Nintendo's FY 2016 has officially begun - The Year of NX

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I got it! NX is a VR platform. The headset will be a replica of Samus' helmet/visor. The gimmick is that you have to play each game up to a certain point before the NX authorizes the use of the headset. The final name of the console will be Nintendo Adam™.

Finally, a successor to the only good gaming platform:

adam.gif
 
Oh I remember that, yeah. No idea what he's talking about, though any number of things could give his game more options.

But do you really not see the potential of the eye control? It's like literally having a Wiimote attached to your head, while simultaneously letting your hands hold a standard dual-analog, gyro, touch screen (I hope) controller. It essentially combines the best ideas of the Wii with those of the Wii U, and I can think of plenty of great uses.

-Like I said before, first person games: your eyes/head can control the camera or aiming reticle while the dual analogs/gyro give you other functions. Maybe like Splatoon, the gamepad gives you broad movement and turning, while they eye movement lets you make fine adjustments.

-Also like above, Star Fox: move the reticle with your eye movement, control the ship with dual analogs.

-Platformers: have a "helper" character like Murphy from Rayman Legends perform an action on a button press, and you control the placement of that character with your eye movement, all the while controlling your platforming character (Mario) with the standard controls.

-Adventure games: I've actually been trying to come up with a hybrid first person adventure/point and click adventure game, and it's difficult having to use the mouse for both moving the camera and a cursor. This could allow the cursor movement to be tied to the eye movement, for instance.

-"Brain Training" type games: Focus on one object on the screen, follow its movement with your eyes the best you can. Maybe another one where you have to avoid looking at a particular object.

If I wanted to spend more time I'm sure I could come up with plenty more ideas, and I'm not a professional game designer. I think this would be a revolutionary control technique, though, as I've said before I am not sure if it is technically feasible.

Part of it is that I just don't see it actually working very well. This is one of those things that needs near-perfect accuracy and calibration to work. On top of that, it would probably need to be recalibrated almost every time I try to use it. Also, what if I don't want to focus on something I'm looking at? What if I get distracted by something? What about kids with ADD? Lazy eyes? False eyes?

I'm not gonna write it off, but I'd definitely need to see it with my own eyes.
 
Uhh, i think it would be toxic for the IP and possible growth if they want to push a sequel back this much.

Even if they restart delivering new content for the first game, we're talking about 3 years until a sequel if NX launches this holiday ... or 2 years if it's a split launch and Japan gets the handheld first. Imo resources are better spent on development of a sequel for 2017.
 
About the controller will have 8 color buttons instead of 4, does he refer to the snes controller?

Are we getting a snes controller with 8 color buttons?
 
Just because eyes make quick, sporadic movements when looking around. I dunno, it just seems like a pain to me, at least for shooter games. I'm a huge motion control guy but that sounds like too much for me.

I could see that being an issue for spectators and certainly for multiplayer (local) but for single player games, as long as the technology works, I doubt the sporadic eye movements would cause any noticeable issues on the game, SPECIFICALLY because it follows your eyes. If the aiming reticle follows your eye movements for instance, then it should always be located at the center of your vision, so you would never notice it shaking or moving around. I dunno, seems like a cool concept to me but I guess only if the technology works perfectly.

Part of it is that I just don't see it actually working very well. This is one of those things that needs near-perfect accuracy and calibration to work. On top of that, it would probably need to be recalibrated almost every time I try to use it. Also, what if I don't want to focus on something I'm looking at? What if I get distracted by something? What about kids with ADD? Lazy eyes? False eyes?

I'm not gonna write it off, but I'd definitely need to see it with my own eyes.

As far as I know eye tracking is a very well understood and mature technology, and it's actually rather simple for cameras to track eye position and gaze direction. I doubt it would need much recalibration, though if the camera is in the controller you'd have to account for the way different users hold controllers.

Lazy eyes and false eyes is a huge issue, yes, which is why I'd think this would be at least partially optional. As well as glasses, though I would think an IR camera would help with that.

