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Nintendo looking for Lead Graphic Engineer for Next-Gen Console SoC in Redmond

Ah, yes. Completely forgot about Intrinsity. Thanks!

Anyway, the AMCC X-Gene and Marvell Sheeva are generally considered custom as far as I can tell. And the K12 reportedly will be custom as well. I believe Samsung announced a custom core a while ago but I don't think it's actually out yet.

And I was talking about CPUs when I listed those GPU suppliers. The point is that it wouldn't be shocking if Nintendo unveiled a SoC designed by a company nobody has ever heard of, custom core or not. As I wrote, quite a few companies have ARM architectural licenses (as opposed to core licenses), and since ARM doesn't publish a comprehensive list of licensees, we don't really know all options in the first place. But Nintendo could also use standard ARM cores, that would leave them with even more options. There are dozens of companies out there designing ARM based SoC, and at least half a dozen that can do custom cores.

The hiring sounds like they want to be API compliant, which makes me think they want to keep up with the Joneses so to speak. I think AMD is uniquely proven to be able to deliver SoCs under 10 watts and over 100 watts. Other options are of course always possible given their mixed history, but I think/hope Nintendo realizes the benefit of hardware similarity in terms of performance and differentiating themselves with aesthetics, 1st party games and interaction paradigms.
 

10k

Banned
but wouldnt their console specs be limited to what they put in the handheld they release? (because of their new vision )
Not necessarily. It would be like a iphone to iPad difference. The hardware architecture would be the same but at different clock speeds and such so the game's would be scaled down to run on the handheld.
And? Last generation most of the big franchises on Wii saw at least two releases (Mario, Zelda, Metroid, Wii Sports, Wii Fit, Mario & Sonic) the trend these days has been toward annual or semiannual series anyway, and outside of "once per platform" games like Mario Kart and Smash Nintendo hasn't been an exception.
So from 2016-2018 Wii U owners are going to play another Mario, another Zelda and HD remakes with little to no third party games? That's enough content to satisfy them for two years?

The Wii was an anomoly in success and longevity. It lasted six years instead of Nintendo's usual five years. Mainline mario games usually came once per console until the Wii and we got two Zelda's usually at around 2-3 years apart. You're not seeing a second zelda until 2018 which means you're better off doing a twilight princess and porting it to the Wii U and new console.

Right now they have no idea what to do with metroid according to their E3 interview, so they're not getting two this gen, I'll be shocked if we get one.

F-Zero is dead. Miyamoto doesn't want to touch it because he said he can't bring anything new to it.

Maybe a standalone fire emblem?

Unless nintendo has a bunch of new IP's planned for 2016-2018 you're just gonna get a new mario, new zelda, metroid and Fire emblem plus some obscure games here and there in a two year window.


Edit: they also refuse to put a pokemon RPG on Consoles.
 

Snakeyes

Member
If this gen has proven anything, it's that people don't give a FUCK about backwards compatibility.
All it proves is that backwards compatibility is worthless if it comes at the expense of better hardware for the newest system, not that the feature has no value to the consumer in and of itself. The two most successful console follow-ups to date (PS2, Wii) had backwards compatibility, and so did all of Nintendo's handhelds. The most popular gaming platforms on the market right now (tablets and smartphones) are built around forward and backwards compatibility.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
If Nintendo did an x86 design for their mobile system and console, it would homogenize their system, and it would lower the barrier to third parties putting games easily on their platform.
In what shape or form are mainstream ARM platforms hard for 3rd parties to put games on? That's a genuine question.

I suppose if they thought that the future of games was mobile first, they'd go ARM. But I think there's a serious argument for them wanting to provide premium experiences that start at the home.
What premium experience? You're not getting > 2.5GHz i5s / i7s and stand-alone GPUs in any of the consoles. Not this gen, and not in the next one. Consoles will be actually going more mainstream-SoC based, if anything. There you need both a decent CPU and a decent GPU on the same die. Who exactly do you propose to integrate an i7 with a 3rd party GPU? Intel? There's one 3rd party GPU IP that Intel know how to couple with their mobile cores - PowerVR. That might cut it on the handheld front, but there nintendo have zero reasons to part with ARM, so while their next handheld's GPU could be a PowerVR, the CPU's still going to be an ARM. Intel's desktop cores have never shared a die with anything else but an Intel Graphics. If we assumed there was a 3rd party IP Intel would need to integrate with a desktop core for nintendo, that'd be way more than a customization - that'd be a serious undertaking for all the parties involved. Do you actually believe Intel would do that for a potential customer like nintendo?

