Not sure if serious. Engineers develop for the hardware, they take into account its setup and architecture.
Going into this launch year all rendering engines for consoles mainly became deferred. Fitting multiple 32bit g buffers into 32mb is the problem, so you will need to use overspill or other methods to make this work.
Granted as long as deferred, tiled deferred and other deferred methods in the future hold king then 
If Xbox One would become lead platform (meaning that games are developed to it's strength, and then ported to PS4) then they would use those other methods.
It's like you say only a problem if they try to fit a 'next-generation' engine derived game into the buffer without giving it much thought.
edit: with PS3 sony apparently had the Ice team help up multiplatform developers in some cases, in order for the game to run well on PS3. Maybe Microsoft can do something similar?
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