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Intel Researchers Consider Ray-Tracing for Mobile Devices

An anonymous reader points out an Intel blog discussing the feasibility of Ray-Tracing on mobile hardware. The required processing power is reduced enough by the lower resolution on these devices that they could realistically run Ray-Traced games. We've discussed the basics of Ray-Tracing in the past. Quoting: "Moore's Law works in favor of Ray-Tracing, because it assures us that computers will get faster - much faster - while monitor resolutions will grow at a much slower pace. As computational capabilities outgrow computational requirements, the quality of rendering Ray-Tracing in real time will improve, and developers will have an opportunity to do more than ever before. We believe that with Ray-Tracing, developers will have an opportunity to deliver more content in less time, because when you render things in a physically correct environment, you can achieve high levels of quality very quickly, and with an engine that is scalable from the Ultra-Mobile to the Ultra-Powerful, Ray-Tracing may become a very popular technology in the upcoming years."

38 of 120 comments (clear)

  1. Inverse Moore's Law by click2005 · · Score: 5, Insightful

    Moore's Law works in favor of Ray-Tracing, because it assures us that computers will get faster - much faster - while monitor resolutions will grow at a much slower pace.

    Inverse Moore's Law states that the more time that developers spend on making games look 'pretty', the less time they spend on playability.

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    1. Re:Inverse Moore's Law by koh · · Score: 4, Funny

      Inverse Moore's Law states that the more time that developers spend on making games look 'pretty', the less time they spend on playability. My psychic powers tell me you've played one of the recent Final Fantasy titles.

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    2. Re:Inverse Moore's Law by hvm2hvm · · Score: 2, Informative

      nah, most games these days tend to focus on graphical and sound effects rather than playability. this trend is similar to the movies made en masse in Hollywood that have pretty good effects but lousy plots. most games i played on a mobile have low quality graphics but playability makes them worthwhile. what good is raytracing going to do if the game is hard to control or understand. many mobile devices don't have a good support for multiple keypresses at once.

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    3. Re:Inverse Moore's Law by jcnnghm · · Score: 5, Insightful

      You could probably argue that is why the Wii is selling so well.

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    4. Re:Inverse Moore's Law by farkus888 · · Score: 2, Insightful

      I would agree with that argument. The wii got me back into gaming after a few year break. I had quit because I was annoyed with games being all about graphics and not being fun enough to actually draw me in.

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    5. Re:Inverse Moore's Law by Slarty · · Score: 4, Informative

      For games, at least, shadows don't need to be perfect. Neither do reflection and (especially) refraction. The goal is all about rendering something that looks plausible, not perfect (although it's a bonus if you can get it). For things like caustics, most people (and especially gamers) just aren't going to notice if the shadows or caustics or what-not are a tiny bit "off".

      Current rasterization approaches use a lot of approximations, it's true, but they can get away with that because in interactive graphics, most things don't need to look perfect. It's true that there's been a lot of cool work done lately with interactive ray tracing, but for anything other than very simple renderings (mostly-static scenes with no global illumination and hard shadows), ray tracers *also* rely on a bunch of approximations. They have to: getting a "perfect", physically correct result is just not a process that scales well. (Check out The Rendering Equation on wikipedia or somewhere else if you're interested; there's a integral over the hemisphere in there that has to be evaluated, which can recursively turn into a multi-dimension integral over many hemispheres. Without cheating, the evaluation of that thing is going to kick Moore's law's ass for a long, long time.)

      By the way, the claim that with a "physically correct environment, you can achieve high levels of quality very quickly" doesn't really make much sense. What's a "physically correct environment" and what is it about rasterization that can't render one? How are we defining "high levels of quality" here? And "very quickly" is just not something that applies much to ray tracers at the moment, especially in the company of "physically correct". :-)

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    6. Re:Inverse Moore's Law by a_claudiu · · Score: 2, Informative
    7. Re:Inverse Moore's Law by mpeskett · · Score: 3, Insightful

      Sooner or later graphics that are completely indistinguishable from real life will be available on low-end hardware, then they'll have to start competing by making good games instead of just pretty games.