No, they're not custom. Like I said, Qualcomm and Nvidia are doing custom ARM cores (Apple too). Everyone else does Vanilla A15, A53/57 etc. cores.
Who's everybody else? Currently, SoCs based on custom v8's are done by:
  • AMCC
  • Apple
  • NV
By the end of 2016 those will be joined by:
  • Qualcomm
  • AMD
  • Broadcom
Vendors who have not disclosed their v8 plans yet, but who will very likely have their custom-v8-based SoCs by the end of 2016:
  • Marvell
  • Samsung
Basically, *everybody* will be doing v8s by the time nintendo will need to ship their next system. Of those parties, Apple alone do not offer their parts for sale.

Not only is Intel competitive on performance in the mobile space (and their finally in a position to leverage their process advantage as well), but their acquisition of Infineon has made them competitive in the modem business. See their recent design win with the Samsung Galaxy Alpha that has a Cat 6 modem.
Are you referring to Bay Trails? Those boast Jaguar-level IPC and solid turbo boosts, but that's about them. That makes them quite performance-competitive against A15 parts, but they'll have a hard time against A57s, and be entirely out of the 'top-players' v8's league (currently including A8, Denver, X-Gene/Helix, but that will soon change).
 
In what shape or form are mainstream ARM platforms hard for 3rd parties to put games on? That's a genuine question.

Optimization expertise, debuggers etc. are much more advanced for "AAA" games on x86 and powerPC than they are for ARM. That's where the bulk of current developers' experience lies.


What premium experience? You're not getting > 2.5GHz i5s / i7s and stand-alone GPUs in any of the consoles. Not this gen, and not in the next one. Consoles will be actually going more mainstream-SoC based, if anything. There you need both a decent CPU and a decent GPU on the same die. Who exactly do you propose to integrate an i7 with a 3rd party GPU? Intel? There's one 3rd party GPU IP that Intel know how to couple with their mobile cores - PowerVR. That might cut it on the handheld front, but there nintendo have zero reasons to part with ARM, so while their next handheld's GPU could be a PowerVR, the CPU's still going to be an ARM. Intel's desktop cores have never shared a die with anything else but an Intel Graphics. If we assumed there was a 3rd party IP Intel would need to integrate with a desktop core for nintendo, that'd be way more than a customization - that'd be a serious undertaking for all the parties involved. Do you actually believe Intel would do that for a potential customer like nintendo?

Not sure what you're on about. I was using Intel as an example of competitive perf/W in the mobile space. My argument has been an AMD design all along.


Who's everybody else? Currently, SoCs based on custom v8's are done by:
  • AMCC
  • Apple
  • NV
By the end of 2016 those will be joined by:
  • Qualcomm
  • AMD
  • Broadcom
Vendors who have not disclosed their v8 plans yet, but who will very likely have their custom-v8-based SoCs by the end of 2016:
  • Marvell
  • Samsung
Basically, *everybody* will be doing v8s by the time nintendo will need to ship their next system. Of those parties, Apple alone do not offer their parts for sale.


Are you referring to Bay Trails? Those boast Jaguar-level IPC and solid turbo boosts, but that's about them. That makes them quite performance-competitive against A15 parts, but they'll have a hard time against A57s, and be entirely out of the 'top-players' v8's league (currently including A8, Denver, X-Gene/Helix, but that will soon change).

Do you think any of those are as well position as AMD to provide a performance competitive GPU with wide API compliance and customized CPU core on the same die? Now add to the mix that AMD could do an x86 or ARMv8 custom core and it becomes hard to imagine anyone else with a competitive advantage on them.
 

Schnozberry

Member
I can't imagine Nintendo going any other direction than AMD semi custom with ARM V8 CPU cores. Unless Nvidia gives them a deal that's way too good to pass up.
 

Radec

Member
I wonder if they will just cheap it out again and aim for ps4 level of power and release it in 3-4 years from now. lol
 
I actually thought that the GamePad was a really innovative take on home consoles. Much more application than the standard motion sensors. Asymmetrical gameplay has by far led to some of the most fun I've had in years. I still play Nintendoland with my family, cause we have a blast every single time.

Nintendo's real problem is marketing.
Their marketing is atrocious. ATROCIOUS. And they do not learn.
International policies, such as region locking, also hold them back.
They're a bit too traditional in some business practices.
Their hardware really isn't the problem. Their software definitely isn't.
I agree, the gamepad is awesome...but if the cut it out next time they can sell it for upto $100 less. Imo the main reasons WiiU isn't selling is because its too high, especially when you can get another system in 3DS for much cheaper.

They really shouldn't try to up the graphics much if at all next time. Theres no point. The graphics on WiiU is already phenomenal and its not worth it to further incease dev costs, price, and possibly get even less games than on WiiU. Third parties won't come back no matter what. That ship has sailed outside of stuff like Hyrule Warriors crossovers.

With the PS4 & XB1, I just don't see any future Nintendo system selling much except to hardcore Nintendo fans. The 3DS actually sells quite alot even if its still down.

