Alright, now we have had the chance to play around with the 3DS for a good 10 months, I'm sure most of us have played one the best looking game on the system, yep I'm talking out Residents Evil: Revelations demo. Now we have a good insight what the system is capable of.
Feel free to post screenshots/footage that impressed you, discuss its GPU and how it's features are used in game and other aspects of the system such as sound or whatever and if you like, criticise the system if it lacks in a particular area.
There's not much we know about the inner specs, We can speculate using screenshots and games that are release. Just so you know the known facts are....
128MB FCRAM, contains 2 dies split in 64MB each.
Some dual core ARM CPU with unknown clock speeds.
DMP Pica200 GPU model that we don't know which and unknown clock speed.
DSP, its own dedicated sound chip unlike the DS.
6MB VRAM, stated from 3dbrew.
Note: I don't want people bringing up Vita in this thread, we all know it's a much more powerful handheld out of the two, lets not state the obvious and keep it down to what the 3DS can achieve.
Edit: Regarding the Pica200 GPU more info thanks to coto and puregamer
PICA®200 3D Graphics IP
PICA200 graphics IP core is a 3D graphics IP core for embedded applications with DMP’s proprietary extention MAESTRO that realizes a flexible, scalable, and innovative high quality graphics to meet broad demand for ASIC/ASSP/SoC (System on Chip) applications for the rapidly growing “21st-century Digital Consumer Market” such as amusement machines, car infotainment systems, mobile phones, game consoles, and digital appliances.
DMP provides PICA emulators for PC environments, “ShaderBox®” which is an authoring support tool for DMP extensions, and content execution environments (engines). All these tools support the industry standard COLLADA specification, allowing for seamless workflow from major CG tools as well as efficient and low-cost production of contents that make full use of DMP extensions.
Features:DMP MAESTRO technology
- Frame buffer: Maximum 4095×4095 pixels
- Pixel format: RGBA4444, RGB565, RGBA5551, RGBA8888
- Vertex program (ARB_vertex_program)
- Render to texture
- mipmap
- Bilinear texture filtering
- Alpha blending
- Full-scene antialiasing (2×2)
- Polygon offset
- 8-bit stencil buffer
- 24-bit depth buffer
- Single/Double/Triple buffer
- Vertex performance: Maximum 15.3M polygons/sec (at 200MHz)
- Pixel performance: Maximum 800M pixels/sec (at 200MHz)
- Per-pixel lighting
- Procedural texture
- Refraction mapping
- Subdivision primitive
- Shadow
- Gaseous object rendering
Specification
- 65 nm Single Core (max. clock frequency 400 MHz)
- pixel performance: 800 Mpixel/s
- 400 Mpixel/s @100 MHz
- 1600 Mpixel/s @400 MHz
- vertex performance: 15.3 Mpolygon/s
- 40Mtriangle/s @100 MHz
- 160Mtriangle/s @400 MHz
- Power consumption: 0.5-1.0 mW/MHz
- Frame Buffer max. 4095×4095 pixels