You mentioned getting distracted, and ADD and that made me think that perhaps if you look away from the TV for more than a few seconds some games could automatically pause? Also it made me think about potential horror games like Amnesia, where you HAVE to look away from the TV for a certain amount of time or you lose life or sanity or something, which would be a very cool and terrifying mechanic.

I agree with you that what I'm describing seems kinda far-fetched and out there, but to be honest, before 2005 did anyone think motion control gaming would go anywhere?

About the controller will have 8 color buttons instead of 4, does he refer to the snes controller?

Are we getting a snes controller with 8 color buttons?

I think that developer was talking specifically about his game- there is some function in his game related to colors, and he is saying that PC controls limits the amount of colors to 4 (maybe colors that you create, control? I don't know how the game works) while the NX controller allows for the game to do something with 8 colors.
 

IIRC I think he has sources in Universal's theme park division as he used to work there. Andre had him on for a GameXplain discussion when that was announced and they were geeking out over it and the fact that he used to work there was mentioned then.

I don't think the Nintendo area opening up at Universal Orlando is going to impact when Nintendo decides to release a Splatoon sequel, nor would a TV show/movie/anime.
 
I could see that being an issue for spectators and certainly for multiplayer (local) but for single player games, as long as the technology works, I doubt the sporadic eye movements would cause any noticeable issues on the game, SPECIFICALLY because it follows your eyes. If the aiming reticle follows your eye movements for instance, then it should always be located at the center of your vision, so you would never notice it shaking or moving around. I dunno, seems like a cool concept to me but I guess only if the technology works perfectly.



As far as I know eye tracking is a very well understood and mature technology, and it's actually rather simple for cameras to track eye position and gaze direction. I doubt it would need much recalibration, though if the camera is in the controller you'd have to account for the way different users hold controllers.

Lazy eyes and false eyes is a huge issue, yes, which is why I'd think this would be at least partially optional. As well as glasses, though I would think an IR camera would help with that.

You mentioned getting distracted, and ADD and that made me think that perhaps if you look away from the TV for more than a few seconds some games could automatically pause? Also it made me think about potential horror games like Amnesia, where you HAVE to look away from the TV for a certain amount of time or you lose life or sanity or something, which would be a very cool and terrifying mechanic.

I agree with you that what I'm describing seems kinda far-fetched and out there, but to be honest, before 2005 did anyone think motion control gaming would go anywhere?



I think that developer was talking specifically about his game- there is some function in his game related to colors, and he is saying that PC controls limits the amount of colors to 4 (maybe colors that you create, control? I don't know how the game works) while the NX controller allows for the game to do something with 8 colors.

Not that i want it (need to think about it), but when looking to a video of the game maybe it could be something like this :


2016-04-20_1418.png


Right does have a 3d stick where you can move it to the color you want to select.
The colors are some kind of display that can change from colors
 
Not that i want it (need to think about it), but when looking to a video of the game maybe it could be something like this :


2016-04-20_1418.png


Right does have a 3d stick where you can move it to the color you want to select.
The colors are some kind of display that can change from colors

...

Oh no.

Freeform round display replacing right analog. Extra inputs... It all makes sense. This is bad...

No but seriously, that might... Eh. Actually, nothing new about that really... I think... Uh...
 
...

Oh no.

Freeform round display replacing right analog. Extra inputs... It all makes sense. This is bad...

No but seriously, that might... Eh. Actually, nothing new about that really... I think... Uh...

The 3d stick is just physical like the wiiu pro controller. Only the colors are showed on the display.
 
I really think they originally planned an Animal Crossing for Wii U, but changed their plans. Amiibo Festival for Wii U, and a full blown AC for the NX.
 
Yeah, but if Nintendo did it there probably wouldn't be a physical stick to allow for more custom inputs.

Nintendo knows physical is important. They would not bring something to the market if it doesn't feel right. Also 3rd party devs sure would not want to work with it.

Not saying, that I prefer this kind setup or not. Just don't know if it could be good. There are games where you don't need a second 3d stick. Maybe it's also easy to switch weapons in a zelda game.
 
Donut screeeens.

