The working hypothesis I have, emphasis on hypothesis since this is my opinion and I wasn't aware enough apparently that I need to go further in clarifying this based on certain reactions, goes back to the past where at one point we did look at Flipper/Hollywood influence on Latte's design.
Like for example what if some of the GPU is a "modern transform and lighting unit"? The previous GPUs had a fixed function T&L unit, and in PC cards back in the day this became a staple until apparently the arrival of programmable vertex and pixel shaders. So from a modern perspective, the lighting would be obvious. On the transform side I never put much learnin' into understanding a T&L unit back then and forgot everything I knew, but this time around I found an old nVidia article about it.
http://www.nvidia.com/object/transform_lighting.html
Maybe Nintendo allocated resources to ensure the stability and predictability of tessellation and lighting for future games and in turn these were also modified for BC purposes.
Welcome back, bg! Neogaf is a hell of a drug, ain't it? Hope all has been well on your end.
Now that formalities are out of the way, on to your hypothesis. Something everyone should know about me is that there is nothing too far fetched that I won't at least give it a fair shot. I love thinking outside the box and when it comes to Nintendo, one almost has to get used to that way of thought.
That being said, here's how I look at the possibility of Nintendo designed fixed function/dedicated silicon blocks on Latte. I broke it down into a little "for and against." Anyone please feel free to add your own.
FOR:
-Wii BC blocks might be present - why not upgrade them for Wii U functionality?
-BG's source and Li Mu Bai have both hinted at such a possibility
-3DS' "Maestro" extensions are fixed function
-Predictable performance
-Low power consumption
Against:
-Not present in leaked features list - this is not something like clockspeed or ALU count that would have tipped off the competition or disappointed fans. If there is something like "free per pixel lighting," such a feature is exactly the type we would expect to be listed with the others in the initial vgleaks specs.
-Not heard of by Ideaman or mentioned by any developers in interviews.
-In an investor Q&A some time back, Iwata was questioned on why they chose fixed function pixel shaders for 3DS. What much of it boiled down to was that they were appropriate, at the time, for a portable device. Wii U is a different scenario.
-If these custom blocks exist, where did Nintendo get them from? On 3DS, they licensed the technology from DMP. Put plainly, I don't know if Nintendo's engineers are in the business of designing hardware blocks from scratch. Would AMD have really been a help with something this different from the current trend?
-Something this exotic would be in documentation. This is not like clock speeds and ALU count, where developers can easily gauge performance on their own. Further, Nintendo told them basically all they need to know in that the chip is based on the R700 ISA and uses a similar API as OpenGL. Devs know how to use that stuff. Not so with any dedicated silicon. Would Nintendo really sabotage 3rd parties this way?
-Legacy Wii hardware blocks (RAM) seem to be locked off by Nintendo. It's likely that if they included legacy Wii logic, they have done the same, rather than try to shoehorn it into a modern graphics pipeline, where it has no place.
Thoughts, anyone?