signals to and from a computer under the control of computer programs. The term sound card is also applied to external audio interfaces used for professional audio applications.
A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.
In computing, protected mode, also called protected virtual address mode, is an operational mode of x86-compatible central processing units (CPUs). It allows system software to use features such as segmentation, virtual memory, paging and safe multi-tasking designed to increase an operating system's control over application software.
Forward compatibility or upward compatibility is a design characteristic that allows a system to accept input intended for a later version of itself. The concept can be applied to entire systems, electrical interfaces, telecommunication signals, data communication protocols, file formats, and programming languages. A standard supports forward compatibility if a product that complies with earlier versions can "gracefully" process input designed for later versions of the standard, ignoring new parts which it does not understand.
In the history of video games, the sixth generation era is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the 21st century, starting on November 27, 1998. Platforms in the sixth generation include consoles from four companies: the Sega Dreamcast (DC), Sony PlayStation 2 (PS2), Nintendo GameCube (GC), and Microsoft Xbox. This era began on November 27, 1998, with the Japanese release of the Dreamcast, which was joined by the PlayStation 2 on March 4, 2000, the GameCube on September 14, 2001 and the Xbox on November 15, 2001, respectively. On March 31, 2001, the Dreamcast was among the first to be discontinued. Xbox in 2006, GameCube in 2007 and PlayStation 2 was the last, in January 2013. Meanwhile, the seventh generation of consoles started on November 22, 2005, with the launch of the Xbox 360.
The Atari Falcon030, released in 1992, is the final personal computer from Atari Corporation. A high-end model of the Atari ST line, the machine is based on a Motorola 68030 CPU and a Motorola 56001 digital signal processor, which distinguishes it from most other microcomputers of the era. It includes a new VIDEL programmable graphics system which greatly improves graphics capabilities.
A softmod is a method of using software to modify the intended behavior of hardware, such as computer hardware, or video game consoles in a way that can overcome restrictions of the firmware, or install custom firmware.
The FM Towns Marty is a home video game console released in 1993 by Fujitsu, exclusively for the Japanese market. It uses the AMD 386SX, a CPU that is internally 32-bit but with a 16-bit data bus. The console comes with a built-in CD-ROM drive and disk drive. It was based on the earlier FM Towns computer system Fujitsu had released in 1989. The Marty was backward-compatible with older FM Towns games.
Scratchpad memory (SPM), also known as scratchpad, scratchpad RAM or local store in computer terminology, is an internal memory, usually high-speed, used for temporary storage of calculations, data, and other work in progress. In reference to a microprocessor, scratchpad refers to a special high-speed memory used to hold small items of data for rapid retrieval. It is similar to the usage and size of a scratchpad in life: a pad of paper for preliminary notes or sketches or writings, etc. When the scratchpad is a hidden portion of the main memory then it is sometimes referred to as bump storage.
The PlayStation 3 system software is the updatable firmware and operating system of the PlayStation 3. The base operating system used by Sony for the PlayStation 3 is a fork of both FreeBSD and NetBSD known internally as CellOS or GameOS. It uses XrossMediaBar as its graphical shell.
The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 30 November 2000. It is the successor to the PlayStation, as well as the second installment in the PlayStation brand of consoles. As a sixth-generation console, it competed with Nintendo's GameCube, Sega's Dreamcast, and Microsoft's Xbox. It is the best-selling video game console of all time, having sold over 155.0 million units worldwide, nearly triple the combined sales of its competing consoles.
A video game console emulator is a type of emulator that allows a computing device to emulate a video game console's hardware and play its games on the emulating platform. More often than not, emulators carry additional features that surpass limitations of the original hardware, such as broader controller compatibility, timescale control, easier access to memory modifications, and unlocking of gameplay features. Emulators are also a useful tool in the development process of homebrew demos and the creation of new games for older, discontinued, or rare consoles.
Various accessories for the PlayStation 2 video game console have been produced by Sony, as well as third parties. These include controllers, audio and video input devices such as microphones and video cameras, and cables for better sound and picture quality.
Xbox is a video gaming brand that consists of five home video game consoles, as well as applications (games), streaming service Xbox Cloud Gaming, and online services such as the Xbox network and Xbox Game Pass. The brand is produced by Microsoft Gaming, a division of Microsoft.
The PlayStation 2 technical specifications describe the various components of the PlayStation 2 (PS2) video game console.
The Xbox Series X and Xbox Series S are the fourth generation of consoles in the Xbox series. Released on November 10, 2020, the higher-end Xbox Series X and lower-end Xbox Series S are part of the ninth generation of video game consoles, which also includes Sony's PlayStation 5, released the same month. Both superseded the Xbox One.
forward compatibility.