I am sure the control scheme will have its quirks and novelties but I don't think they will be selling the system on its controls as much as they did for the DS, Wii or Wii U. I think from the way they are talking it will be more about it being a new concept game system that doesn't fit in the traditional pigeonholes.
 
I really think they originally planned an Animal Crossing for Wii U, but changed their plans. Amiibo Festival for Wii U, and a full blown AC for the NX.

Amiibo Festival, as much as I liked it, was a swing and a miss and hope that the next AC delivers. I'd be bummed out if the amiibo cards don't work for the next AC...
 
if it can change from colors,sure why not?
But just think if it's a display, you could have more options with it.

Yeah, this is what I wanted to get at: I get that was a quick mock-up, but I don't think they'd actually use the freeform display technology that way. Using it for buttons or some kind of input seems like a good guess, but I doubt they'd use it in this fashion (with the analog stick, I mean).

I recall the reason 3DS didn't get a true stick being that they couldn't fit it in there (although I'm not sure), so I'm not sure adding displays too close to a stick would be possible.
 
There's no way that they put a screen on the controller. Best case it will be optional. The only thing we know about NX is that it's gonna be a brand new concept.It wouldn't be really a new concept if it was basically a Wii U 2, would it?
 
There's no way that they put a screen on the controller. Best case it will be optional. The only thing we know about NX is that it's gonna be a brand new concept.It wouldn't be really a new concept if it was basically a Wii U 2, would it?

They could make a more streamlined, cheaper gamepad without that being the focus of the console, and I personally think that's what they're planning and to be honest that wouldn't be a huge risk or a big drain on the console.

We had that rumor about LCD screens being a part of the NX launch, which some people assumed meant the handheld would be coming first but I think it's more for a primary screen controller. Also with the rumors from 10k's thread about Splatoon and Mario Maker being ported, and the difficulties of the porting being related to online cross-play rather than control issues, I would assume a screen controller will be included with the NX console.
 
Nintendo knows physical is important. They would not bring something to the market if it doesn't feel right. Also 3rd party devs sure would not want to work with it.

Not saying, that I prefer this kind setup or not. Just don't know if it could be good. There are games where you don't need a second 3d stick. Maybe it's also easy to switch weapons in a zelda game.

I know. it would be one way to use the freeform display though.
 
There's no way that they put a screen on the controller. Best case it will be optional. The only thing we know about NX is that it's gonna be a brand new concept.It wouldn't be really a new concept if it was basically a Wii U 2, would it?

It's a brand new concept but rumors suggest that ports of Wii U games including Mario Maker, which requires a touch/second screen, are being made?

Sounds like a Wii U2 to me. I also hear that Songs of Innocence will be bundled with it and made impossible to delete.
 
So with PS4K using Polaris as its 14nm GPU architect, does that mean that Nintendo is going with the older 28nm architecture?
 
So with PS4K using Polaris as its 14nm GPU architect, does that mean that Nintendo is going with the older 28nm architecture?

We don't know at this point.

Personally I would think PS4K having Polaris this year would make it more likely Nintendo has a 14nm chip in NX, but we'll see.
 
They could make a more streamlined, cheaper gamepad without that being the focus of the console, and I personally think that's what they're planning and to be honest that wouldn't be a huge risk or a big drain on the console.

We had that rumor about LCD screens being a part of the NX launch, which some people assumed meant the handheld would be coming first but I think it's more for a primary screen controller. Also with the rumors from 10k's thread about Splatoon and Mario Maker being ported, and the difficulties of the porting being related to online cross-play rather than control issues, I would assume a screen controller will be included with the NX console.

It's a brand new concept but rumors suggest that ports of Wii U games including Mario Maker, which requires a touch/second screen, are being made?

Sounds like a Wii U2 to me. I also hear that Songs of Innocence will be bundled with it and made impossible to delete.

ZombiU got ported to other consoles/PC and doesn't require a gamepad to play. And I don't think Ubi expected big numbers from its port.Exactly the opposite from what's possible to happen with Splatoon/SMM.
 
It's nice to have a quiet/calm version of NX threads so thanks Rösti!

