With programmable shaders, software developers can send to the hardware the programs to dictate which shading should be realized. On the other hand, Nintendo has adopted for Nintendo 3DS a different approach from the programmable shaders that are commonly used today. More specifically, even though there are various shading methods available with programmable shaders, because there are certain sets of typical combinations the developers are using, we have made it (the hardware) so that we can offer the Nintendo 3DS developers this method or various alternatives from the start. I understand that the person with this question called this technology "fixed shaders." So, the question was, why we have decided to choose such an approach, what the advantage is and what the disadvantage is. I'd like to ask Mr. Takeda to answer this first.
Genyo Takeda (Senior Managing Director of Nintendo and General Manager of Integrated Research & Development Division):
As for the reason we chose fixed shaders this time, I was not directly involved in that particular process, but my understanding is that the company has chosen the most appropriate methods for the appropriate areas, so it is not a case of one method being generally better or worse than another.
In designing a handheld game device, power consumption is one of the biggest factors to consider. Naturally, the designers have to make efforts to lower the power consumption. The advantage of handheld devices is that they do not require such high-end resolution like that of home TV sets. The users are going to look at the lower resolution screens at closer distances from their eyes. When the company considers this and other factors comprehensively, just as Iwata mentioned just before, the question is whether we should make it perfectly flexible or would it be better for us to focus upon the methods which are expected to be used most often. When we conduct a comprehensive review, we also need to take into consideration such factors as software development costs and many other things. My understanding is that the company has concluded, after reviewing everything comprehensively, that fixed shaders are the most appropriate choice for this handheld device.