I guess it's my fault for thinking game journalists or random internet commentators could do better, but I'm finding the negativity and ignorance about the Nintendo Switch's design is really depressing.
What's worse is that technically incorrect criticism echos back and forth without substantial correction. Having worked in embedded firmware engineering for a while, the ignorance bouncing around is staggering.
Some common misconceptions I've seen so far:
>The SD expansion is slower than a 5400 RPM drive.
First of all, it's close enough for linear reads if you get a good card. Second, random access (which matters more for a game) is much, much faster. Third, GTFO with this spinning disk nonsense, where would they even put it? Fourth: You only have 4GB of RAM with low bandwidth, there's not much to transfer.
>Nintendo wasted money on controller features when the console could have been cheaper.
The sensor chips and speakers in the controllers are dirt cheap, I know because I worked on a sensor + DSP that sold for 10 cents. Your phones and game controllers have way more sensors, touchpads, leds, and speakers than you need because they're commodity hardware that only adds a few bucks to the manufacturing cost in aggregate. Nintendo just added what they thought was cheap and fun. Not sure if you noticed this, but the DS, 3DS, and Wii U screens weren't of the highest quality. Nintendo has been doing this for YEARS.
>It only has 3 hours of battery life!
That's pretty much the norm for a 7" tablet running a game. The Tegra X1 and K1 have 5200mAh batteries and it's likely the Switch has something similar. The only way to get longer life is to build bigger/thicker or to use smaller fab nodes that are either more expensive or don't exist yet. (IMO it's only a matter of time until a 9" or 10" Switch XL comes out anyways with better battery life)
>OMG These graphics are worse than the XB1/PS4!!!
Of course they are. While the GPU is weak but passable, the CPU is considerably weaker and that 4GB of ram has a much lower bandwidth. What did you expect? That doesn't mean ports can't run with low graphics settings at 720p or 600p. The fill rate required for 600p is a quarter of that required for 1080p. And even then, CPU intensive games like Civilization will never be as complex on the Switch, docked or not. But maybe 3 or 4 years down the line, we'll see a Switch Pro (or "New" Switch) that runs the current 'docked mode' settings when mobile.
>1080p 60fps when docked!
Yeah, no. See above. Maybe Gamecube/Wii refreshes might run that fast but nothing modern. Also, console games have pretty much never run at 60fps. As a rule, people prefer more eye candy to a higher framerate and unlike the PC, the hardware is fixed. The same way many video engineers can't spot 3:2 pulldown without training, most people can't spot 30fps unless it's running next to a 60fps source or stuttering.
>$300 is too much
You're getting a Tegra tablet, a pair of controllers, a really overpriced USB3 hub, and Nintendo software. Nintendo's manufacturing is outstanding, with tight tolerances and great quality control. That level of quality costs money. So really, $300 is what people are willing to pay in the same way Macs are expensive.
Edit: I fucked up the battery life comparison.
Edit 2:
>Voice chat uses a separate device instead of happening on the Switch.
Audio stutters within a short timespan are very noticeable to humans, they sound like crackles and pops. So any CPU intensive operation that interrupts the audio feed compression/decompression would be very noticeable. Nintendo likely chose not to put real-time audio chat on the system to prevent the already weak CPU's audio processing from getting stalled by the game. Maybe in the future a software update will do audio chat via some of the CUDA cores, or a hardware refresh will come out with a dedicated audio chat DSP/faster CPU. Also, nothing is stopping game developers from putting audio chat into their game, as long as they design with that limitation in mind.