Xanthious said:
I'm unable to find the exact quote word for word however most recently they came out and said "The biggest reason why we developed the portable [with high specs] is because we didn't want developers to think that they couldn't develop their titles for Nintendo game machines due to the specs." (You can find the full story on Kotaku). I will refrain from bringing up anything about this justifying my position on the Wii but I will say if your going to brag about your system having all this power don't you think it should be able to at least meet the minimum specs for a game engine over 3 years old?
Do you even know anything about what 3 years of technological progression means?
Aside from the fact that whatever you're quoting is speculation by a developer based only on a set of very basic hardware stats (and trust me, you need to know a lot more than that to be certain if something will run or not.),
3 years represents an increase of about 4-8 times the processing power.
HOWEVER, we are talking about an engine which targeted the Xbox360, PS3, and PC's from that era.
All of which typically contain hardware that requires 150+ watts of power to run a game engine.
Even laptop PC's capable of running something like that would use 50 watts or so in all probability.
Do you know what the 3DS has to be able to run on? It'd be hard to be entirely sure, but considering devices like it's predecessor, you'd be looking at no more than about 2 watts.
Now, I doubt you can make this comparison (I think it's probably worse than this, to be honest), but if you can scale down the power requirements at about the same rate as you increase the performance (especially unlikely considering power requirements often go up when hardware gets faster, rather than remaining the same), and starting from the kind of hardware laptops use, you might just about be able to get that down to say, 6-7 watts.
Well, guess what? That's about 3-4 times as much power needed.
End result? Probably 1/3 to 1/4 the battery life.
Ooh. And look; The Iphone can run Unreal engine 3. (how well though? High graphics settings? Moderate? Low?)
Looking around a bit, the Iphone can apparently run out of power after as little of 3 hours of
web browsing, and if my laptop is any indication, 3d gaming is a lot more demanding than browsing the internet.
Now, taking the battery life of a DSI and DS lite, we get between 3-4 and 9-14 hours for a DSi, which depends almost entirely on the screen brightness, and
5-8 and 15-19 hours for the DS lite, again depending on screen brightness.
So, a pretty typical runtime for an iphone under what for a PC is considered a 'low usage' load (meaning it could get a lot worse than that) is equivalent to the ABSOLUTE WORST CASE of a DSi, and half that of a DS lite.
Since the DSi is so much worse than the older DS lite, it seems more likely the 3DS is going to be near or possibly slightly worse than the DSi (though that would be bad for nintendo, which makes it seem unlikely.)
In any event, in typical use with medium screen brightness, the DSi still manages 6-9 hours of use, which isn't at all unrealistic from what I know of Nintendo handhelds.
The 3DS could be worse than this, but I highly doubt it will be (considering the DSi is already quite a bit worse than it's predecessors)
And... That's about 3 times the runtime of an Iphone, (though probably more. Anyone got any reliable figures for the runtime of an Iphone when playing a graphically demanding game?).
So, that's about consistent with my figures.
Which means, to be able to maintain the kind of battery life Nintendo handhelds have had in the past, you'd be looking at graphics that are about 4-5 hardware generations old.
That's, ooh.
between 4 and 7.5 years...
And you wonder why a
3 year old engine won't run on it?
You'd need to cut the battery life by anything from 2 to 8 times (or increase the battery size by about that much) to compensate for the lack of technical advance that you proclaim as being as being no big deal...