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Those that were surprised just didn’t pay attention. Everything from the first PS4 design pointed to making future compatibility a priority and then everything about the PS4 Pro an PS5s hardware design made it abundantly clear that hardware level NC had been a priority from the start. Then Cerny was pretty clear about it too (though some misunderstood his top 100 remark), etc.
I took what Mark Cerny said about PS4 Pro and compatibility and came away with a very different take.
Mark Cerny said:"First, we doubled the GPU size by essentially placing it next to a mirrored version of itself, sort of like the wings of a butterfly. That gives us an extremely clean way to support the existing 700 titles," Cerny explains, detailing how the Pro switches into its 'base' compatibility mode. "We just turn off half the GPU and run it at something quite close to the original GPU."
This in particular I can only read as compatibility with code written only for PS4 being so problematic on Pro, that they have to pretend half the Pro's GPU doesn't even exist and clock it as close as possible. Clocks really shouldn't make a great difference unless you're using some quite poor practices with regard to timings. This suggested to me that PS4 and the dev systems and the code output were not ready for future hardware, nor that they were thinking about it seriously.
And it's principally statements like these that resulted in my having very low expectations of b/c on PS5. Until Sony actually announced it I really didn't think it was be a feature. In Road to PS5 Mark Cerny explained that AMD had to include all the ancient logic for the lower tier b/c modes which suggests code was not developed with future hardware in mind. Plenty of code for Pro as well, hence three b/c modes.
Microsoft's approach is vastly better is indicative of a design intended to support code to run on today's hardware, tomorrows and so on.