this post was submitted on 29 Jan 2025
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It’s the same for every Li-Ion battery powered device and I don’t think Nintendo is going to R&D new battery tech anytime soon. You’d have to sacrifice too much of a capacity to prevent it so it’s easier to just try no to go below 20% of charge. Then, if you really need to go below you can limit it to cases where you can’t just pause and resume later.
But that's the thing, you are sacrificing the capacity its just that you are being asked to make that decision manually each and every time. They know how the drain/recharge cycles effect the battery so they could set the min/max cutoffs to optimum values.
For SSDs we expect them to over provision the storage and consider the increased longevity a measurable benefit. I don't see why batteries should be any different.
Ideally, yes but I don’t think people want that. It’s really hard to deplete your battery as much as OP did. The issue here is that at low charge you get inaccurate measurements so you’d have to provision a lot of battery capacity and people wouldn’t buy such devices when the issue being fixed is so minor.
For "family" devices its a feature that many parents would be happy to use.
I enable the battery health options on my kid's tablets, I'm happy to sacrifice a little bit of operating time in year one if it means I still have "near new" operating time in year two and on.
Pretty sure it's a feature of the larger AC/battery controller, not the battery itself.
It’s more to do with chemistry and that voltage drops off sharply below 20% of charge. Once it’s there it’s also more prone to be affected by environmental factors like temperature making it even harder to measure.
A company that’s going to cut 20% battery capacity in a consumer electronics is going to lose money on sales. There are industrial solutions that do this but Nintendo makes toys that play games.