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Originally Posted by
kool kitty89
The Game Boy was a very different case as a handheld where not only cost was a factor but other major factors came into play meaning that a simpler (or rather more cut down) design was indeed "better" for the mass market even if it wasn't for the price point.
The smaller size was significant, but the main issue was the battery life being 4-6x the battery life of the competition while 2/3 the batteries.
Color LCD screens had poorer contrast and viewing angles than mono/grayscale screens making reflective backed color screens generally impractical until the mid 90s (or extremely boarderline and making the large palettes of the Lynx and GG worthless -might as well have used 6-bit RGB if that), so Nintendo not only saved cost by using the mono/scale screen, but it allowed them to have an acceptably usable non-backlit screen and thus cutting a massive power drain out of the system.
Nintendo's market position was also a major tie-in with the GB's success. But keeping that and the price point and form factor, if the GB had a similar battery life as the competition, it wouldn't have been nearly as strong.
From a consumer standpoint, the battery life was a major issue. The Atari Lynx required 6 AA batteries that only lasted 2 hours. I couldn't even use rechargeables, because they would get stuck inside the system. How many parents would go through buying their kids a large supply of batteries to power that thing.
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The Wii is a different case in general than that and has more to do with pushing into untapped/ignored market sectors on top of the lower price point. (albeit in a technical sense, quite possibly the most overpriced mass market game console ever produced)
Yeah, but Nintendo could quickly release games for the system, since it didn't require advanced graphics techniques, or added developer tools beyond the use of the motion controls. They didn't have problems getting large amounts of 3rd party support, since the investment to get a game out on the hardware was considerably less than that of a 360 or PS3 title.
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Not to mention all the bottlenecks related to multi-core processors even compared to discrete multiprocessor systems. (much more issues with I/O bound bottlenecks, etc, etc) Multi-core CPUs are great for computationally intensive stuff, less competitive for bandwidth intensive stuff, and more extreme as you add more cores.
Of course, processor technology hit a wall (more or less) with increasing clock speeds, so that limited advancement in single-core designs. (you still have other advancements to performance on a per-clock basis, but up until ~5 years ago you saw that in combination with ever increasing clock speeds)
And with the advancement in GPUs, you have more and more push for that offloading CPU grunt as well.
I read an article where the writer was seeing just how much CPU resources were being used for multiple games. He pretty much discovered that 2 cores took the brunt of the load and there was maybe 2 games that he tested that really used the other 2 cores of a quad-core processor. It's going to be a couple of years before we see PC games that require a quad-core to run. Mafia II might be the first, because it uses a crazy cloth physics engine, but a (2nd) physics support graphics card can take that load of the main GPU/CPU, if it's used for that purpose only.