Eurogamer is reporting the 3DS hardware's BOM is estimated to be about $101, supporting my long held belief that the 3DS is wildly overpriced for what you get. Could have been nicely profitable at $200 or $180, or even comfortable at $150...
UBM TechInsights provided that "preliminary estimate". Considering half the specs they provided are just plain wrong, I'm doubting their credibility. Those companies rarely do a good job, anyway.Eurogamer is reporting the 3DS hardware's BOM is estimated to be about $101, supporting my long held belief that the 3DS is wildly overpriced for what you get. Could have been nicely profitable at $200 or $180, or even comfortable at $150...
How come they're spilling out an estimated BoM if no one knows what CPU is in the console?
Well, my current opinion about the 3DS is that the games look way too outdated, and the initial software line-up is very weak.
I honestly fear for the future of the handheld, as it is right now. I see no interest at all in their current line-up.
The current launch line-up is a combination of the usual issues with launch titles and Nintendo holding back bigger games to help support third-parties. I would not worry about it.
How come they're spilling out an estimated BoM if no one knows what CPU is in the console?
Well, my current opinion about the 3DS is that the games look way too outdated, and the initial software line-up is very weak.
I honestly fear for the future of the handheld, as it is right now. I see no interest at all in their current line-up.
In that case, for the time being, the likelihood is that 2D mode is equivalent to just seeing one eye at its lower resolution, 400x240. The thin pixels makes sense as with square pixels you'd have a 2:1 aspect ratio. As the screen resolution is much wider than high, you'd need to pack in more pixels in the horizontal direction. I suppose the other option would be going with a higher resolution screen, 800x600, and duplicating vertical pixels. I wonder how the screen production is maanged to make Nintendo's choice more cost effective?
And what are they holding?
Another Mario Kart with gamecube looks? Ocarina of Time re-remake with N64 looks?
Star Fox 64 remake? Snake Eater re-remake?
Technically, people haven't found anything about the silicon in the 3ds yet. If it wasn't for DMP's press release, we would have not known there's a PICA200 of a kind in there either.Any idea how backwards compatibility with DS games is achieved? I don't remember hearing people finding native DS chips on the 3DS so is the 3DS emulating both the ARM9 and ARM7? It would explain the slower loading times people are seeing. And the DS's 3D hardware maps perfectly to the PICA200?
I was saying that from the POV that developers can show separate content on separate parts of the display. Of course, depending on how the GPU is optimised to produce two framebuffers, the developer may not actually be able to send sufficiently independent scenes to the two framebuffer portions. But at the very least, they should be able to send an identity-mapped texture, that shows even columns for one eye, and odd for the other. From there on, one just needs to disable the barrier.We'd need to know the underlying screen protocols. How do the devs address the 3D with its adjustable stereoscopy? Do they have full control of the screen, or do they have to send two discrete FBs? There's a possiblity that the horiztonal fields are always interleaved, and the best they can do is set the left and right cameras to the same position and get doubled horizontal pixels.
That's a good workaround I hadn't thought of. Yes, render a single camera to buffer, then split it into separate left and right fields before output. The savings from rendering 3D would be enough to cover the small overhead, so it should be doable as long as devs have decent enough access to the hardware.I was saying that from the POV that developers can show separate content on separate parts of the display. Of course, depending on how the GPU is optimised to produce two framebuffers, the developer may not actually be able to send sufficiently independent scenes to the two framebuffer portions. But at the very least, they should be able to send an identity-mapped texture, that shows even columns for one eye, and odd for the other. From there on, one just needs to disable the barrier.
Any idea how backwards compatibility with DS games is achieved? I don't remember hearing people finding native DS chips on the 3DS so is the 3DS emulating both the ARM9 and ARM7? It would explain the slower loading times people are seeing. And the DS's 3D hardware maps perfectly to the PICA200?
Ah, I was beaten to that post. So the initial speculation in correct?Chipworks decapped the Fujitsu chip and concludes that it contains two MB82DBS08645 512Mbit FCRAM modules on a single die. So we're looking at 128MB RAM, not 64MB as IGN reported nor the 64MB FCRAM/ 32MB LPDDR mix iSupply assumed.
http://www.ifixit.com/blog/blog/2011/03/28/nintendo-3ds-has-128mb-ram/
So they're using 64MB for the OS??
Maybe. The lead hardware designer at Nintendo mentioned in an interview recently that he doubled the initial system specs rather late in development.the last i read at neogaf the dev units were avalible with only 64MB so mabye this was a late stage game changer when the system was pushed back till 2011 ?