Exactly. Which is corroborates the idea it is just too early to have that implementation in a $400 console releasing at 2020 (which with that release date would have started it's design years ago, and is are finishing touches ate the moment.)
I don’t think that necessarily matters in this scenario. The same team that builds Xbox and DXR are the same team. The DX team works closesly with them and they work closely with the vendors.
Without support from MS, there’s no way that nvidia would have tried to push this RTX line, too little support and too much infrastructure required to support the 5% of future GPU owners while taking up precious silicon to support it.
Nothing makes more sense than profitability and risk mitigation.
Xbox One shipped with DX12 customizations before DX12 was released, there are still custom components in there specifically for GPU driven rendering that we don’t see anywhere else in the AMD lineup.
And DX12 is seems quite largely based on GCN.
The BC hardware in Xbox was developed as singular components way in advance of the final design.
All of that must have started somewhere and certainly way before release.
There’s a big difference between power and feature set. Consoles will likely stay in the middle of the power band, as their costs are directly associated with SoC size and TDP.
Feature set is something else entirely though, there are Intel IGPUs that support DX12 features than some of the latest AMD releases.
Not to say you’re wrong there is merit to your point, but I draw a big line between power and features. And for obvious reasons, in the console space features matter much more than power. A 3.0 TF Xbox 360 would unlikely be able to produce the visuals of this gen.