Games are supposed to be built around a specification and having a turbo mode in a console not only increases the ambiguity of development and how well software performs, but could lead to another RROD fiasco if some piece of software keeps the turbo mode going too long, even in just one core of many. I would highly discourage such an idea, multi-thread your goddamn code if it's overloading just one core/thread.
Controlling the clock speed for non gaming tasks I would think is already implemented though. As pulling 100W just to run a DVD is madness.
I wasn't advocating that the developers would have control over the overclocking portion of the system. I don't know how smart the system would have to be to automatically overclock based on certain code criteria or even if it would be beneficial. My thought was the developer wouldn't even have to know it was happening, for all they know that is the speed they are getting for that particular code, if it was because it was overclocked or not. This could however lead to some developers writing code in such a way as to cheat the system to provide that overclock more often then not.
Was just curious if certain small amounts of code would benefit with a slight overclock that the system would just throttle to and fro depending on the data it needs to crunch. I would also hope current throttling of some kind is being performed during less demanding tasks.
I only bring this up because I have a rooted Droid and have set my Droid to overclock and underclock ondemand. It has given me both better performance and increased battery life as my stock 550mhz processor goes down to 250mhz when the screen is off and or the load is small up to 800mhz when its doing extensive tasks. The only problem is there is an inherent delay with ondemand, by the time the system realizes it needs to overclock it had already started to crunch data at the slower speed.