While searching for more information about the proprietary high-density optical discs for Wii U, I came to think of the joint patents between Inphase Technologies, Inc. (Longmont, CO)
and Nintendo Co., Ltd., describing "Miniature flexure based scanners for angle multiplexing". They've actually got three patent regarding this:
7,551,336 | Miniature single actuator scanner for angle multiplexing with circularizing and pitch correction capability
7,453,618 | Miniature single actuator scanner for angle multiplexing with circularizing and pitch correction capability
7,405,853 | Miniature single actuator scanner for angle multiplexing with circularizing and pitch correction capability
7,336,409 | Miniature flexure based scanners for angle multiplexing
Use the US Patent Full-Text Database Boolean Search if you wanna have a closer look:
http://patft.uspto.gov/netahtml/PTO/search-bool.html
Multiplexing means, I quote IBM here:
1. In data transmission, a function that permits two or more data sources to share a common
transmission medium so that each data source has its own channel.
2. In OSI, the technique of using a single network connection by multiple Transport
Layer connections so that multiple associations can share the same line. Multiplexing is available only
for transport classes 2 and 4.
Two of these patents were filed as early as March 6, 2007. We know from "Iwata Asks: E3 2011 Special Edition" that Wii U began "development" in 2008:
Iwata: You know, Wii U has already been announced by the time people are reading this interview.
Miyamoto: Right.
Iwata: I've been looking back at my calendar right before this interview, and I noticed that it's been just
about three years since we started having meetings about this.
Could this be something they have regarded as a key function of Wii ever since development started? InPhase sure has seen some rough years of reconstruction and several other problems, but they seem relatively stable for the moment, and shouldn't pose any greater risks for Nintendo to invest in actively. The patents however is not all too important if you look at what kind of discs Nintendo could get if they "team up" with InPhase. The offer in 2007 was holographic drives and media (Tapestry) with a capacity of 300GB of uncompressed data, with read and
write transfer rates of 20MBytes/second. In comparison to the BD-ROM, the transfer rate may be a bit low, but this was as said in 2007, and the roadmap supplied by InPhase looks like this:
WORM Gen 1 tapestryTM300r 300GB / 20 MB/second
WORM Gen 2 tapestryTM800r 800GB / 80 MB/second
WORM Gen 3 tapestryTM1600r 1.6TB / 120 MB/second
This is from a 2007 broschure:
http://www.inphase-tech.com/downloads/pdf/products/2007TapestryProductBrochure.pdf
While I personally find this
very exotic (even for Nintendo), some basic principles chime right in their direction:
- low price for commercial quality
- media backward read compatibility for three generations protects your investment
- long archive life and multi-generational compatibility lets you skip data migration cycles
Considering the long archive life and multi-generational compatibility, they could choose to use this system for a long time, and it should be able to combat piracy pretty well, because of it's rather special output. What must be noted here though is that this natively doesn't fit the description of the optical disc. The tapestry media is for example 130 mm in diameter in comparison to the established 120 mm format, so the design would simply be something based on this. And while this would make sense for Nintendo to use, I still think it's too exotic, so I looked at alternative formats the design could be based on:
If we are to reference partners Nintendo has previously partenered with to develop media and in some cases hardware, our best choice is Panasonic/Matsushita. They provided the Nintendo optical disc used for Nintendo Gamecube and Wii, and could thus be a natural choice for Nintendo to continue with. To be able to put the following suggestion in context, it is perhaps appropriate to reference what Nintendo, in this case Reggie Fils-Aime, has actually said about the optical disc:
"This is proprietary technology. We haven't
disclosed the capacity, but obviously it has to
have a significant capacity to drive HD graphics."
Will the capacity be on a par with Blu-ray?
"We're not going to compare ourselves to
someone else's technology," Fils-Aime added.
"What I can tell you is it won't be Blu-ray and
the disc won't be a limiter to the types of experiences consumers can have."
This was told in an interview with GameTrailers, as reported by CVG:
http://www.computerandvideogames.com/306064/wii-u-wont-use-blu-ray-nintendo/
So, not Blu-ray then. Panasonic manufactures Blu-ray disc drives, so they obviously has the knowledge of how to create something similar to it, which they have already. The format is called ADA Media and is used mostly for archiving purposes, but is based on the Blu-ray disc standard and should be relatively easy to use for other purposes as well. The format currently holds 25-50 GB, with an expected future iteration holding 100 GB. The data transfer speed of 72 Mbps is sufficient, and the disc diameter is 120 mm. It coincides well with the specifications provided by Nintendo, and also what several media outlets have suggested about the format. The only problem here is that the current drive required for this media is rather large for Wii U's dimensions:
Internal drive: 1.63 inches tall, 5.75 inches wide and 7.6 inches long
Wii U: 1.8 inches tall, 6.8 inches wide and 10.5 inches long
Broschure here:
http://www.panasonic.com/industrial/includes/pdf/Panasonic_Advanced_Disk_Datasheet.pdf
What Nintendo can do about the size of such a drive I don't know, but it would probably have to be something more efficient in size than Gamecube, and that ain't something you do in 60 seconds.
These are just some suggestions that can spark discussions to drive the thread for some time up to GDC. What role the Miniature flexure based scanners for angle multiplexing could play in the whole Wii U drama I honestly can't say. I usually get what a patent is about, but I just can't wrap my head around this. Perhaps we've got a software developer or an engineer around here that could come with an input.