It's the opposite. Devs work to the highest setting to make the game, then after spend there time scaling back and compressing to make the games work down the scale.
Not when it comes to game mechanics, for example;
GOD of war: used the following mechanics of the world tree to swap between realms, used narrow ledges Kratos and boy needed to squeeze through to get to the next part of the map, used fallen objects they needed to climb over to get to next area, used those doors and walk through that "see through area between points on the map" (I forgot what its called) ... all just to hide the fact that assets are being loaded into the console's memory instead of loading screens.
If you have to code for multi platform, you have to implement those things to make the experience better for machines with mechanical hard drives. Now, next gen consoles both simply don't need this. There's simply no "scaling down" in those examples. What you're referring to, is graphical fidelity / framerate only.
Don't think we'll be waiting anywhere near that long, it's pretty evident Sony are eschewing fully-functional backwards compatibility and cross-generation releases in favour of PS5-focused titles. They'll be keen for developers to make proper use of all that storage performance if nothing else, it's all they've talked about.
This cross-gen approach is what swung me back to wanting the PS5 at launch instead of the series X ... I'm so fickle!
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