(From Sebbbi)This is the first time we see modern Nvidia GPU with their own custom low level API. This is a huge difference compared to Tegra K1/X1 seen in Android tablets with OpenGL ES. I expect significantly better GPU and CPU utilization. It's also worth noting that low level APIs on shared TDP devices (integrated GPU) are a much bigger deal compared to desktops, since reduced CPU usage leaves more TDP to the GPU. Intel showed nice iGPU performance improvements at DX12 launch, just by reducing the CPU power usage.
Nintendo Switch on the other hand is a closed platform. Fixed hardware setup. Low level API that exposes all features. Technology will be designed and optimized directly to it. These are huge advantages over common Android devices. Mobile games are also often power optimized. Frame rate is limited in order to prevent the device getting too hot and running out of battery too quickly. Nintendo Switch on the other hand is a pure game device, designed to run at full clocks during long game sessions. You can't really compare it to common Android devices.
My educated guess is that Switch is much easier to develop than last-gen consoles (Xbox 360, PS3, WiiU).
Reasons:
1. Switch has a modern OoO CPU. Last gen CPU code was horrible. Lots of loop unrolling to avoid in-order bottlenecks (no register renaming). Lots of inlined functions, because no store forwarding hardware -> 40+ cycle stall for reading function arguments from stack. No direct path between int/float/vector register files (through memory = LHS stall). Variable shift was microcoded (very slow). Integer multiply was very slow. There was no data prefetching hardware. Developer had to manually insert prefect-instructions (even for linear array iteration). ~600 cycle stall if prefetch wasn't used for L2 cache miss (and no OoO to hide any of it). Code was filled with hacks to avoid all these CPU bottlenecks.
2. Switch has a modern GPU and unified memory architecture. Last gen had either EDRAM or split memory (PS3). Always had to fight to fit data to fast GPU memory (256 MB on PS3 was largest, but that was all of it). Switch 4 GB unified is going to be life saver. In addition Maxwell has delta color compression and tiled rasterizer to automatically reduce memory bandwidth usage (last gen consoles had no such fancy hardware). Maxwell also has compute shaders, allowing more flexibility and efficiency to rendering techniques.