Just in my opinion, I think they need to create a single hybrid system. Package would be a portable system that comes with a HDMI cable to hook up to the tv. The new handheld would have built in bluetooth making it compatible with WiiMotes, Pro Controllers, etc. No new console controller would happen. You can play with upto 4 players localy on the tv like always, or play the portable system.

I don't know how cheap graphics chip would be by the next system, which would release maybe late 2016, 2017 at latest, but they need to sell it for no more than $200 if they do, then I think it will sell badly again. This would sadly likely cause a decrease in graphics from WiiU to get it in that price, but I don't see any other way to go with future home consoles. Just more graphics feels pointless and won't sell to anyone besides hardcore Nintendo fans, its always nice and I like better graphics too but it'll just eat up more money.

Do I think they will do this? No, but I think it might be the best approach. Its just hard to imagine any other scenario where a Nintendo "home console" can sell well anymore. Plus they can develop more games for both handheld and home systems since they would be the same system and have much less droughts.

If Nintemdo does continue on with traditional home consoles and no hybrid, I will be very interested to see what they do to try to sell it. Its gonna have to be something just flat out crazy lol.
 

Trago

Member
I would be very surprised if it matched the Xbone let alone ps4.

I think it depends on whether or not they want third parties developing games for them. If they just say "fuck it" and go it along next time, then I don't think they'll need a powerful box. If they do, I think their next console will at least boast a few new graphical features or something. I think they don't want to go it alone next time.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
Optimization expertise, debuggers etc. are much more advanced for "AAA" games on x86 and powerPC than they are for ARM. That's where the bulk of current developers' experience lies.
First off, there's no such thing as 'x86 optimisation expertise'. You can be an expert with this or that microarchitecture (or a few of them at the same time), but x86 and PPC are both ISAs, not a microarchitecture. Reality in x86 world is that what yields nice IPC on a Haswell might not on a Jaguar, etc. Heck, the differences between IvyBridge and Haswell are not negligible, to the point that one'd have to be careful when targeting the two microarchitectures with the same binaries, if optimal performance on either of them was sought. Devs get proficient with the hw anew with the start of each new generation, and x86 does not magically dispel that. You can ask any ps4/xb1 dev about the cache intricacies of the dual-cluster Jaguar configs in the current consoles - you'd be excited to learn about the 'x86 desktop experiences' they got there.

From there on, Debuggers are 90% as good on today's ARMs as they are on today's x86's (essentially the same debuggers outside of ms windows). Compilers are 100% as good on today's ARM as they are on today's x86 (they are essentially the same if we focus on gcc & clang, which both have excellent ARM backends, and clang has been compiler of choice for SCE this gen). Profilers are 90% as good on ARM as they're on x86 (perf has had aarch64 support since 2012). Of course all those numbers are my personal estimates, but they come from actual experience across multiple architectures.

ARM are not some 'second class' citizen in toolchain-land. And that shouldn't surprise anybody, as way more developers target ARM (v7, etc) these days than x86, in total. So the entire 'x86 expertise' angle is hardly a factor. Seriously, if you're about to play the expertise card, ARM gets the popularity vote, easily, among all modern ISAs.

Not sure what you're on about. I was using Intel as an example of competitive perf/W in the mobile space. My argument has been an AMD design all along.
Well, I guess I fell for the 'premium experience' red herring there. A premium experience in my eyes is something traditionally provided by an 4..8-core desktop Intel and an AMD/NV standalone GPU, so I went on a SoC trajectory from there. Anything else requires very serious efforts on developers' part, as repeatedly demonstrated by pc/console multiplat devs this gen, x86 and all (Ubisoft's recent discussion, etc.)

Do you think any of those are as well position as AMD to provide a performance competitive GPU with wide API compliance and customized CPU core on the same die? Now add to the mix that AMD could do an x86 or ARMv8 custom core and it becomes hard to imagine anyone else with a competitive advantage on them.
Let's see. NV can, easily (sans the x86 part, apparently, the value of which is subject to this very discussion). Apple have proven that they can (with the help of IMG), alas they're not interested. Qualcomm (to whom once upon a time AMD sold ATI's entire mobile division, engineers, architects and all), also can, and are actually interested. Broadcom could, if given the incentive, and the same goes for AMCC. The thing about open ecosystem architectures is that quite a few IP vendors are willing to provide you with all kinds of added-value IP. For instance, three vendors (IMG, ARM, Vivante) offer ARM-tailored GPU IPs, and every ARM vendor could use any of those IPs with their designs, if they don't have a domestic one already. Now, how many of those IP vendors could match AMD at the high end of the spectrum? Perhaps none, but two of the in-house GPU vendors - NV and QCOMM, could, and would, if given the opportunity.

Last but not least, AMD can provide nintendo with all the ARM-centric tech nitendo might need for their next-gen console SoC. So I'm not quite following your AMD argument here.
 