    8. Re:Inverse Moore's Law by hvm2hvm · · Score: 3, Interesting

      well i only play games on my mobile when i'm waiting for the bus or something. my point was that i tried some 3d racing games and some kind of 2d splinter cell clone but the only ones i actually feel like playing when i'm bored are a Zuma clone and 2 other simple games. maybe it's because i don't need to pay much attention or because i don't need time to understand how to play it. but i can't see why would anyone want to play a complex game on such a small screen and with those really bad controls.

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    9. Re:Inverse Moore's Law by Slarty · · Score: 3, Informative

      Sure, the rendering equation isn't ray tracing specific (it's a core graphics equation, independent of any one image generation method) but it's much easier to directly apply in ray tracing. There aren't many rasterization techniques that even attempt to solve it... the goal usually is just to add some ambient light effects which look like a plausible attempt at global illumination. AFAIK, even the latest, greatest game engines still stop short at something like baked-in ambient occlusion or screen-space darkening using the depth buffer. It looks cool, but physically accurate it ain't. It's much more natural to get "perfect" results in ray tracing, but that was kinda my point: getting those accurate results is pretty costly. If people don't notice the difference, why bother? Stick with the cheap approximation.

      And about scalability, you're right, of course; ray tracing does scale better with scene complexity than rasterization does, and as computing power increases it will make more and more sense to use ray tracing. However, the ray tracing vs. rasterization argument has been going on for decades now, and while ray tracing researchers always seem convinced that ray tracing is going to suddenly explode and pwn the world, it hasn't happened yet and probably won't for the forseeable future. Part of it is just market entrenchment: there are ray tracing hardware accelerators, sure, but who has them? And although I've never worked with one, I'd imagine they'd have to be a bit limited, just because ray tracing is a much more global algorithm than rasterization... I can't see how it'd be easy to cram it into a stream processor with anywhere near as much efficiency as you could with a rasterizer. On the other hand, billions are invested into GPU design every year, and even the crappiest computers one nowadays. With GPUs getting more and more powerful and flexible by the year, and ray tracing basically having to rely on CPU power alone, the balance isn't going to radically shift anytime soon.

      For the record, although I do research with both, I prefer ray tracing. It's conceptually simple, it's elegant, and you don't have to do a ton of rendering passes to get simple effects like refraction (which are a real PITA for rasterization). But when these articles come around (as they periodically do on Slashdot) claiming that rasterization is dead and ray tracing is the future of everything, I have to laugh. That may happen but not for a good long while.

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  2. Sweet!! by glavenoid · · Score: 2, Funny

    It's about time for S.P.I.S.P.O.P.D. for mobile devices! I've only been waiting about 15 years!!!

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  3. Brilliant! by neonmonk · · Score: 5, Funny

    I can just see two moustached elderly gents discussing research, possibly even drinking Guinness out of a bottle. They go silent for a few minutes and then one of them, whilst stroking his long droop moustache suddenly jumps up and proclaims:

    "Holy Crap! Mobile gaming devices have tiny screens, imagine how easy it'd be to use advanced raytracing graphics!"
    "Brilliant!"

  4. "computational requirements" by nurb432 · · Score: 2, Insightful

    "As computational capabilities outgrow computational requirements, the quality of rendering Ray-Tracing in real time will improve, and developers will have an opportunity to do more than ever before."

    This attitude is why even tho our computers are 1000x faster then we had 20 years ago, they actually perform worse overall.

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    1. Re:"computational requirements" by DarkOx · · Score: 2, Insightful

      This attitude is why even tho our computers are 1000x faster then we had 20 years ago, they actually perform worse overall.

      I would say yes and no. Its one thing to have the computer do something simply becase it can; I agree that is very wasteful. Raytracing is not needed on a 300x200 screen; especically while plaing a game and things are moving.

      On the otherhand 20 years ago like today we compormised and dispensed with things or found was to "fake it" in cases where the computer's conuld not deliver. Its really not critical shadows are rendered perfectly on my mobile phone while I am playing Doom57 Mobile Edition. An architecture program on my desktop though It would be nice to see how objects will turely look when lit.

