100% utilization on the PS3 is an honor - on a mobile system it's a shame, depletes batteries and burns hands. Rage's going to have a 30fps option because of this.
Also Apple's in a great position to spearhead the adoption of HDR displays on the mobile platforms - cheaper and more simple then on desktops with large expensive screens. Camera's are already there, consumer image formats too. Can look better then print, not just any other TV or screen. Doesn't care about iPhone4's resolution bump on the other hand.
Expects head mounted displays to become big eventually, can't tell when but he expects it. Good thing about rides using the tech is that it's more immersive. Still sucks though and not yet there - narrow FOV, weight, lag, doesn't feel like looking through goggles but more like using a controller. Latency is bad here as well, praises high speed camera experiences again. But it should be doable today with the right approach.
Multithreading and pipelining are causing such problems on Rage too, he checks regularly to keep it fast though. In the CE industry the problem is buying too many pieces of IP and software buffers add up. Most products don't have as high requirements from programmers as games do. Good software is expensive, but some of the stuff could be done a lot better.