First A15 device came out about a month before Wii U, if they were especially aggressive it would have probably been possible to use it.
Definitely a tempting choice, may along with an attempt to implement why not the last rendition of ARM mali GPU (T678) which may push a sane amount of FLOPS within Nintendo power budget.
All ARM solution, should not be a trouble to put together for engineering teams, advance GPGPU capabilities, efficient use of bandwidth (TBDR).
Though that would be indeed a pretty risky bet wrt timeline, to prone to delay, etc.
Ultimately I think that Nintendo should have aimed for 2011, 40nm process were here but not the architectures we are discussing, to their credit even a few years ago (/design time) there was much better choices ceteris paribus (process, power budget, silicon budget/BOM).
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Darkblu, It is ok, I have read too much in you post. Kudos for answering the way you did.
More to the point I though it was clearer in my post that Nintendo did not had obviously better choice than what they chose for the CPU.
I just discard a big part of what I was writing because it was uselessly long and unfocused.
I will try to sum up in a better the issue I have with the system:
1) BC should have been adressed in another manner, looking at the rumor about MSFT new 360 and at Nintendo selling a whole system (the Wii mini) @99$ (for a profit), I think that they could have offer an add-on card for those really interested in BC (priced competitively and quiet possible making a profit). On top of that when I see that "ocarina of time" will be released in HD it got me to wonder about I think is a pretty paradox stance. /Back to business /business model considerations.
2) I think that within what their budget (encompassing all aspects), they made the wrong trade off.
They should have gone with the process that offer the highest density (TSMC), pass on embedded DRAM. I don't think I'm too far off if I state that they could have put 6 expresso cores, a lesser shared L2 cache and a 6 SIMD GPU (vliw4 which would end around the same size as redwood) on (~) the same die size as their GPU (~150mm^2).
3)They could not pass on a 128 bit bus, they may had to deal with situations where the system is more bandwidth constrain that the system as it it. For Nintendo own games I wonder to which extend it would have been an issue for their games, looking at AMD APU it is not that bad either.
side note) the main issue pathological case of money pinching, they used to make money on hardware, now it is tougher, the wiiU doesn't (supposedly) sell for a profit) and they will have to drop the price. The same happened with the 3ds. Their money pinching costs them money. Some bias in how they have in how they selected their hardware partners have a pretty terrible impact on their designs.
Now they think they are OK with the 3ds, they makes some money overall, but they are wrong. I would have bought the 3ds if the hardware was not that sucky, at the price they sell it (at release and now) and looking at low hand tablets should be a wake up call for investors (though Pachter gives pretty good explanations about what is going on (or is not going on) on that front).
4) back to the WiiU, I think that they needed 2GB of RAM for the games alone, if they wanted as much as 1GB for the OS/Service they needed to put an extra GB of RAM in there. It could have been covered (completely or partially) by not needed an extra chip (the CPU) and the interposer (production cost, testing, etc.).
Wrt to the RAM speed, I'm not sure which speed they selected but I suspect that in the long run it is another pathological case of money pinching /it will cost them ultimately more...
5)Then there is the power budget, I'm aware that the extra CPU cores (though I suspect that those cores are extremely power efficient /minimal issue) and extra SIMD / bigger GPU (for the ref redwood @650MHz with 1GB of DDR3 brun 43Watts alone) would have burnt more power.
They have room to lower the GPU clock and possibly get where they wanted to be, but that not the issue, it just another case of "money pinching" (/bad, short sighted decision), upping the power consumption a tad would have cost them next to nothing (a few db but those a "free" + money pinching).
6) I think that the lesser SKU need more Flash, I would think that Sony made a right choice with 12/16GB, which allows a few partial install + updates, OS, etc. 8GB seems short. I do get that Nintendo may not want to do that for its titles but others
need to do that.
final point) BC (for the sake of surfing the HD re-release wave
) and money pinching is going to cost Nintendo more money than a more properly designed system. BC makes them no money, neither it get them extra costumers but hindered their design choices, money pinching is going to actually costs them a lot of money, they sell in the "grey", they will have significantly lower the system price, competition is coming (from both end next gen, and lower cost current gen), first that will force them to remain in the grey and the effect on the user base and associated revenues (their own software sales and royalties from third party) is self explanatory at this point.
final point 2.0) Another thing is that all that was doable and should have been done in time for fall 2011, for a 2012 release I think that not going for 28nm was a mistake (/I changed I pov on the matter vs previous pov).