I'm training my winking for when NX gets announced ;D
 
ZombiU got ported to other consoles/PC and doesn't require a gamepad to play. And I don't think Ubi expected big numbers from its port.Exactly the opposite from what's possible to happen with Splatoon/SMM.

Splatoon COULD be retooled to work without a touchscreen controller but those that have played it say that it would be a massive step down in the quality of the experience.

Mario Maker would have to be MASSIVELY retooled, and would honestly be a pain in the ass to play if the controller didn't have a touch screen.

Zombi U definitely benefited from the gamepad but you could more or less replace all of the gamepad functions with on screen menus. It's a lot different than the above two examples.
 
We don't know at this point.

Personally I would think PS4K having Polaris this year would make it more likely Nintendo has a 14nm chip in NX, but we'll see.

Well interestingly in the other thread, 10K was getting blown out of the water by certain folk who were adamant that "a 2016 console can't have a Polaris GPU because Polaris is only releasing late 2016". Not seen many reservations now that PS4K seems to be using it, and out in roughly the same time frame...

To me, Polaris always made sense for NX and PS4K. The fact that consumer grade Polaris graphics cards are only out late this year doesn't directly correlate to production for a contracted piece of hardware like a console.
 
It's nice to have a quiet/calm version of NX threads so thanks Rösti!

I'm training my winking for when NX gets announced ;D

You should train your wink for when Pokémon Sun/Moon gets announced for NX as well, how can't you understand the basics!

#hopesanddreams
 
I still haven't heard about venue for Nintendo's FY 2015 Financial Results Briefing nor the news conference tentatively scheduled for April 27. I'm positive this information is available, though likely only to invited analysts. The news conferences are usually held at Osaka Stock Exchange however.

The venue of Nintendo's FY 2015 Third Quarter Financial Results Briefing was posted by the now banned NDP_Mulcair, though that venue was later changed: http://www.neogaf.com/forum/showpost.php?p=192748181&postcount=404

Do we have someone here in investment/banking that could check if there is any information available on this matter? It would be great to know time of the briefing anyhow, as that was a bit screwed up last time. We will likely continue to not receive live tweets from the briefing, but it would be still be great to have more info.
 
Well interestingly in the other thread, 10K was getting blown out of the water by certain folk who were adamant that "a 2016 console can't have a Polaris GPU because Polaris is only releasing late 2016". Not seen many reservations now that PS4K seems to be using it, and out in roughly the same time frame...

To me, Polaris always made sense for NX and PS4K. The fact that consumer grade Polaris graphics cards are only out late this year doesn't directly correlate to production for a contracted piece of hardware like a console.


Well obviously Nintendo can't have power! That's impossamole!

I mean seriously people will go hard in to confirmation bias to get whatever outcome they want.
 
So with PS4K using Polaris as its 14nm GPU architect, does that mean that Nintendo is going with the older 28nm architecture?

Yeah interesting question. I mean I guess its available if Nintendo want it, it's all down to what Nintedno are aiming for.Nintendo do like their low power consumption and they'd be able to get lots more power. They could go from a 2.5tf GPU (on 28nm) to somewhere around PS4K. I cant tell if Nintendo just wants the NX a bit more powerful than PS4 or if they really want to outperform it, they clearly could. It also doesnt seem too hard to outperform the PS4K as it's GPU sounds great but it's still only got 5.5GB of Ram available for games and the same CPU as the OG PS4 only overclocked.
 
Soooo after reading some stuff I'm fully on the hype train now...hoping we get an E3 showcase and reveal with a Fall 2016 release....is that kinda what the consensus is or am I way off...?

If it does release in 2016 it's basically this or PSVR for me as far as a new hardware purchase goes...would love for Nintendo to wow me and bring me back. There's nothing I want more right now in video games than a confident, strong kick ass Nintendo.
 
Uhh, i think it would be toxic for the IP and possible growth if they want to push a sequel back this much.

Even if they restart delivering new content for the first game, we're talking about 3 years until a sequel if NX launches this holiday ... or 2 years if it's a split launch and Japan gets the handheld first. Imo resources are better spent on development of a sequel for 2017.
Yeah, taking that long to make a sequel to a game that took under 2 years sounds like a bad idea.
 