      Its silly to continue living with the compromises of the past, when we no longer need to, its equally silly and wasteful to do manything being done on production(research is always good) computers today just because we can.
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    2. Re:"computational requirements" by typicallyterrific · · Score: 2, Insightful

      I hate "the old days were so much better!" comments, especially when it comes to computing.

      20 years ago, no one was connected to a 3mbps line, listening to music, with a mail and an IM client constantly pinging back, watching a video on youtube in one of twenty tabs in my firefox, with vim/emacs/eclipse open, azureus plugging away at some torrents as fast as it could, on two 1280x1024 screens in real colour, all simultaneously, on a single core I bought years ago. I still don't notice significant slowdowns.

      Remember when emacs used to be slow? I don't, I wasn't computer literate back when 8 megs of swap was a huge deal.
      Does anyone seriously miss the days when 512 × 384 pixels were an improvement and you couldn't run more than one app at once?

  5. prog10 by k2enemy · · Score: 4, Funny

    Too bad the source code for the highly optimized prog10 raytracer was lost in the great hard drive crash of '98.

    1. Re:prog10 by ByteSlicer · · Score: 4, Informative

      Man, I had to google that before I got it.

  6. Summary is misleading by DigitAl56K · · Score: 2, Informative

    Moore's Law works in favor of Ray-Tracing, because it assures us that computers will get faster - much faster - while monitor resolutions will grow at a much slower pace. Where did this "assurance" come from? Display resolutions grow as quickly as the latest games can run smoothly at the leading-edge dimensions. Since Moore's law is about doubling processing power, but doubling the display resolution means quadrupling the number of pixels, you may find the relationship is in fact much closer than you'd think.
    1. Re:Summary is misleading by node+3 · · Score: 2, Informative
      Moore's Law says the number of transistors in a certain area at a certain cost will double about every 18 months. This effectively seems to double computer speed every 18 months.

      Doubling the number of transistors on an LCD does not double the resolution (as you pointed out), it only multiplies each dimension by the square root of 2. Doubling the number of transistors on a CRT does nothing (well, maybe it gives you a more impressive OSD). But even limiting it to LCDs, it does not hold up. Display resolution does not follow Moore's Law. If it did, then just three years ago, a 30" LCD would be 1280x800, or that the current MacBook would be around 1900x1200.

      The reason for this is not that Moore's Law doesn't apply to LCDs, it probably does. What's happening is that instead of using that technology increase solely to make ever higher resolution displays, it's used to make ever cheaper and higher quality displays at the same, or marginally improved, resolutions.

      The thing you can directly measure with LCDs with regards to Moore's Law is dot pitch. Every 18 months or so (let's say 2 years as that's the outside figure), dot pitch would increase by the square root of 2. That means that the display elements in your OS would shrink over time, and something that was 1" square in 2000 would now be 0.25" square. That's just since 2000. Go 8 years back again, and displays would have to be such that those 1" square icons would have to be 4" across and 4" tall!

      Display resolutions grow as quickly as the latest games can run smoothly at the leading-edge dimensions. That is outright false, as you are implying that graphic quality is not increasing beyond pixel resolution (since that's the point you are trying to disprove). In other words, if display resolution was keeping up with CPU power, pretty much in-step, then there would be no increase in polygon count, texture quality, etc, as all that would be happening is we'd be playing the original Doom with the same Doom quality, just at a higher resolution (or if you want to start with a 3d card rendered game, UT or take your pick of game from that era). But the fact is, game quality is increasing beyond just increasing the pixel count.

