OK I have done all the research I can - and it seems 100% certain - that the 3DS does NOT have a separate PICA chip. yes thats right. The 3DS has a co-developed Nintendo/Arm SOC CPU 'SUPPORTED' by DMP's Meastro Technology. http://www.dmprof.com/english/e_products/e_case/#nintendo http://www.dmprof.com/e_news/e_press/372/ Here I have a full 3DS teardown. http://techon.nikkeibp.co.jp/english/NEWS_...0110228/189942/ Please have a look at this in depth look at the 3DS. Basically I think the PICA is built into the SOC. DMP's website has a nice article on it's partnership with Nintendo too. The PICA200 is confirmed to be used by Nintendo but it is not a separate chip on the board. from Iwata asks a while ago: # Iwata: Which brings us back to how you had designed the first SoC with some leeway in power. Umezu: Yes. Making it 3D increased the power needed, and I ended up using all the extra power. Iwata: Programmable shaders19 for showing shadows in 3D graphics have come into general use, but for Nintendo 3DS we adopted a technology from Digital Media Professionals (DMP).20 Could you explain that? 19Programmable shader: A shader is a software tool mainly for representing light and shadow in graphics. A programmable shader allows programmers to determine how they would like the effects of light and shadow to be calculated. The high degree of freedom makes a wider variety of effects possible. 20Digital Media Professionals Inc.: A company that mainly develops and sells graphics processors. Headquarters: Mitaka, Tokyo. Umezu: What eats more electricity than anything in a handheld gaming device is the LCD backlight. Iwata: The Nintendo 3DS system has two of those - and the upper one is for 3D. Umezu: Right. And the 3D one has to deliver separate images to the left and right eyes. Which means that in 3D the amount of light delivered to each eye is halved. In order to make it look just as bright as usual, you have to increase the brightness of the backlight, which increases the power used even more. Iwata: Choosing 3D led to the need to double the graphics and increase the brightness of the backlight, so there must have been a lot of challenges with regard to power. Umezu: I knew from the very start that the LCDs would require lots of power, so I thought we couldn’t use that much for graphics. I spent quite a lot of time looking into programmable shading, but when you use that method for a handheld game system, you also have software processing in the SoC, and a number of steps become necessary for calculating the shading to render one point on the screen, so it can’t keep up if the operating frequency21 isn’t fast enough. 21Operating frequency: Also known as clock rate. It signifies the rate for synchronising the parts of a circuit. Iwata: In other words, that method eats up too much power. Umezu: Yes. We knew that DMP’s technology had the merit of calculating with the hardware, so we could cut down on the power used. Iwata: DMP’s technology achieves with the hardware most of the shadow calculation usually done by a programmable shader, so even a slower operating frequency can achieve the same results. With today’s semiconductor technology, the frequency has a direct influence on power use, so it’s very beneficial in that regard. Umezu: Yes. I thought DMP’s technology was best for saving power, given the limits of a handheld gaming system. What’s more, to save power just a little more, we prepared a power-saving mode for the backlight. http://www.nintendo.co.uk/NOE/en_GB/news/i..._31133.html#top link to the whole page. Also I can confirm 1 x RAM = Fujitsu 1 x NAND = Toshiba 1 x CPU = Nintendo/Arm True detailed specs still unknown. not a revelation of news but the teardown should please fans as the photo's are very nice quality.