So MBX isn't just limited to low resolution PDA/Phone displays then?

In terms of the core design we can go up to 2Kx2K, but obviously you have an update rate requirement. If you are running at 200MHz, that's 200M pixels/sec so 1024x768 is an achievable resolution.

What type of resolutions do you think would be achieved in a relatively complex 3D game for a handheld gaming system?

Today you've got QVGA displays in phones and there will soon be premium phones with VGA displays, which will become progressively more mainstream as finer dot pitch displays are developed. So, you'll either have QVGA with FSAA or you'll get some VGA with or without FSAA.

Speaking of FSAA, we've heard the term "FSAA for Free" with MBX for some time now, exactly how free is "free"?

With MBX it's virtually free when you are super sampling in the X direction, although there is some fill-rate cost in the Y direction.

Where are you targeting MBX on the portable side? PDA or Mobile?

MBX will be used in both PDAs and mobile phones, as well as those new product classes which are being defined between the two. MBX Lite will be used more often in the mobile phone space.

Will MBX be Windows Pocket PC 2003 compatible?

Absolutely it's compatible. What we do is to market enable the IP by providing drivers to licensees and we provide drivers for Symbian OS, WinCE, Linux and we're actually working with uITRON as well now which is strong in the Japanese consumer market, so we have a fairly wide range of driver support.