Dring clarified that the figure refers specifically to:
Crucially, he confirmed the data is global, not limited to any single region .
For online multiplayer games, Dring noted the PlayStation share is typically lower . He did not specify a percentage, but the implication is that multiplayer sales narrow closer to the hardware install-base ratio, because cross-play and persistent communities spread players more evenly across platforms.
The software sales disparity sits on top of a massive hardware gap:
| Metric | PS5 | Xbox Series X|S | Ratio |
|---|---|---|---|
| Estimated shipped/sold as of mid-2026 | ~91 million | ~34.4 million | ~2.65:1 |
| Market share of current-gen consoles | ~71-72% | ~28-29% | ~2.5:1 |
A 75-80% PlayStation share (a 3:1 to 4:1 ratio) is meaningfully worse for Xbox than hardware alone would predict. Dring's own data on Game Pass explains why.
Dring has stated that games entering Game Pass can expect to lose ~80% of their expected premium sales on Xbox . He cited titles like Hellblade 2, Indiana Jones, and even Starfield as examples where subscription availability suppressed paid sales . The cannibalization is less severe for massive mainstream releases, but still substantial .
This means Xbox's effective addressable market for paid game sales is much smaller than its console install base suggests. Many Xbox owners play through Game Pass rather than buying. Dring also noted that Game Pass launches can actually boost PS5 sales of multiplatform titles, because marketing exposure reaches a wide audience while Xbox owners consume via subscription .
Real-world evidence: For Call of Duty: Black Ops 6 (which launched day-one on Game Pass), UK physical data showed PS5 sales remained steady year-on-year while Xbox physical sales dropped significantly . Third-party data estimated the UK split at PS5 70%, PC 16%, Xbox 10%, PS4 4% — a 7:1 ratio in favor of PlayStation for that specific territory .
The data debate came to a head when GTA 6 pre-orders opened in June 2026.
IGN's report: On June 27, 2026, IGN published data from its deal-tracking platform IGN Finds claiming that GTA 6 pre-orders on PS5 were outpacing Xbox by an 8-to-1 margin .
Microsoft's denial: Xbox responded publicly, saying the IGN figures "are not based on actual pre-order data" and that GTA 6 is seeing "record orders" across the Xbox ecosystem . Microsoft urged people to "wait for real data and not clicks on affiliate links" .
Other reported ratios: Some outlets cited a 6-to-1 ratio rather than 8-to-1 . Regardless, the claimed ratio (6:1 or 8:1) is far higher than even the 75-80% / 3:1-4:1 split Dring describes for typical AAA single-player games.
This extreme ratio makes sense in context: GTA 6 is arguably the most anticipated game ever, it has a formal marketing partnership with Sony (Rockstar officially stated "GTA VI plays best on PS5") , and the PS5 install base is ~91M vs ~34M . An 8:1 pre-order split would still imply Xbox moving millions of units, but it would also reflect:
The bottom line: independent pre-order data is disputed, with IGN reporting an 8:1 PS5 lead and Microsoft disputing that number while refusing to release its own figures. What is clear is that PS5 is leading by a very wide margin, consistent with the wider software-sales trend Dring describes.
For game developers and publishers deciding platform priorities, Dring's data carries a clear implication: on current-gen consoles, the PlayStation 5 represents roughly three-quarters of addressable premium unit sales for single-player games. The Xbox audience, while still significant in absolute terms (tens of millions of consoles sold), has been conditioned to wait for Game Pass, suppressing premium attach rates. Multiplayer titles offer more balanced distribution, but for story-driven, single-player experiences, the PlayStation ecosystem dominates.