Yeah, taking that long to make a sequel to a game that took under 2 years sounds like a bad idea.

Not necessarily. Splatoon was a high-risk game for Nintendo, so they kept the development relatively quick and cheap (and effectively continued development for around 6 months after the game initially released). Splatoon 2, though, is an almost guaranteed success, so they can afford to pour more resources into development. Things like a more fleshed out single player mode, co-op mode, more varied multiplayer modes, options to increase/decrease the number of players per team and the number of teams (and the maps to accommodate), etc. all require development resources and time. Now that they have a popular series on their hands, they can feel confident that the extra time and resources won't go to waste.
 
Not necessarily. Splatoon was a high-risk game for Nintendo, so they kept the development relatively quick and cheap (and effectively continued development for around 6 months after the game initially released). Splatoon 2, though, is an almost guaranteed success, so they can afford to pour more resources into development. Things like a more fleshed out single player mode, co-op mode, more varied multiplayer modes, options to increase/decrease the number of players per team and the number of teams (and the maps to accommodate), etc. all require development resources and time. Now that they have a popular series on their hands, they can feel confident that the extra time and resources won't go to waste.
I'd agree that putting in a lot of effort into Splatoon 2 is something Nintendo should do, but waiting so long might be a mistake. A port would make sense in that regard, but the franchise really should grow soon.
I guess we'll have to wait and see.
 
So I spent Monday playing around with the retail version of the Vive in a pretty much ideal environment (empty 4m x 4m room, 980Ti, etc.). I won't comment too much on the experience, as it's not really relevant here (although holy crap that controller tracking is accurate, I literally came pretty close to trying to juggle them, but for the fact that they were brand new and my friend had spent good money on it), but it did get me thinking that I'd really like to see Nintendo take a stab at this. Say what you will about Nintendo's hardware choices, but their software teams always manage to make fantastic use of new ways of interacting with their games (see Mario 64, Wii Sports, Nintendoland). The Lab and the other games I played on the Vive were great fun, but they weren't nearly the "killer app" that would actually get me to buy one right away. Nintendo are in the strange position of being one of the only gaming companies who (as far as we know) have no VR plans for the near future, yet are possibly the most capable of actually making the kind of killer app that would move VR from "this is pretty interesting" to "I have to own this!" for a wider audience.

Anyway, this reminded me of an idea for how Nintendo should make the jump to VR with NX, which I don't believe I ever posted on GAF, so I thought I'd post it now. I should stress that I in no way expect Nintendo to actually do this, just that it would be extremely interesting if they did.

The first step of this plan is for the NX home console. Effectively, you'd be looking at something around PS4 performance, or basically whatever could be squeezed into $300 without making a loss. The console would come with two controllers. The first would be a very traditional controller, let's say an upgraded Pro Controller with analog triggers, rumble, and maybe some kind of addition like force-feedback sticks. Oh, and extremely precise motion tracking. The second would be an evolution of the Wiimote. Drop the 1 and 2 buttons, switch the d-pad out for a slide pad, maybe split A into two side-by-side buttons, and update the looks. And, of course, throw some extremely precise motion tracking in there, but also, add gyroscopic force feedback. I don't know exactly how feasible this is (my gut tells me probably not, but let's go with it anyway), but the basic logic is that the controller would provide feedback in the form of a control moment gyroscope, like the ones used in spacecraft for orientation, but obviously a lot smaller and a lot less powerful. There are two possibilities with this. The first one is that the gyroscope is, in itself, powerful enough to provide noticeable rotational force feedback to the player (I'm going to say no on this one). The second possibility is that you spin the rotor up to full speed, orient it in the direction of the desired force, and then suddenly stop it. It's been a while since I studied this stuff, and I certainly haven't done the maths, but my gut tells me that this should cause the controller to noticeably jolt in line with the axis of rotation of the rotor, with a few orders of magnitude more force than the CMG itself would have provided. Potentially (and again, I haven't done the maths here) it should be able to provide a satisfying tactile feedback in a precise direction (for example knocking your controller back slightly when you clash swords with an opponent) without much more power consumption than traditional rumble would require. Of course it wouldn't be powerful enough to hurt or knock the controller out of your hand, just to feel a somewhat realistic feedback.

