I see alot of people mention that by Sony keeping to a 36 cu count that it helps with back compat.
Why is it that MS doesn't have this same issue? Why are they able to give back compat not only for Xbox One, but also 360 and even OG Xbox?
They spent more money on software emulators and Xbox 360 was less tricky to emulate than PS3.Also, MS was successful in creating the perception that Xbox One emulates 100% of the Xbox 360 and OG Xbox library while they only actually emulate a fraction of either.
One smart side effect of the fully virtualised approach to the Xbox One, where you have a thin hyper visor abstraction layer (based on a virtual CPU and virtual GPU abstractions) on top of which a slightly more generalised game OS and system OS have been implemented would be easier BC, with improvements too, if the next architecture and software stack (OS, graphics libraries, etc...) are not incredibly dissimilar. PS3 also implemented had a game OS and system OS sitting on top of a hyper visor layer, but I am not sure the CPU and GPU were fully virtualised and the PS4 architecture was just too different to brute force emulation of the older machine.
Now, an 8 core Ryzen 2 running at ~3 GHz and with a 256 bits wide AVX2 vector unit per core and tons of cache has a much better chance at emulating the CELL CPU and thus PS3.
Not sure the conservative approach to 100% perfect BC Sony took with PS4 Pro has much to relate to PS5’s design and approach to BC.