Yep that is my impression. I don't think many devs have issues with the gpu power gap.
Isn't the biggest issue with the Series S actually the terrible amount of RAM?
That is certainly a big issue, but the Series S has more RAM than last gen consoles. It's not a problem with the absolute numbers, the problem is the gap between the two platforms they have to support.
At the bottom of the Drake curve is 300MHz, 900 GFLOPS. This is in the realm of "Overclocked Mariko" territory. At the top of the curve is something like 1.3GHz, 4TFLOPS, the on-paper Series S number. That's a cross-gen level of gap. Forcing every game to come to the platform to be cross-gen isn't impossible, but it will lead to one side of the platform getting shafted by third parties.
Nintendo really needs games to perform consistently well in both modes for the hardware to be appealing. That huge performance gap is just begging for third parties, who have no incentive to make Nintendo look good, to consistently favor cheaper ports which only work well on docked. Nintendo would be handing third parties the gun to shoot them in the foot with.
By pulling docked mode and handheld closer together, Nintendo might raise the cost of ports, but also raises their average quality. Developers might have to do a little more work to get their games working well on the limited hardware, but the two modes are close enough, and the screens different enough, that supporting both modes is about as easy as supporting one mode.
The hardware sells better, because handheld and docked work equally well, the bigger install base means a better return on third party investment, which makes the slightly more expensive ports more worth it.
Again, technically, Nintendo can do anything they want. But I assume what they want is another device where
switching really works, and that heavily pulls them in the direction of balancing the modes.
I agree it wouldn't be super efficient - I was just thinking that targeting 4x the resolution in docked mode would at least give them something to aim for. Hopefully they'd all be using dynamic resolutions, so the extra 10w would just make that a bit higher than otherwise.
Oh sure, I get what you're saying. The efficiency issue is just that costs go up (bigger cooling system, lower chip yields) faster than performance does. So you just have to ask when you think Nintendo will decide they've got the best bang for the buck. Sure, a vapour chamber might me a small added cost. But so is a better WiFi antennae, so is a better kickstand, or an improved screen, or metal casings. It's not just about the best bang for the buck within one aspect of the cooling system, but the best spend of the project's total budget.