OG_Original Gamer
Member
First lets start with some comments by Iwata.
"Of course, we are applying advances in technology. But when you use those advances just to boost the processing power, the trade-off is that you increase power consumption, make the machine more expensive and make developing games more expensive. When I look at the balance of that trade-off -- what you gain and what you lose -- I don't think it's good. Nintendo is applying the benefits of advanced technology, but we're using it to make our machines more power-efficient, quieter and faster to start.
We all know that multi core processors require alot of power, the PowerPC G5 is in the 100watt range. The move to the 90nm processor help decrease its power consumption to about 65watts. Going multi core only increases the amount of power needed, but the heat that comes from a multi core processor is the real problem. Its going to be a while before any chip is moved to the 65nm process. Which leads me to this.
Liquid-Metal Cooling Technology for CPU Cooling
As current cooling solutions reach their limits, the industry is in need of a unique advanced cooling solution. nanoCoolers' liquid-metal cooling loops have all the attributes to fill that need. Part of the uniqueness of our thermal solutions is in its simplicity. The cooling loop consists of liquid metal as the working fluid, a heat source exchanger, an ambient heat exchanger, an electromagnetic pump, and interconnecting tubing. There are also attaching mechanisms, a fan, housing structure, etc. but the simplicity of the solution is quite unique.
http://www.nanocoolers.com/technology_liquid.php
The boiling point of the material is in excess of 2000°C, the pics illustrates a small form factor. Which would be beneficial to the size of Revolution. Its also tech that doesn't produce alot noise.
Combined this with IBM Strained Silicone directly on Insulator(SSDOI) process which reduces power consumption, without affecting performance.
The PS3 will require alot of power with so many connections, so Nintendo chose to provide only two USB ports and a proprietery AV component. You reduce power consumption because there is no harddrive to power. So Nintendo they go for onboard flash memory. There's only two moving part in the console(fan and DVD drive).
How do Nintendo plan on making it possible for indie developers to produce titles that look as good as the big boys. Well check out this patent, http://appft1.uspto.gov/netacgi/nph...s1=Nintendo.AS.&OS=AN/Nintendo&RS=AN/Nintendo
The patent basically says that a developer can pre-render a area of the game and convert it into a exact replica in realtime using this feature.
In one embodiment, we use a known technique called cube mapping to pre-render images defining a 3D scene. Cube mapping is a form of environment mapping that has been used in the past to provide realistic reflection mapping independent of viewpoint. For example, one common usage of environment mapping is to add realistic reflections to a 3D-rendered scene. Imagine a mirror hanging on the wall. The mirror reflects the scene in the room. As the viewer moves about the room, his or her viewpoint changes so that different objects in the room become visible in the mirror. Cube mapping has been used in the past or provide these and other reflection effects.
We use cube mapping for a somewhat different purpose--to pre-render a three-dimensional scene or universe such as for example a landscape, the interior of a great cathedral, a castle, or any other desired realistic or fantastic scene. We then add depth to the pre-rendered scene by creating and supplying a depth buffer for each cube-mapped image. The depth buffer defines depths of different objects depicted in the cube map. Using the depth buffer in combination with the cube map allows moving objects to interact with the cube-mapped image in complex, three-dimensional ways. For example, depending upon the effect desired, moving objects can obstruct or be obstructed by some but not other elements depicted in the cube map and/or collide with such elements. The resulting depth information supplied to a panoramically-composited cube map provides a complex interactive visual scene with a degree of 3D realism and interactivity not previously available in conventional strictly 2D texture mapped games.
This could shorten the development process. This combined with a development enviroment similar to GC(API), should help reduce development cost.
Now for the comments from Reggie about the Revolution controller, someone suggested that the GC controllers could be used to play those NES,SNES,N64 games. Only problem with this is that Reggie could of easily explained this as a fact. But its still to difficult to come to some type of conclusion. So I'll leave that portion alone.
I think Nintendo goal is to provide a powerful console, without having to include HDMI,DVI, (4)USB, Harddrive, Digital output, Analog AV all that requires money and power. You won't be limited in your ability to connect to these features except a harddrive , there just won't be 10 ports to do it.
Developers will have a recognizeable development environment, with additions that make it even easier to create visually outstanding titles.
