I would like to better understand the difference in capabilities between mobile and desktop/console graphics? What exactly are the limitations of a mobile device? What kind of operations can a high-end GPU do that a modern smartphone cannot do? It's clear that games in a desktop look much better but what is behind those differences? I am aware that the APIs supported are different (D3DMobile, OpenGL ES vs full direct3d and opengl), even XNA has the Reach and Hi-Def graphics profile. I can see some of the differences here:
What is the impact in let's say a game, what kind of effects or visuals I cannot get in a mobile due to this limitations, and what's the reasoning behind them. What is the bottleneck or restriction that prevents mobile devices to produce them.
Any thoughts or good resources to read about will be very appreciated.
EDIT: I am aware of the price/power/heat/form factor restrictions imposed on mobile GPUs. What I am trying to get at is the implications of those differences. Let's say that you can't use some type or size or textures, or maybe there is a maximum number of polygons, or certain type of transformations are not allowed. And from that I would like to know the practical consequence (i.e. water looks less real, objects up close look pixelated, the lighting is more flat). I am just guessing, but I would like to know for sure. In short, I want to know if I were to do a game with all the features of a high-end gpu (for example, a DX11 compatible one), and write the same game for a phone. What will I be missing, and in terms of visual perception what would look different?