[1] https://medium.com/@adamagb/nintendo-s-little-known-product-...
"lateral thinking with withered technolgoy"
Oh, please. Nintendo is infamous for being cheapasses with their hardware design decisions, working to boost profit margins over all else.
The N64 is a great example. Top notch graphics which they spent a small mint on...that was then hobbled by a storage format they could exploit more control over, resulting in ported games having to be chopped up.
>Top notch graphics which they spent a small mint on
From what I understood the design was a completed SGI design that was originally going to go to Sega but they passed on it and it went to Nintendo. This was the advent of 3D Graphics in the consumer video game market and so of course they were going to make mistakes. Its questionable how much Nintendo was involved in the low level design but they did end up providing a very decent graphics solution at a reasonable price point.
Hell the PSX has that terrible fixed point integer based calculation so it causes polygons "snapping into place" that causes the wobble effect so its not like they were the only ones making decisions that made the final product not as good as it could have been.
>resulting in ported games having to be chopped up
Maybe your thinking of it the wrong way. Software was more custom tailored back in the day to better take advantage of the custom abilities of the hardware because there just wasn't any breathing room for more generic ports.
Just imagine all of the n64 software that didn't even make it at all to the PSX because it was completely out of the question. Why should Nintendo be blamed for choosing what they felt were specific features to make their games the way they wanted? If other software does not fit the paradigm that the N64 provides then it is the fault of the software.
I recall reading this very same statement in a game mag during that time. It made a lot of sense considering how often the PSX would need to load in the map. Resident Evil 2 comes to mind, then MGS. MGS got away with the loading because it hid it behind the various FMVs.
>Hell the PSX has that terrible fixed point integer based calculation so it causes polygons "snapping into place" that causes the wobble effect so its not like they were the only ones making decisions that made the final product not as good as it could have been.
Yeah, then there was this. To be fair to Sony, I think they went cheap on the initial PSX as it was uncharted territory and I'm certain the finance gurus had pumped the brakes on being too lofty out the gate. Now the "wobbly" graphics are viewed as an aesthetic lol.
More FMV but crappier games for sure.
More likely Nintendo got a really good deal on it.
It is entirely possible that it was just price based and they didn't care about the chip bug, but given the timings I still think they would have selected the chip before it was complete and in consumer products.
The comparable competitive Android chip, also launched in late 2015, was the Qualcomm Snapdragon 820. That chip was widely known as being one of the worst Qualcomm chips ever made; for mediocre power efficiency, lots of heat generation, thermal throttling, and a buggy first attempt at 64-bit instructions. All that for a GPU that is, on paper, significantly weaker [1] (though, maybe the Switch's cooling could've helped close that gap a bit). But even then, you're dealing with Qualcomm, and everyone knows they are just the worst.
First, because Qualcomm loves royalties based on the device's MSRP, rather than a flat charge per chip. Nintendo probably wouldn't like that. Secondly, while NVIDIA GPU drivers are a proprietary blob, that's of little concern to Nintendo, and that blob can be easily adapted to run on any OS under the sun, including their own. Qualcomm - enjoy a hackneyed Linux fork, that's the best you'll get. From our perspective they're both pretty bad, but from Nintendo's perspective trying to add support to their custom microkernel Switch OS, one's clearly garbage.
Outside of Qualcomm... what else do you have for 2017? Exynos and MediaTek? I think it goes without saying... there are no upsides to passing on the Tegra X1 for a MediaTek from that era.
[1] Edit: I previously said 50% and 100% weaker, but that's very grammatically ambiguous; and FLOPs are a very bad metric of performance, because there are 3 different kinds of FLOP metrics floating around that aren't comparable (due to different levels of precision). Combined with the Tegra being designed for cooling and the Qualcomm designed for no cooling, it's hard to tell specifically how large the gap is, even though a gap is almost certainly there. I think my point still stands.
From digging at history threads: The alternative SoC option they had was a quad-A53 SoC with Decaf (a Wii U GPU cut in half with Wii backwards compat gone) co-designed with STMicro.
https://nvidianews.nvidia.com/news/nvidia-launches-tegra-x1-...
It was going to be for "Deep Learning," "Computer Vision Applications," "NVIDIA DRIVE car computers," and robots. As we know, outside of some Tesla models, that didn't really happen.
Rumoredly, according to people who have read the leaked Nintendo documents (Modern Vintage Gamer has implied it in replies to comments on his videos), NVIDIA had found the bug with the recovery mode before the Switch's launch; but Nintendo couldn't just move the announced Switch launch date to wait for a chip revision, especially after the Wii U financial performance. So, off it went and they just had to cross fingers and hope nobody found it. Nintendo probably got a good discount for that mistake too.
As YOU know.
The Tegra X1 (which the switch used) was never used in any production automotive application, correct. But you mentioned Tesla, so let's talk about other Tegra generations.
Other Tegra generations were used in Teslas in varying quantities (Tegra 2, 3, and K1). Mercedes has been shipping Tegra in their "MBUX" cars for a few years now as well. A couple of Chinese companies are shipping Tegra via NVD. Volvo, Land Rover, and Jaguar are also going to be shipping it shortly as well.
Sony has their own such codec which is why the audio jack on the PS controllers works so well..
> SBC operates at a latency of between 170 and 270 milliseconds (yanked from the web so it may be a bit off)
Stacked on top the typical input latency and you talking somewhere in the neighborhood of 1/4, 1/3, or even pushing 1/2 seconds latency from an input to hearing a sound that plays in response to the input.
An individual might get used to it, or it might not bother them, but it's still there and measurably poor. Even for straight video, Amazon Firestick and other devices will add video latency to compensate.
LHDC and aptX-LL on the other hand can hit 30ms of latency.