Okay, I see where you're coming from. Thanks for the additional info.One of the reasons the Wii was just a modified Gamecube is that the motion controller started out as a Gamecube accessory. But the Gamecube got stomped badly by Sony in its generation. first and second party games did well but third party was was mostly a slaughter. Which was also the case on the N64. Both generations also trailed in installed base, which limited the potential of the strong first and second party titles. Not as painfully as on the Wii U but it was readily noticeable. Nintendo has become accustomed to making immense profits off third party with much less expensive hardware development costs. The Wii was where they chose to get off that track and focus on creativity.
Yeah, I was surprised by the relatively modest launch price, in spite of what sounded like very impressive specs. That "1T SRAM" on-die framebuffer sounded really impressive! At launch, my sense was that it seemed pretty competitive with PS2 and XBox, graphically.It should also be noted that the Gamecube design was a reversal from the Ultra 64 project. Custom but with a focus on cost. Thus the Gamecube launched for a third lower MSRP than the PS2 and Xbox and was able to go lower until their hardware sales stopped justifying die shrinks within that generation for the same platform rather than the Wii.
ArtX was a company I first encountered at Comdex when they were pitching a PC chip set with IGA that included T&L, which was still considered a high end feature for discrete graphics.