It is. Apparently it's the same GPU as the iPad 3 (38gflops) clocked 100MHZ higher (51).I'm not sure Vita is 51gflops.
Of course, but don't expect a world of difference in that space and PSV GPU is not that old. I mean, it won't be Latte vs PS3 RSX.Also, not all Gflops are equal.
Not really. GB was better than NES, GBA was comparable to SNES, DS was better than N64 in some ways and worse in others; 3DS was better than GC/Wii in some ways and worse in others as well.Also, 64gflops at 540p would be pretty decent for gaming.
A 64gflops GPU in the handheld would be complete shit compared to the Wii U and graphics would probably be on par/subpar when compared to PS Vita games, considering they'll aim for 60fps as usual. A 100gflops part would make similar graphics to the Wii U at 540p/60fps a possibility, especially considering advancements in API (again, if they use Vulkan or if their "GX3" will based on those, which is likely).
You're right, but the S6 doesn't have games comparable to the Wii U and doesn't need to. It's still capable of running UE4 Mobile though, NX at 64gflops... not sure.Samsung Galaxy S6 has a 192 gflops part... although its not able to sustain the max frequency and drops to the 400mhz range, which brings it close to 120gflops. Keep in mind its driving a 2k screen.
I think the guys in Redmond are following some kind of indications from him though, otherwise he didn't really have a reason to make that statement about the small memory pool being part of the Nintendo DNA.Pretty sure Redmond's in charge of the most hardware and SoC decisions this time around. That's why they hired a new head engineer last year. (Also certain people with knowledge have said that NoA is much more important now in the hardware development, which all adds up.)
Takeda is about as involved as Miyamoto is at this point.
To be fair, we don't really know that.I don't even think 64GFLOPS is realistic when we effectively know they want to run mobile games/apps through droid emulation.
Yeah, that's probably the case. Hopefully the API will be very close to Vulkan though, because right now GX2 are kinda terrible. Aren't they based on OpenGL 3.X? Vulkan is basically the latest version of OpenGL so i hope they'll be similar.They might use HBM down the road. With all the talk of making future console transitions seamless, the OS they come up with should be flexible enough. For this transition, though, it's probably a pain w/ the CPU architecture change and needing to basically rebuild their often maligned OS. That being the case, they probably want to keep everything else as close to Wii U as possible. Hence, "absorb the Wii U architecture," such as the graphics pipeline, build off GX2 API rather than throw out. Probably using very similar dev tools/kits just w/ the terrible PPC compiler switched out for ARM. Takeda already mentioned they were gradually transitioning over to better integrate their dev tools into "industry standards" read: Visual Studio. So I think on that front (dev support, tools), we should expect a continued gradual improvement rather than a complete and sudden turnaround.
I also suggested that they could shrink Espresso and use it for bc with the Wii U and to run the OS: do you think it's possible (and convenient in the long run) for them to do that?