First off, there's no such thing as 'x86 optimisation expertise'. You can be an expert with this or that microarchitecture (or a few of them at the same time), but x86 and PPC are both ISAs, not a microarchitecture.

I'm talking about ISA microop optimization. Not sure why you're conflating with specific microarchitectures.

Reality in x86 world is that what yields nice IPC on a Haswell might not on a Jaguar, etc. Heck, the differences between IvyBridge and Haswell are not negligible, to the point that one'd have to be careful when targeting the two microarchitectures with the same binaries, if optimal performance on either of them was sought. Devs get proficient with the hw anew with the start of each new generation, and x86 does not magically dispel that. You can ask any ps4/xb1 dev about the cache intricacies of the dual-cluster Jaguar configs in the current consoles - you'd be excited to learn about the 'x86 desktop experiences' they got there.

Overall, my point is forcing developers to x86 -> ARM. Not one x86 uarch to another.

ARM are not some 'second class' citizen in toolchain-land. And that shouldn't surprise anybody, as way more developers target ARM (v7, etc) these days than x86, in total. So the entire 'x86 expertise' angle is hardly a factor. Seriously, if you're about to play the expertise card, ARM gets the popularity vote, easily, among all modern ISAs.

ARMv8 outright throws a lot of v7 and prior out the window. I'd be curious to know how much of the development community has caught up given Apple has been the only user pretty much until recently. Not that that is material to a chip a few years down the road.


Well, I guess I fell for the 'premium experience' red herring there. A premium experience in my eyes is something traditionally provided by an 4..8-core desktop Intel and an AMD/NV standalone GPU, so I went on a SoC trajectory from there. Anything else requires very serious efforts on developers' part, as repeatedly demonstrated by pc/console multiplat devs this gen, x86 and all (Ubisoft's recent discussion, etc.)

I'm differentiating between console and mobile experiences and the relative divide between their developers as well.


Let's see. NV can, easily (sans the x86 part, apparently, the value of which is subject to this very discussion). Apple have proven that they can (with the help of IMG), alas they're not interested. Qualcomm (to whom once upon a time AMD sold ATI's entire mobile division, engineers, architects and all), also can, and are actually interested. Broadcom could, if given the incentive, and the same goes for AMCC. The thing about open ecosystem architectures is that quite a few IP vendors are willing to provide you with all kinds of added-value IP. For instance, three vendors (IMG, ARM, Vivante) offer ARM-tailored GPU IPs, and every ARM vendor could use any of those IPs with their designs, if they don't have a domestic one already. Now, how many of those IP vendors could match AMD at the high end of the spectrum? Perhaps none, but two of the in-house GPU vendors - NV and QCOMM, could, and would, if given the opportunity.

Last but not least, AMD can provide nintendo with all the ARM-centric tech nitendo might need for their next-gen console SoC. So I'm not quite following your AMD argument here.

My argument is that AMD is uniquely positioned to provide an x86 or ARM solution at all levels of the performance spectrum.
 
For all the people thinking Nintendo will go for ARMv8... maybe you should temper your expectations. I'm still expecting a good ol' Cortex A7 CPU.
 
For all the people thinking Nintendo will go for ARMv8... maybe you should temper your expectations. I'm still expecting a good ol' Cortex A7 CPU.

A7 is the power optimized companion CPU for the A15. There are implementations of them without the A15, but they're in low budget Chinese phones. If Nintendo does go ARM, I don't see why A57/53 wouldn't be the base assumption.
 
A7 is the power optimized companion CPU for the A15. There are implementations of them without the A15, but they're in low budget Chinese phones. If Nintendo does go ARM, I don't see why A57/53 wouldn't be the base assumption.


I know. Yet, I learned with Nintendo to have really low expectations. Basically, I'd be satisfied with a A15 CPU. A57 is my best case scenario.
 

krizzx

Junior Member
Why do you think WiiU titles don't even match 360? WiiU CPU is crippling the whole system, it is THAT bad.

Wii U titles exceed the 360's capability. You mean why don't ports match it. You would have to ask the dev, but it was more than likely because the particular ports that didn't run well didn't have the time and money invested into them to make them good ports.

This is an argument that has been brought up to death and it always goes the same way.

There are enough good ports with substantial improvement on the Wii U that say otherwise about the system being crippled by the CPU. The general rhetoric from devs pointed to the CPU architecture being so different as the major problem with it. As in you couldn't just port code to it and get the same results, since it didn't work the same way. Games like Trine 2: DC, which was a phsyics heavy game(the dev said could no longer run on the 360 or PS3 without some downgrades) and the Bayonetta 1 port say otherwise about the Wii U being crippled by the CPU.

The only period in time where devs were complaining about the CPU was at launch. It is known that the tools for working on the Wii U weren't complete during the launch period and that a lot of devs were only using 1 core of the CPU without knowing it. There has not been a complaint about the cpu since. There has is nothing to support the claim that the CPU is causing the Wii U problems with game at the present date.

