only777 said:
No, because they run in backwards compatablity mode. Those games can never take advantage of future hardware upgrades. And if that's the point, why make a console that can be upgrade with modules if games can never take advantage of those future modules? Also don't forget that NEC actually tried this already and it was a confusing mess for customers. |
Hypothetically speaking if one of the core features of Xbox's next system was modularity, this could more easily be accounted for with guidance on future proofed in-game modes. This way they benefit the same way PS4 titles benefit from PS5's Boost mode. Things like Uncapped framerates with VRR, Dynamic Resolution and system level control over both. But like all new hardware or hardware updates, the main attraction would be recent releases and up & coming games which will come with specific patches.
There is a lot that can be done that hasn't because things were not moving in that direction. In 2012 if someone suggested performance modes on console, people would of told them that defeats the point of console. If someone said there is a weak Xbox and Strong one and developers need to develop for both, the same sentiment would of applied. Games are increasingly become more scalable with different modes, not the other way round. Even the Switch is reflective of this.
I'm not familiar with the NEC reference so I won't comment on that, I will just reinforce that the compilation stutter argument is not the reason why a modular system couldn't work. I'm not set on the idea of it either but the potential exists way beyond the initial, relatively small bottlenecks people are suggesting.