I think what Nintendo should do is set up the development infrastructure of the NX system so that at minimum it's very easy to take a game that's running at say 960x540 resolution and bring that up to 1920x1080 with anti-aliasing.
And make that process very easy for the developer. So at minimum, if a developer doesn't feel like making hugely variable games, it's easy enough for them to make a "console version" even if it is just the handheld engine running at a higher res with AA.
Let the developer decide how much of the high-end NX model's power they want to use, some devs may say "hey cool, on the console we can upgrade the textures and lighting" and may choose to do that. But it's not like there's a gun to anyone's head here.
Getting back to a variable hardware setup if they do use HBM2 RAM, at 40GB/sec say that would be quite a bit for a target resolution of say 960x540 right (1/4th of 1080p)? If it's pushing 1/4th the resolution, a corresponding memory bandwidth of 1/4 makes sense right?
That stuff interests me, I wonder how far they can get this thing to scale and still have relatively nicely playable versions on the handheld.