Not true.

Wii U has a more modern GPU (Latte) than Xbox 360 (Xenos) and PS3 (RSX) in terms of shader model features (SM 4.1 vs SM3.X) but lower actual performance / horsepower due to the small number of shader processors.
.

This is pure fiction. Even that anonymous dev that bashed the Wii U on Eurogamer said the GPU had more performance than the one in the 360 and PS3. The lower shader count argument was only ever a theory created in the GPU thread on this site that relied on the Wii U having fixed function shaders that actually gave it more performance.

The Wii U version of Trine 2 being unable to run on the 360 and PS3 without downgrades and the Bayonetta 1 port outperforming the 360 version would simply not happen if the GPU had less horsepower and the CPU was weaker. The project C.A.R.S. dev also would have killed the Wii U version of the game with the 360 and PS3 when he said that the 2 console didn't have the power to run the game at the level they wanted to.
 

diaspora

Member
I don't know how people can claim that no one cares about backwards compatibility. Part of the huge draws of iOS and Android is that nobody has to even think about the question. Stuff that works on the Galaxy S2 will almost certainly work on an S5.
 
A7 is the power optimized companion CPU for the A15. There are implementations of them without the A15, but they're in low budget Chinese phones. If Nintendo does go ARM, I don't see why A57/53 wouldn't be the base assumption.

Because Nintendo is still using an ARMv6 in both 3DS models when v7 were in full swing when the 3DS came out. Nintendo tends to go with slightly older 'proven' hardware that's cheaper to mass produce. That may change if they are going to use the same arch for both systems, or maybe that's why they are hiring a specialist in the US to begin with.
 
Because Nintendo is still using an ARMv6 in both 3DS models when v7 were in full swing when the 3DS came out. Nintendo tends to go with slightly older 'proven' hardware that's cheaper to mass produce. That may change if they are going to use the same arch for both systems, or maybe that's why they are hiring a specialist in the US to begin with.


Well... for their excuse, Cortex A8 was still only in high end device when 3DS got released.
When 3DS was in conception, in 2008 or so, iPhone 3G was high end and using ARM11.
 
Because Nintendo is still using an ARMv6 in both 3DS models when v7 were in full swing when the 3DS came out. Nintendo tends to go with slightly older 'proven' hardware that's cheaper to mass produce. That may change if they are going to use the same arch for both systems, or maybe that's why they are hiring a specialist in the US to begin with.

I think their development cycle isn't that great, or at least doesn't appear to be. I would expect the needs of a dedicated console (with a dedicated design team at AMD, e.g.) would push them into "current" territory.
 
I think their development cycle isn't that great, or at least doesn't appear to be. I would expect the needs of a dedicated console (with a dedicated design team at AMD, e.g.) would push them into "current" territory.


Well, the problem is that judging by 3DS and Wii U conception, Nintendo is aiming for mid end/high end hardware available on the market... when they're working on the hardware. They're not future proofing it.

If you take into account that both 3DS and Wii U were developped in 2008/2009... that explain why they were late... in 2011/2012, what was actual became outdated.


So, if Nintendo choosed for their handheld a Cortex A15 cpu or even a A57 during conception, by the time it might be released, in 2016 or 2017, it will be outdated.
 

Honey Bunny

Member
I don't know how people can claim that no one cares about backwards compatibility. Part of the huge draws of iOS and Android is that nobody has to even think about the question. Stuff that works on the Galaxy S2 will almost certainly work on an S5.

Different devices, different markets with different expectations. When companies start releasing incremental console upgrades every year you could have a point.
 
Different devices, different markets with different expectations. When companies start releasing incremental console upgrades every year you could have a point.



If Nintendo seeks to build an ecosystem, then they absolutely need to be backward compatible. Basically, if said next SoC is both bc with Wii U and 3DS... this would mean BC with all the Nintendo hardware made.
 

wsippel

Banned
Do we know this as fact? I would not be surprised if it was all high level stuff on the GPU side, but I'd imagine there's still some direct control of the various CPU memory pools. Nintendo advertised the locked L1 dcache in that feature set leak.
We don't really know. I've not seen it, but the SDK leaked, and there's apparently no direct register access or anything - you have to go through GX2. At least that's what I've heard.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
I'm talking about ISA microop optimization. Not sure why you're conflating with specific microarchitectures.
Because that's what microarchitecture expertise is about. Knowledge beyond the ISA of a given CPU is microarchitecture knowledge, or IOW knowledge of the particular implementation of the ISA. It comprises things as trivial as caches setup, through ops scheduling (in-order, OOO, etc), through individual ops' port utilisation, and related throughput and latencies. That doesn't mean you can rebuild the CPU at hand from scratch, but that you could make some educated guesses about the performance of this or that code and data when passed though this CPU, and knowing what the performance-counter profiler tells you. Knowing the ISA alone does not help you there.