The second step is the handheld. It would be a single-screen, non-clamshell handheld with a 5" screen in a GBA or Vita-style layout. The SoC needs a little grunt, but nothing crazy. A few A53s with a GT7200+ or a GT7400+, let's say. The screen would be 1080p, but the games would only run at 540p*. On the back of the handheld would be two sensors. One, a relatively traditional 1080p camera sensor, but with an R/G/B/IR filter array on it**. The other would be a time-of-flight depth sensor, like the one these folks are making (which is being used in Project Tango). Next to these sensors, you include a diffused IR light, carefully hidden. Once again, you also include extremely precise motion tracking. They sell the handheld for $200, although they would almost certainly making a loss with all the fancy hardware included, which is why they would want to make sure they at least break even on the home console.

* This would allow them to release a much cheaper NX Handheld Mini a year or two down the line with a smaller 540p screen and no depth sensor, and obviously without any VR functionality. Also rendering at 1080p for that size screen would be a waste of resources, anyway.

** This is where the traditional Bayer colour filter array is replaced by one where every quad of pixels has one red, one green, one blue and one IR. I don't know if anyone makes these, but Nintendo is a big enough customer for someone to start.


The third step is that they make a GearVR style adaptor to use the handheld as a VR headset. Unlike the GearVR (which has extra motion tracking) this would be a pretty simple and cheap unit, so they could bundle it for free with Insert VR Killer-App Here. In addition, they could put together a starter bundle of home NX, handheld NX, VR adaptor and Insert VR Killer-App Here for $499 or thereabouts.

The fourth step is to track all the motion. The depth sensor here has two jobs. The first is to perform hand tracking like you see on the site I linked to, or like the Leap Motion does (although that uses different tech). The second is to perform positional tracking of the headset itself, by referencing against the walls, floor and ceiling of the room, which it should be able to do quite precisely, removing the next for an external fixed camera or "lighthouse". The RGBIR camera has a bunch of functions here. The first is as a simple camera, to provide colour information to apply to any AR elements you want to incorporate. The second is, when combined with the diffuse IR light, to assist in hand tracking using the IR channel (this is what Leap Motion uses, although with two cameras). Effectively the depth sensor will have precise depth information but low spatial resolution, whereas the IR will provide high spatial resolution without the depth. Combine the two together and you've got fairly good VR hand tracking. The next job the RGBIR camera will do is assist tracking of the two controllers, both of which have a number of precisely positioned IR LEDs surrounding them, to allow the camera to identify and track them in relation to the headset. (The reason I specified a diffuse IR LED for the back of the unit itself is to prevent it from picking its own reflection up as a controller). The last job is for the RGB component of the camera to be used to assist lateral and vertical head tracking.

One note on hand tracking: Leap Motion already offers a hand tracking solution for VR (which is basically bolting it to the front of a HMD), but it hasn't really set the world alight. Although I haven't tested it myself, the reason given in most media reports makes sense to me; that, without tactile feedback, you sort of feel like a ghost and the experience of interacting with the world is unsatisfying (kind of like the issues with the Kinect). I can understand this, and I don't actually think the hand tracking would be used as the primary input mechanism in any but a handful of games (perhaps a spell-casting game). I think it makes most sense when it is used with a physical motion controller, to increase your sense of immersion in the game. In The Lab your controllers (or the implements they represent) are just hovering in front of you, which doesn't prevent you from properly using them, but does remove quite a bit from the immersion. Holding a sword with hand tracking, though, would give you not just the tactile feedback of gripping the sword, but also the visual feedback of your hand grabbing on to it, and each of your fingers reacting exactly how you feel them react. In addition to the traditional and Wiimote-style controllers, Nintendo could release a steering wheel which ties into the tracking tech, meaning that when you turn the wheel, you see your own hands turn it, and you can see your hand as you move it down to the gear-stick, or as your fingers move across to the buttons on the wheel. That's how hand-tracking is going to improve VR, not as a pure input method itself, but as a big jump in conveying the feeling that you're actually part of the world you see yourself in.