"Of course, we are applying advances in technology. But when you use those advances just to boost the processing power, the trade-off is that you increase power consumption, make the machine more expensive and make developing games more expensive. When I look at the balance of that trade-off -- what you gain and what you lose -- I don't think it's good. Nintendo is applying the benefits of advanced technology, but we're using it to make our machines more power-efficient, quieter and faster to start.
We all know that multi core processors require alot of power, the PowerPC G5 is in the 100watt range. The move to the 90nm processor help decrease its power consumption to about 65watts. Going multi core only increases the amount of power needed, but the heat that comes from a multi core processor is the real problem. Its going to be a while before any chip is moved to the 65nm process. Which leads me to this.
Liquid-Metal Cooling Technology for CPU Cooling
As current cooling solutions reach their limits, the industry is in need of a unique advanced cooling solution. nanoCoolers' liquid-metal cooling loops have all the attributes to fill that need. Part of the uniqueness of our thermal solutions is in its simplicity. The cooling loop consists of liquid metal as the working fluid, a heat source exchanger, an ambient heat exchanger, an electromagnetic pump, and interconnecting tubing. There are also attaching mechanisms, a fan, housing structure, etc. but the simplicity of the solution is quite unique.
http://www.nanocoolers.com/technology_liquid.php
The boiling point of the material is in excess of 2000°C, the pics illustrates a small form factor. Which would be beneficial to the size of Revolution. Its also tech that doesn't produce alot noise.
Combined this with IBM Strained Silicone directly on Insulator(SSDOI) process which reduces power consumption, without affecting performance.
The PS3 will require alot of power with so many connections, so Nintendo chose to provide only two USB ports and a proprietery AV component. You reduce power consumption because there is no harddrive to power. So Nintendo they go for onboard flash memory. There's only two moving part in the console(fan and DVD drive).
How do Nintendo plan on making it possible for indie developers to produce titles that look as good as the big boys. Well check out this patent, http://appft1.uspto.gov/netacgi/nph...s1=Nintendo.AS.&OS=AN/Nintendo&RS=AN/Nintendo
The patent basically says that a developer can pre-render a area of the game and convert it into a exact replica in realtime using this feature.
In one embodiment, we use a known technique called cube mapping to pre-render images defining a 3D scene. Cube mapping is a form of environment mapping that has been used in the past to provide realistic reflection mapping independent of viewpoint. For example, one common usage of environment mapping is to add realistic reflections to a 3D-rendered scene. Imagine a mirror hanging on the wall. The mirror reflects the scene in the room. As the viewer moves about the room, his or her viewpoint changes so that different objects in the room become visible in the mirror. Cube mapping has been used in the past or provide these and other reflection effects.
We use cube mapping for a somewhat different purpose--to pre-render a three-dimensional scene or universe such as for example a landscape, the interior of a great cathedral, a castle, or any other desired realistic or fantastic scene. We then add depth to the pre-rendered scene by creating and supplying a depth buffer for each cube-mapped image. The depth buffer defines depths of different objects depicted in the cube map. Using the depth buffer in combination with the cube map allows moving objects to interact with the cube-mapped image in complex, three-dimensional ways. For example, depending upon the effect desired, moving objects can obstruct or be obstructed by some but not other elements depicted in the cube map and/or collide with such elements. The resulting depth information supplied to a panoramically-composited cube map provides a complex interactive visual scene with a degree of 3D realism and interactivity not previously available in conventional strictly 2D texture mapped games.
This could shorten the development process. This combined with a development enviroment similar to GC(API), should help reduce development cost.
Now for the comments from Reggie about the Revolution controller, someone suggested that the GC controllers could be used to play those NES,SNES,N64 games. Only problem with this is that Reggie could of easily explained this as a fact. But its still to difficult to come to some type of conclusion. So I'll leave that portion alone.
I think Nintendo goal is to provide a powerful console, without having to include HDMI,DVI, (4)USB, Harddrive, Digital output, Analog AV all that requires money and power. You won't be limited in your ability to connect to these features except a harddrive , there just won't be 10 ports to do it.
Developers will have a recognizeable development environment, with additions that make it even easier to create visually outstanding titles.