Overall, my point is forcing developers to x86 -> ARM. Not one x86 uarch to another.
You entirely missed my point about what x86 expertise comprises. Again, read what I said about IPC across x86's. The fact you might be a Haswell expert does not automatically make you a Jaguar expert, and vice versa. Devs were forced from one uarch to another this gen, and that did comprise a 'new cpu' learning curve for them. Unless you believe many devs were Jaguar experts prior to this gen. Also, when talking about somebody being 'forced' from this to that, let's not forget we're talking about modern, OOO CPUs, of which, low and behold, all armv8 specimen have overall better macro characteristics compared to the Jaguars and Silvermonts of today: wider, more aggressive superscalarity. You're not going from your desktop CPU to some PPE here. And you have *all* the tools at hand that you're traditionally accustomed to on your desktop (since you somehow missed that part altogether).

ARMv8 outright throws a lot of v7 and prior out the window. I'd be curious to know how much of the development community has caught up given Apple has been the only user pretty much until recently. Not that that is material to a chip a few years down the road.
ARMv8 comprises of aarch32 and aarch64. An implementation may choose to skip aarch32, but no v8 so far has done so, AFAIK. Re Apple, they've had their v8 for over a generation cycle now, and I'm yet to hear an iOS developer complain about the 'alien CPU' they've been 'forced to develop for'. On the contrary, everybody's been praising it. Clang devs have gone as far as declaring aarch64 'the best possible architecture a compiler could hope to work with' (citing from memory here, so pardon any paraphrasing).

I'm differentiating between console and mobile experiences and the relative divide between their developers as well.
On what grounds? Console devs have traditionally been ppc-centric (before that - mips) until this gen (original xbox non-withstanding). And many console devs are also mobile/handheld devs. Aren't you picking the x86 divisor a bit arbitrarily?

My argument is that AMD is uniquely positioned to provide an x86 or ARM solution at all levels of the performance spectrum.
They might provide either solution, but not to an equal effect. Their current entry-level x86 (Puma) will most likely not match their entry level ARM (A57) at the end of this year. You could argue that their next-gen x86 and ARM entries will be on more equal grounds (or not, if we're to believe Jim Keller's own words), but again, that supposes nintendo's serious change-of-heart to cut any ties with ARM.
 

CLEEK

Member
I don't know how people can claim that no one cares about backwards compatibility. Part of the huge draws of iOS and Android is that nobody has to even think about the question. Stuff that works on the Galaxy S2 will almost certainly work on an S5.

That's because iOS and Android games call on APIs that are standard in the OS. You don't go onto the Play Store and find games written at low level to eke out every hardware quirk and feature of a particular model of phone.

The reason consoles vastly outperform similarly spec'd PCs is due to game devs being able to do low level coding, direct to the hardware, without the bloat of consumer OS and APIs eating up performance and getting in the way.

The only way for consoles or handheld to offer BC is either hardware level, which is expensive and limits your new device, or software emulation, which is 'free' but very hard to do if they want 100% accuracy.

Look at the PS4 - there were many more positive reasons to ditch the old architecture for a clean slate, easy of development, and performance/cost, than there was to offer hardware BC. I'm all for Nintendo dumping their existing architectures and making a bold new generation. The only way for consoles/handhelds to follow the smart phone model would be a fresh start with new hardware, then have all games designed using APIs and standard OS features that won't change with subsequent hardware refreshes. Nintendo could follow this model with their next platforms.
 
I find it pretty shocking they might not release a new handheld next year, 2015 is shaping up to be the biggest disaster yet for the company with virtually nothing to prop up the sagging 3DS sales at all, the bottom will probably fall out next year even with the new model. Wii U of course will continue to be the Wii U, and will possibly have it's worst year to date.

The thing about this is that we're reaching the point with sales that anything short of selling sub 50k next year might be considered "Good Enough" by a contingent here. The unprecedented failure of the platform (Month by month sales trailed the Dreamcast in the US all the way up to the comparable point in the DC's life when it was discontinued) has made discussion difficult. Normally even a single month below 100k would be considered worrying for a company, but the Wii U has only been over that mark 5 times in it's 23 total months of tracking, 4 of those months being during the holidays.
 
Should come right at the time when the Wii U is dead for a few years...

Shouldn't they have started this, regardless of the success of the Wii U, when the Wii was released?

There can be no question work on the successor was started years ago. Things could have gone a new direction revently and they want more heads on it. Who knows.
 
There can be no question work on the successor was started years ago. Things could have gone a new direction revently and they want more heads on it. Who knows.

