wait.. this isn't a new system? i figured it could play xbox one games but it had some new exclusives..
it's called the end of generations, where new hardware that was not X86 meant that a new code base for that new hardware had to be started from scratch this will no longer apply to new consoles, they are all X86 and not Risc assembly Language or ?.
MS has set this up from the start in making XB1 developers use explicitly dx11 Code base. That can be easily moved to a dx12 code base. This makes backwards and forward compatibility easier without any specially coded routines not common to the dx12 code base.
Take a 1.8TF GPU from a PC and one from a and console. The console will run circles around that PC with the same 1.8TF GPU. MS is saying to the developers program for one game on a High-low end PC and that code will scale down to the lowest X86 windows or XB hardware. UWP is a gateway to that dream . Let the software do the work or scale to that low-end GPU. Take the optimizations from console DX12 lowerst point 1.3TF GPU and program those optimizations in your engine from the top down or bottom up.
If your hardware can't use 4K textures then scale down too 1K textures.
If your hardware can't use high-end polygon models scale down.
If your hardware can't render 4k pixels scale down to 1080p or 900p.
this will work to produce anything in the game using GPU power or CPU power.
AI is not that scalable but everything on the screen is scalable.
Lower this ________ = more of this_________.
textures = memory/BW
polygon models = memory / BW
So that's why you don't need exclusives.