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There's an element of truth in that, but also there's the fact that as a developer, if you have to choose between a) shipping on a new console with a smaller install base, b) shipping on an old console with an established user base, c) shipping on 2 platforms at once

Then option (c) is only possible if you reduce the game to the lowest common denominator(with option option (a) becomes more appealing 2-3 years after the fact).

Nowadays the difference is less significantbetween PS4 and PS5 (or Xbox One and Xbox Series), but it's still a non-trivial amount to maintain; it would have been vastly more difficult with orders of magnitude in performance (between a PS2 and a PS3), or different programming paradigms (PS3 cell vs PS4 x86).




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