Discusses Ouya’s hardware engineer, Muffi Ghadiali
- $99 is such a competitive price for Ouya. How have you kept the production costs down?
- We’re using standard industry hardware. This approach is just one example of how Ouya has challenged the thinking that has guided the console industry until now. Consoles don’t require a custom chipset and expensive development tools any more. Technology has improved and it’s more available and powerful than ever before. Because we bypassed the custom chipset, we don’t need to pass additional costs onto consumers.
- Why did you choose the Tegra 3 processor and how is it optimised for Ouya?
- With Tegra 3, we can offer performance without significantly driving up costs. By integrating a current product rather than a future product, we have an advantage in that we know exactly how it performs, and can get developers working on Ouya as soon as possible. The Tegra 3 has been traditionally optimised for mobility and battery life. Since Ouya is a console that’s always connected to a power supply, that’s not a concern for us. We can increase graphics performance, and gamers will experience higherfidelity graphics and smoother performance.
- What can you tell us about the developer environment on Ouya?
- Ouya will use industry-standard development tools, based on what exists for Android. By using an established standard, we are immediately accessible to the millions of developers familiar with Android today. Over time, we’ll add more.
- How has feedback from Kickstarter backers influenced the finished design of the console?
- It’s unique that future customers can weigh in on a product in development, and Ouya is especially lucky because our backers are largely comprised of both gamers and game makers. It’s an informed audience with really insightful feedback. We don’t take their comments for granted. We are always looking at feedback and making decisions based on where we are in the product development cycle. Some examples of areas where we took feedback include Ethernet we added a port – design of the D-pad, and button markings, to address colourblind gamers.