      What you're noticing is that high-end games seem to match high-end displays at similar frame rates. This is not because display technology is keeping up with the silicon that drives your games. It's because game companies make use of every available cpu and gpu cycle until a certain approximate frame rate is reached.
    2. Re:Summary is misleading by Anonymous Coward · · Score: 2, Interesting

      Display resolutions have been getting higher, but the eye is not getting better, so there is a limit to the useful resolution of any display, and we are getting close. For a 24" widescreen at normal viewing distance, you're not going to ever want a resolution much higher than 1920x1200. Instead, you'd like the display to be bigger to take up a larger part of your field of view. But there's a problem with this; in fact your eyes can only take in a small part of the display at once. The eye has high resolution at the center of your field of vision but it quickly drops off, and your peripheral vision is very low resolution. If you render a high resolution image for your entire field of view, you are basically wasting almost all of that effort; only the part your eyes are focused on matters. What we really need is eye tracking to figure out which part of the image to render at high resolution and the rest can be rendered in low res. I think ultra-high-res monitors of the future should have built-in cameras running face recognition and eye tracking software. Incidentally, this would also enable a really cool user interface where you could control your computer by just looking and blinking.

    3. Re:Summary is misleading by maxume · · Score: 2, Informative

      Sort of. You only need as many pixels as the eye can see at the distance the display is used at(and maybe some extra for leaning in). If you jump through some hoops, you can come up with a resolution for a given distance:

      http://en.wikipedia.org/wiki/Eye#Acuity
      http://www.dansdata.com/gz029.htm

      Piggy-backing on Dan's hand waving, 300 dpi at 1 foot is a decent rule of thumb, and waving my own hands, 1 foot is a reasonable minimum distance for a handheld device(I don't imagine most people holding something any closer than this for long periods of time, opinions may vary). So for a screen that is 5 x 10 inches, the benefits for going past 1500 X 3000 pixels rapidly diminish, especially for video/animation. For smaller screens, the pixel count is (obviously) even lower. So if you aren't in need of extraordinary resolution on a large screen, current pixel counts are pretty close to 'enough', especially for screens that don't occupy huge portions of your field of view, so you don't need to factor increases(especially large, continuous increases) in resolution into the comparison.

      So we are at least on the threshold where increases in resolution are done 'because we can' rather than 'because there are obvious benefits', for lots of devices. Plenty of people already don't see a whole lot of benefit in the move to HDTV; Ultra-HDTV or whatever is going to be an even harder sell, as the difference will only show up at very close distances or on very large screens(and plenty of people already have the largest screen that they want as furniture).

      High resolution text is probably orthogonal to a discussion about ray tracing, and it seems to be the biggest current motivation for increasing display resolution.

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  7. Good for Intel, needs more work by should_be_linear · · Score: 4, Interesting

    As Intel couldn't compete with ATI/nVidia on 3D rendering performance, they simply redefined rules of the game. Now they seem ahead of everyone else in Real Time Raytraycing, at least based on publicly presented papers. Now, they need to integrate this into some bigger picture of "new gaming platform". If they manage to integrate this graphics with Java JVM in coherent way, so that developers can easier utilize multiple cores in games and be able to write games once, run on all platforms/future consoles as a bonus. That would be big step towards letting developers focus towards gameplay and not on DirectX/OpenGL/PS3/... API generations, extension nuances, tricks for simulating shades, optimizing polygon count in big scenes, ... ray-tracing is making all this simple without requiring effort on developer's side. Yes, I know Java is some percents slower then C++, but in Java it is so much easier to utilize multiple-cores (especially when it comes to debugging) that I am sure performance will be gained, not lost on modern CPUs.

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  8. Battery Life vs Graphics by binaryspiral · · Score: 2, Insightful

    This is kind of stupid actually. Why would I want a game on my mobile to be thrashing the cpu when it could be doing some basic sprites and other not-so-cpu-intensive methods to produce my game?

    Ray-tracing may be possible on my 500Mhz smartphone's processor - but damn, I don't want to have to be plugged in to play them.

  9. Imagine a Beowolf cluster of those.... by ducomputergeek · · Score: 2, Funny

    Rendering my latest blender project....

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  10. Real time raytracing with POV-Ray by Grard+Menfin · · Score: 4, Informative

    For those interested in real-time raytracing, the latest beta version of POV-Ray has a neat (but experimental) RTR feature. The source is now available for Windows and Unix/Linux. There also demo scenes available (and another demo scene with pre-baked textures can be found here).

