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[quote name='FriskyTanuki']All Android games on PlayStation Suite are compatible with the Vita.[/QUOTE]
Right, but how many of them are there? Ten?
Right, but how many of them are there? Ten?
By extension, this makes it more powerful than the Wii GPU, which was a 50% overclock of the gamecube GPU.At 200MHz core frequency an SGX543MP4 (four cores) will deliver 133 million polygons per second and fill rates in excess of 4Gpixels/sec**.
IGN: On the PlayStation Vita, it seemed like many were surprised by the name. What are your thoughts on that and were there other names you were considering?
Yoshida: With anything the name is a big deal. There are many people involved pitching ideas. Vita was actually one of the code names for the project. We started this in 2008 and called it NGP actually, that was the very first codename. At one point the hardware guys proposed to call it Project Vita. Vita means "life" and one of the central concepts they were proposing was to bring entertainment to every aspect of a person's life. We wanted people to carry around PSVita where you'll be close to the PlayStation experience everywhere you go.
After a couple years using the Vita name, it sunk into our minds. When we announced the device in January we hadn't decided, but the majority of us thought the Vita name made sense.
IGN: How much concern is there with dropping the PSP name?
No one had predicted that a $500 dollar device with a large screen would sell like crazy before the iPad came out.
Yoshida: When we said NGP, many people called it PSP 2. And when we said PlayStation Vita then people called it NGP. So I think after a few months people will get used to it.
IGN: Most everyone was surprised by the $249.99 price announcement, including a lot of third-party publishers. How important was it for Sony to get to that point and will the company make a profit on the console sold out of the gate?
Yoshida: At the very start of this project a bunch of us core members went to Japan and spent a day discussing what it is that we wanted to achieve with the new PlayStation portable device. One of the goals was to hit the right price point, which was actually $250. So at the very beginning we agreed that we're going to hit $250. But during that time we were still recovering from the difficultly we had with the high cost of goods with PlayStation 3 where the company lost a lot of money. We asked consumers to spend a lot of money to purchase what, at that time, was bleeding-edge technology. That was great from a technical standpoint but the technology has to mature enough so that a reasonable price can be put on the performance.
For Vita, the price on performance was something we definitely wanted to hit, although we all agreed because we are PlayStation, people expect better graphics and prettier pictures, so we have all those things we wanted to achieve in terms of capabilities, but we capped our ambitions with a cost of goods target that we can profitably sell the hardware for $250.
To answer your question, we set out a goal: Yes, we're going to hit the $250 price, and no, we don't want to sell the hardware with a deficit. That's a goal we set out to do and I'm very happy we are achieving that.
IGN: So you're going to be profitable with each Vita sold?
Yoshida: We haven't completed the hardware development. It's like 98-percent done in terms of hardware, and on the system software side and network code, we have a few more months to work on that. We don't have the final-final answer to that question, but the way we are projecting it seems like we're going to do pretty well.
IGN: The Nintendo 3DS launched at $250, and sales for that appear to be slower than most expected. Many say it's because there's a lack of good software. But are you concerned that maybe $250 for a dedicated gaming device might still be too much?
The development cost for one of our studio titles on Vita is way closer to what we've been spending on developing PSP games.
Yoshida: It's relative to what the value of the product is offering. No one had predicted that a $500 device with a large screen would sell like crazy before the iPad came out. Really, it matters what it is that the product enables people to do. And of course what games you can play is one part and we like to see people excited for our games at launch.
IGN: How have third-party developers been reacting to being able to create high quality games on a portable like this? A game like Uncharted: Golden Abyss obviously costs way more to develop than most iPhone games. Have you noticed a trend of developers wanting to do big-budget handheld games?
Yoshida: Last year, when the company started evangelizing NGP, I joined many of these meetings with third-parties because one of our studios was integral in hardware development and we had prototypes of the games already working, like Uncharted and Little Deviants, to help explain why some of the components are in Vita. When you just say this device has a back touch panel, people may say, "Well, we don't need it." But when you let them try Little Deviants, they say, "Oh, ok, that makes sense."
I am there in many meetings with third-party developers and publishers, and because one of our studios is no different than them in terms of being game developers, a lot of questions we asked on the input we had made in determining the features of PSVita, they quickly understood. They agreed this is the right level of technology they would be able to put their games on.
It's not making a next-generation game on home consoles where you have to spend $100 million. Actually, the development cost for one of our studio titles on Vita is way closer to what we've been spending on developing PSP games than what we've been spending on PlayStation 3.