The fifth step is to actually get everything working together. The home console would, quite obviously, run the game and render the two VR images. This leaves the handheld SoC to take the input from each of its sensors and process them, reporting back the position of the headset itself, the position of any controller or controllers in relation to it, and the position and orientation of hand and upper arm bones in relation to the headset. It could also transmit the full depth and/or RGB data if any AR elements were required. Based on this and the motion-tracking data from the controllers, the home console would render the frame for each eye, and then wirelessly transmit that back to the handheld using an updated version of their low-latency wireless streaming tech. The handheld would then take those images and reproject them using the latest tracking data before pushing them to the screen. This would mean there would be virtually no noticeable lag for head movement (where lag is the most problematic in VR), and although there would still be a small amount of latency (maybe around 33ms) for controllers and hand tracking, that shouldn't be an issue.

The sixth step is to release everything along with Insert VR Killer-App Here. All things going well, they would have achieved the following:

- By far the lowest cost of entry for a full VR setup (by which I mean using desktop-class hardware to drive it, although now that I think of it, it would be cheaper than most phones used for GearVR and Google Cardboard)
- The only fully wireless VR system
- The only VR system which combines both hand tracking and physical controllers
- The only VR system which provides full head tracking without the need for an external camera or lighthouse type device
- The only VR system with controllers with force feedback
- The only VR system where you don't need to spend hundreds of dollars on a device which can only be used for VR
- Insert VR Killer-App Here

As part of the sixth step, in addition to releasing their internally-developed mega-hit Insert VR Killer-App Here, Nintendo release a number of other VR games, including a reboot of the Jedi Knight series, developed by Retro and played with a lightsaber in one hand and the other hand being used to force-choke stormtroopers and throw them around the room.

Seventh step: I never see daylight again.
 
You know the free form display patent?

What if each button has a built in display that can be changed on the fly to maybe show context-sensitive actions or to facilitate changing control schemes?
 
You know the free form display patent?

What if each button has a built in display that can be changed on the fly to maybe show context-sensitive actions or to facilitate changing control schemes?

Eh... you don't really look at your controller that much or at all, past a certain point.
 
So with PS4K using Polaris as its 14nm GPU architect, does that mean that Nintendo is going with the older 28nm architecture?

Polaris isn't confirmed for PS4k. 14nmFF for the APU is a given, but the only thing pointing to Polaris as a possibility is the CU count.

As for Nintendo using 14nmFF, it's tough to say. The pessimists would obviously say "no way," but Wii U was the only time Nintendo was ever a node behind other consoles, and even then it launched a year earlier and used much older architectures. Then there's the fact that AMD would be pushing pretty hard for them to use GloFlo. We're just going to have to wait until a few weeks after launch for die analysis.
 
I'd agree that putting in a lot of effort into Splatoon 2 is something Nintendo should do, but waiting so long might be a mistake. A port would make sense in that regard, but the franchise really should grow soon.
I guess we'll have to wait and see.

I don't see a big, feature rich sequel happening without a good few years in the oven. At least not with how long Nintendo usually takes making games.

I'm banking on 2018.
 
IIRC I think he has sources in Universal's theme park division as he used to work there. Andre had him on for a GameXplain discussion when that was announced and they were geeking out over it and the fact that he used to work there was mentioned then.

I don't think the Nintendo area opening up at Universal Orlando is going to impact when Nintendo decides to release a Splatoon sequel, nor would a TV show/movie/anime.

Yeah Josh probably has sources either in Disney or Universal...or both.
 
I don't see a big, feature rich sequel happening without a good few years in the oven. At least not with how long Nintendo usually takes making games.

I'm banking on 2018.
The game was finished in 2015. I think Holiday 2017 for Splatoon is realistic. I'm pretty sure the original had about the same amount of development time.
 
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