  11. Raytracing is not the holy grail of graphics by igomaniac · · Score: 4, Informative

    If you want to know the future of real-time graphics, look at what Pixar and other animation and special effects houses are doing. None of them are using ray-tracing except to achieve specific effects in specific circumstances. The fact is that global illumination combined with scanline renderers simply produce better pictures with less computational requirements.

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    1. Re:Raytracing is not the holy grail of graphics by Aidtopia · · Score: 3, Informative

      Actually Pixar has switched to Ray Tracing. Cars was ray traced [PDF]. Skimming through the whitepapers on the Pixar site, it's clear ray tracing was also used extensively in Ratatouille.

      Even so, what Pixar is doing in feature films isn't particularly relevant to real-time ray tracing on mobile devices.

    2. Re:Raytracing is not the holy grail of graphics by Coward+Anonymous · · Score: 2, Interesting

      Except Pixar has an army of shader developers working for 2 years on tweaking the rendering of practically every scene to ensure its photorealism. Scanline renderers may be faster but the human effort required to achieve photorealism is huge.
      Ray tracing alone is not a silver a bullet but if it produces better results with less human effort, it's a net win.

      I found this on Pixar's RenderMan page (https://renderman.pixar.com/products/tools/renderman.html):

      "Ray Tracing and Global Illumination
      The ray tracing and global illumination features have been integrated with Pixar's highly evolved implementation of the REYES "scanline" rendering algorithm so that you only incur the overhead associated with these effects when and where you need them. RenderMan shader developers can selectively invoke RenderMan's new ray tracing subsystem to invent new solutions to difficult production problems or to achieve physically correct illumination effects."


      My interpretation: If you can't figure out how to manually tweak the scene, throw CPU power at it.

    3. Re:Raytracing is not the holy grail of graphics by big4ared · · Score: 2, Interesting

      Definitely.

      Pixar used some raytracing for Cars and later described it as a huge mistake. Certain shots took over 200 hours per frame. In terms of performance vs. quality, even in movies, they prefer to go scanline. You won't see games going to raytracing any time soon.

      In Transformers, they used cube-maps because raytracing was too slow. Is anyone here seriously going to make the case that Transformers looked bad because the reflections weren't perfect?

  12. Pixar is not the holy grail of graphics by Anonymous Coward · · Score: 2, Informative

    This is a common meme, but it is mistaken. I'm sure you've noticed that Pixar's movies aren't yet photorealistic. Raytracing *is* the holy grail of graphics; in its most sophisticated form it basically amounts to a simulation of the actual physics of light propagation, and with monte carlo methods it can be solved, producing images that can truly be said to be indistinguishable from reality. The reason Pixar doesn't use it is that, believe it or not, Pixar has constraints on their rendering time. They can't spend days to render a single frame; they need to get movies out the door. But given a couple dozen more years of Moore's law, raytracing would be everyone's rendering algorithm of choice. It's simply the most general, flexible, and simple rendering algorithm possible, so, absent computational constraints, it's what everyone would use. I'd say that qualifies it as the "holy grail" of graphics, wouldn't you?

  13. What does Pixar have to do with realtime graphics? by argent · · Score: 2, Interesting

    What does Pixar have to do with realtime graphics? Pixar's not DOING realtime graphics.

    Pixar has the luxury of controlling every take, and going back after the fact to re-render shots with different settings, or even to use different algorithms (including ray-tracing) to fix any rendoring flaws caused by whatever approximations they're using at that point. Realtime graphics do not have that luxury... if there's a problem in a scene, you can't go back and fix it.

    So whether raytracing is more or less appropriate for realtime graphics, whether Pixar uses it or not is irrelevant.

  14. Can't wait for my contacts list at sunset! by rs79 · · Score: 2, Interesting

    That phones may be able to ray trace is news? Sounds more to me like intel was of reading in the news all week how inferior their graphics stuff was because of the Microsoft Vista debacle part eight - and suddenly we have an anonymous tip to a blog at intel saying ray tracing on phones there is "an opportunity to deliver more content in less time" and "Ray-Tracing may become a very popular technology in the upcoming years".