I'm fairly certain any work done before the merging of Nintendo's mobile and console teams was thrown out, and that a lot of time was spent working on merging their current systems (miiverse on 3DS)
 

PetrCobra

Member
If the next Nintendo console doesn't use the Gamepad, it won't be backwards compatible :(

Of course it will use it. But I'm more worried that they will probably want to support all of their legacy controllers including the Wiimotes, and people will act all confused as always. Then everybody will just go and buy that other console that only has one controller type and everything else is just sitting there without you having to care about it and is only used for waving or yelling at the thing.
 
The thing about this is that we're reaching the point with sales that anything short of selling sub 50k next year might be considered "Good Enough" by a contingent here. The unprecedented failure of the platform (Month by month sales trailed the Dreamcast in the US all the way up to the comparable point in the DC's life when it was discontinued) has made discussion difficult. Normally even a single month below 100k would be considered worrying for a company, but the Wii U has only been over that mark 5 times in it's 23 total months of tracking, 4 of those months being during the holidays.

I remember in the June NPD thread, a certain poster thought that Wii U could now catch up to Gamecube in the US. A single 100k+ non-holiday month for the Wii U made a lot of people see potential that wasn't there. It's disappointing that the Wii U is selling so poorly but there is no way it catches up to the Gamecube in the US or WW and that was seen as a failure so the Wii U is only magnified in its failings commercially
 

Derphoof

Member
Think we will see anything next E3?

Not unless it launches late in Japan.

If they intend on releasing the New Nintendo 3DS in North America and Europe in 2015, then they might unveil it at E3 2016 at the earliest with possible release Q4 2016. However, that gives the "New" 3DS a 1.5-2 year lifespan.

They could push it all the way back to 2017 if they wanted to.
 

sörine

Banned
I find it pretty shocking they might not release a new handheld next year, 2015 is shaping up to be the biggest disaster yet for the company with virtually nothing to prop up the sagging 3DS sales at all, the bottom will probably fall out next year even with the new model. Wii U of course will continue to be the Wii U, and will possibly have it's worst year to date.
They have at least 2 hardware launches next year; New 3DS/XL (NA/EU) and QOL (WW). 2016 is when we might see next gen.
 
Because that's what microarchitecture expertise is about. Knowledge beyond the ISA of a given CPU is microarchitecture knowledge, or IOW knowledge of the particular implementation of the ISA. It comprises things as trivial as caches setup, through ops scheduling (in-order, OOO, etc), through individual ops' port utilisation, and related throughput and latencies. That doesn't mean you can rebuild the CPU at hand from scratch, but that you could make some educated guesses about the performance of this or that code and data when passed though this CPU, and knowing what the performance-counter profiler tells you. Knowing the ISA alone does not help you there.

But my point was about ISA shift. You went on at length about how ARM profilers and debuggers are nearly as good, which is fine.


ARMv8 comprises of aarch32 and aarch64. An implementation may choose to skip aarch32, but no v8 so far has done so, AFAIK. Re Apple, they've had their v8 for over a generation cycle now, and I'm yet to hear an iOS developer complain about the 'alien CPU' they've been 'forced to develop for'. On the contrary, everybody's been praising it. Clang devs have gone as far as declaring aarch64 'the best possible architecture a compiler could hope to work with' (citing from memory here, so pardon any paraphrasing).

It also doesn't force aarch64 code. How many people do you feel are optimizing to v8 right now, particularly mobile game devs?


On what grounds? Console devs have traditionally been ppc-centric (before that - mips) until this gen (original xbox non-withstanding). And many console devs are also mobile/handheld devs. Aren't you picking the x86 divisor a bit arbitrarily?

The commonality of x86 between PC and console development with this generation was praised. Do you feel devs are indifferent to the change?

They might provide either solution, but not to an equal effect. Their current entry-level x86 (Puma) will most likely not match their entry level ARM (A57) at the end of this year. You could argue that their next-gen x86 and ARM entries will be on more equal grounds (or not, if we're to believe Jim Keller's own words), but again, that supposes nintendo's serious change-of-heart to cut any ties with ARM.

AMD would arguably be best positioned to perform that trade internally given Nintendo's performance targets and offer the best solution, no? Do we feel that AMD couldn't do a custom v8 design equal to that of what any other custom solution vendor could?
 

AmyS

Member
It's always darkest before dawn, right? That's what they say, anyway.

I believe Nintendo will be well-positioned to launch a new console in a few years, 2016 or more likely, 2017.

This will several years after PS4 and Xbox One launched, and more or less in the middle of the PS4/Xbox One cycle if their successors are due in 2019.

Nintendo is in far better financial shape as a whole than Sony is as a whole. Nintendo needs to restructure their operations on many levels and they already have with regard to R&D.

Their next console will almost assuredly have a much more western focus, like PS4. But that does not mean Nintendo doesn't have an opportunity to revitalize the Japanese console market with software that will DRIVE the hardware.

This still all starts with great hardware, a console that has better specs than PS4 in every single way, not just in some ways as is the case with Wii U vs PS3/360.

