Teardown on a production unit with high quality pictures:
https://www.sosav.fr/guides/consoles/nintendo/nintendo-salon/nintendo-switch/demontage-complet/
Nintendo failed WiiU launch badly, because they didn't have good 1st party lineup. I'd guess they wanted a good launch window lineup this time (albeit some games such as Splatoon missed the launch by a bit). Zelda is very important for Switch launch. A console is nothing without games. We also all know that Nintendo likes to use proven hardware to reduce risks and reduce hardware cost.
That's the thing though. They don't have a good launch lineup and that has been the main criticism on the console for almost all reviews out there.
Zelda is excellent. It's a top-notch game, a system seller. No question there.
But then, apart from some overly expensive gameplay experiments (like snipperclips and 1-2 Switch), almost all you get is ports of old indie games (that you could buy in $1 humble bundle packs for a windows handheld), ports of old Wii U games and.. erm.. Bomberman.
Nintendo's own lineup of "strong games" is Zelda at launch, Mario Kart 8 port in April, Fire Emblem somewhere in the Fall, Xenoblade Chronicles 2 and Mario Odyssey in the Holiday season. That's 5 games.
You say Nintendo failed Wii U's launch badly because they didn't have a good 1st-party lineup and you're right. But the Wii U's general launch lineup was actually stronger than the Switch's:
- Nintendo land (gameplay experiments similar to 1-2 Switch or Wii Sports, but it came bundled with the console)
- New Super Mario Bros U
- ZombiU
- Wipeout 3
- Batman Arkham City
- Assassin's Creed III
- CoD Black Ops 2
What I do think that failed in the Wii U was terrible marketing (people thought it was a peripheral for the Wii) and offering 7th-gen hardware while the world was already aching for the 8th-gen consoles. All things considered, the initial line-up for the Wii U was actually pretty stronger than the Switch's.
For each Call of Duty or Assassin's Creed the Wii U had (that were already available for PS360, but still..), the Switch has some indie port that has been available for ages on PC+Android+PS4Bone Digital+iOS.
Nintendo doesn't sell consoles at loss, like Microsoft and Sony have used to do. Also handheld design and parts (other than CPU/GPU) are more expensive than connected boxes. You could ask the same question: Why are Galaxy S and iPhone selling for 800$. 300$ isn't that bad. PS Vita was priced similarly, and it didn't transform to home console.
The Vita had state-of-the-art hardware for its time (unlike the Switch) and the initial price was $250. In practice, the only missing thing is a video output connector because as the teardowns show, the EXT port is connected to display controller.
The iphones and android flagships have huge margins from their BoM (depending on storage amount, iphone's margins can reach 300% IIRC), but that's also because they need to compensate for billions of investment into huge marketing budgets, sate-of-the-art SoCs that carry baseband processors, premium materials like metal alloys that can only be CNC machined and not molded, displays with unprecedented densities and brightness levels with factory calibration, expensive super-fast camera modules with OIS and phase-detection autofocus, etc.
Though I guess it's possible Nintendo is simply selling the console for as much as they can. Since they have factually no competition as a handheld console, the margins for the Switch could actually be very large.
They'd better be, for Nintendo's sake.
The problem here is
there's probably a Shield Console coming out with the
exact same specs and a
(subjectively) stronger library with much cheaper games on day one. And there's a HDMI 2.0 connector in it, and it can play 4K HDR Netflix content, and you can install android apps.
nvidia is putting quite the competition on the Switch. Which is odd as hell.
New chip revisions are expensive. All of the things you list are tiny. Not much die space wasted.
I have to strongly disagree with you here. The ISP, video encoders/decoders, LITTLE module(s) and glue logic take up a substantial chunk of the die area.
There aren't a lot of x-ray die shots with proper descriptions out there, but here is a good one from the Exynos 5410:
This is a 122mm^2 SoC at 28nm using Cortex A15 + A7 modules. I know the TX1 uses more complex ARMv8 CPU modules, but it's also a denser 20nm SoC chip. TX1's ISP is also incredibly more powerful than the Exynos 5410 due to its automotive aspirations, and so is e.g. the video decoder (max 1080p 60FPS H264 in 5410 vs. 4K HDR 60FPS HEVC in TX1).
In the end, the proportions inside the various SoCs (without baseband processors) for fixed-function hardware doesn't seem to differ all that much different between models. Here's
a shot of the old Tegra 2:
In the Tegra 2, the ISP alone occupied about 10% of the whole chip. In the 5410, the LITTLE module + video coder/encoder + ISP amount to 25% of the chip, and this is even without taking into account the CCI glue. The Switch has no cameras, so it has no use for an ISP at all. Even the audio codec module could be greatly simplified, since the TX1 supports 8-channel 24bit 192KHz but the Switch can only output 6-channel 16bit 48KHz. Plus, the Cortex A57 module could be optimized for density instead of performance, given its very low 1GHz clocks.
In the end, I do think that by taking away all unnecessary stuff from the TX1 plus simplifying the video/audio codec blocks, display output etc. nvidia could have produced a 20-30% smaller chip.
And for a chip that is definitely being put into at least ~8 million devices, you can bet that makes a huge difference. Being able to produce 20% more chips per waffer would result in savings in the order of several tens of millions.
Tegra X1 never got popular in mobile phones or tablets. Maybe Nvidia had excess stock and Nintendo got a good deal.
Were nvidia's sales predictions for TX1 so bad for so long that they had millions of TX1 chips sitting in a warehouse?
I wouldn't draw such inferences about GPU perf/W from the whole-system wall power consumption numbers we've seen. I mean, was the Switch battery being charged while it was drawing 16W? That's a really huge factor which could account for several extra watts by itself. And just the whole arrangement of the power delivery might not really be optimized for getting peak efficiency out of the wall, or at least not in a way that scales down in watts from XB1 or PS4...
OTOH lower wattage PSUs tend to get better efficiency, since less power = less heat = less drainage.
But you're right, exact inferences can't be drawn from wall measurements and theoretical specs alone. That was just an exercise.
My point was the TX1 would have easily beaten the 2013 consoles in power/performance. But for the 2016/2017 models those 20nm are inevitably showing their age.