    A popular technology? Like a working filesystem? They're real popular I hear. Or an on off button that actually works.

    Slow news day + intel graphics dept astroturfing = ray tracing on phones is news.

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  15. Where's the desktop version? by sunderland56 · · Score: 2, Insightful

    The normal way things work in computing, things tricke down from high-performance platforms to lower ones. So, where are the desktop games using raytracing?

    If they want a phone to do 256 x 192 raytracing in real time, then a desktop with 1000x the compute power should easily be able to do 720x480 (full res television) in real time. But, oddly enough, there are no such titles out there....

  16. it's about memory, not performance or realism by j1m+5n0w · · Score: 3, Informative

    It's worth pointing out (and it's mentioned in the paper you cite) that the main reason Pixar hasn't been doing much ray tracing until now is not performance or realism, but memory requirements. They need to render scenes that are too complex to fit in a single computer's memory. Scanline rendering is a memory-parallel algorithm, ray tracing is not. So, they're forced to split the scene up into manageable chunks and render them separately with scanline algorithms.

    This isn't an issue for games, which are going to be run on a single machine (perhaps with multiple cores, but they share memory).

  17. photon mapping by j1m+5n0w · · Score: 2, Interesting

    ...getting a "perfect", physically correct result is just not a process that scales well. (Check out The Rendering Equation on wikipedia or somewhere else if you're interested; there's a integral over the hemisphere in there that has to be evaluated, which can recursively turn into a multi-dimension integral over many hemispheres. Without cheating, the evaluation of that thing is going to kick Moore's law's ass for a long, long time.)

    Photon mapping is a pretty good way of getting an unbiased approximation to the rendering equation. It's slower than plain ray tracing, but much faster than path tracing. Real-time interactive global illumination isn't as computationally intractable as you are implying; it is likely to follow real-time ray tracing in not too many years.

  18. Re:Not sure I get their argument by smallfries · · Score: 2, Insightful

    You are assuming that there is only one variable (resolution) that can be adjusted. Actually the quality of the scene is a function of two variables: resolution and scene complexity. When the complexity of scenes was low, rasterization produced much better results than raytracing for the same effort. Now that scene geometry has increased so much we are reaching the point where raytracing will produce the same (or better quality) for less effort. The main issue is that rasterization is O(n) in scene complexity while raytracing is O(log n). Of course there are lots of other issues and tradeoffs otherwise we would be using raytracing in games already.

    If you're interested there is a detailed comparison available here.

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  19. Games get the best stuff? by Waccoon · · Score: 2, Informative

    I'd prefer companies focus on decent vector graphics for applications before trying to move directly to ray tracing for games.

    Really, nothing pushes hardware, er... harder, than games. Application GUI implementation is still in the stone age, even on mobile devices.

  20. Ray casting and Java by KalvinB · · Score: 2, Interesting

    Bunnies, http://www.dawnofthegeeks.com/ (a Wolf3D clone) was originally written in Java. I then started translating it to C# and got about a 50% speed boost. I'm now able to do bump mapping, higher resolutions and still have playable framerates.

    And this is just for Ray Casting which is much simpler than Ray Tracing.

    During my development with Java I discovered that setting a pixel color to 0xFF000000 caused a slowdown. That's right, a black pixel would slow the framerate down. I had to set all pure black pixels to not quite black pixels.

    http://www.dawnofthegeeks.com/index.php?page=blog&offset=58

    I also found that Java is much slower at doing a "v++" than C.

    Those quirks aren't a big deal when you're not trying to do a lot of math. But they will cripple a Ray Tracer. If Sun could optimize Java better it might be viable but for now Ray Tracing based games would have to be written at a lower level even with a small resolution.

    Maybe people don't expect enough out of handhelds to notice that the graphics are "poor" and that they could be better. In that case you could probably get away with Java. People don't expect much out of a console until someone starts really pushing the limit and then everyone has to.