Obviously it will have to consumer more power than Wii U and Wii, but probably less than the PS4 does right now (2013-2014) while being more powerful at the same time. It would be optimized for 1080p gaming, with more horsepower for more impressive graphics and so that a greater number of games are *likely* to be 60fps. Even though developers would still choose either 60 or 30 on a per game basis depending on what they want to do. Games like The Legend of Zelda would always benefit from the added detail and effects that 30fps allows.

Hopefully Nintendo would go for CPU cores that are better than Jaguar clock for clock, and be clocked higher on top of it.

With PS4 GPU being about ~1.8 TFLOPs, if Nintendo went for a 4.0+ TFLOP GPU, that would be nice.

Online has to be serious and seriously impressive, compared to DS / Wii and 3DS / Wii U. Nuff said.

Miyamoto will release a couple of utterly amazingly great games, he will then retire and pass the baton to the younger generation of Nintendo developers. Aonuma may do the same.


Nintendo Seeks US Hardware Architect for "Future Platforms"

Wii U manufacturer may be looking for its own Mark Cerny; New console still likely years away.

Nintendo's Mark Cerny?

American developer Mark Cerny was influential in the development of PlayStation 4
The platform holder's job listing will fill a role at Nintendo Technology Development, a Washington-based R&D subsidiary that builds various technologies for future platforms.

Though details of the Washington company are somewhat guarded, it is known that Nintendo Technology Development co-creates new hardware with the Kyoto-based Nintendo Integrated Research and Development. It is believed, though never confirmed, that the group was an influence in the development of Wii U.

Nintendo's job listing suggests it is specifically seeking lead graphics architect who can help build and integrate system-on-chip architecture--perhaps the clearest sign yet that the company is actively looking to build new hardware.

It also suggests, though doesn't outright confirm, that Nintendo wants more input from western developers for future platforms.

The listing reads: "The candidate is expected to have good architectural insights and the ability to apply that for setting future graphics direction for Nintendo."

How much influence this US architect has will be key to determining Nintendo's approach for future hardware.

Chief executive Satoru Iwata, when answering investor questions in January following the recent spate of disappointing financial results, outlined a need to broaden its knowledge base.

"In Japan, I can be my own antenna, but abroad that doesn't work," he said.

In 2008, rival corporation Sony hired the US-based developer, Mark Cerny, to be the PlayStation 4's system architect. As a result, the next-gen console was built for western audiences, and created with developers in mind, and appears to have caught on well with US and European audiences.

http://www.gamespot.com/articles/nintendo-seeks-us-hardware-architect-for-future-pl/1100-6423106/
 
I seriously doubt that even in 2016 or 2017 Nintendo could make a console with a 4+ TLOP GPU that uses less energy than the PS4
 

tronic307

Member
Because it's the same damn game, so they can sell it in two places at lower cost and still make a lot of money, while appearing to the consumer as if software prices have gone down, when in reality Nintendo is raking it in. Lower priced software also has the potential to sell more due to the lowered price.

There are many people who only invest in one side of Nintendo's gaming devices. Not everyone owns a 3DS+Wii U. Lowering the prices appeals to each on their own respective side.

For those who own both, you get a discount. You owning another Nintendo device for say the $200 you paid for it doesn't entitle you to never spend a dime on software for the console.
Iwata has stated that future platforms will be single virtual account, single programming model, like iOS, and no longer hardware based, in favor of cloud-based. Nintendo is tired of starting over every generation and rebuilding the user base. This is one of the factors that hampered the Wii U's success; the Wii's accounts, save the shop channel, could not carry forward and most users were lost to attrition. For this reason, hardware-locked accounts and hardware-locked games will be a thing of the past. I wouldn't be surprised if the disc drive and cartridge slot got axed too.
 
I seriously doubt that even in 2016 or 2017 Nintendo could make a console with a 4+ TLOP GPU that uses less energy than the PS4

Really? Almost everyone involved in chip design right now has lowering energy cost as their primary focus. It's not that unlikely imo, particularly as the overall PS4 cost isn't super efficient in the first place.
EDIT:
Not saying they will, just saying if they did I wouldn't bat an eyelid.
 

tronic307

Member
Because Nintendo is still using an ARMv6 in both 3DS models when v7 were in full swing when the 3DS came out. Nintendo tends to go with slightly older 'proven' hardware that's cheaper to mass produce. That may change if they are going to use the same arch for both systems, or maybe that's why they are hiring a specialist in the US to begin with.
They'll likely have to use tech that isn't even out yet this time, and carry that forward in the future. It will be the basis for future Nintendo tech, just as the GameCube was the basis for the Wii and Wii U. Iwata has commented that the tech for a unified architecture is just now coming into focus, and that it had been previously impossible. There's no reason to drop PowerPC if they stay at 32-bit, especially if they can cram Espresso into a handheld.
 
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