Benefits There are several incentives for a company to implement backward compatibility. One is that it can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware.
Video games are the most notable examples of this, as it is most commonly discussed when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. Backward compatibility can also act as a selling point for newly-introduced hardware, as the existing user install base for the preceding hardware can more affordably
upgrade to subsequent generations of a console. This can also help make up for the lack of titles at the launch of new systems, as users can pull from the previous console's library of games while developers transition to the new hardware. For example, the
PlayStation 2's backward compatibility with the original
PlayStation (PS) software discs and peripherals is considered to have been one of the key selling points for the console during its early months on the market. Despite not being included at launch, Microsoft slowly incorporated backward compatibility for select titles on the
Xbox One several years into its product life cycle. Players have racked up over a billion hours with backward-compatible games on Xbox. A large part of the success and implementation of this feature is that the hardware within newer generation consoles is both powerful and similar enough to legacy systems that older titles can be broken down and re-configured to run on the Xbox One. This program has proven incredibly popular with Xbox players and goes against the recent trend of studio-made remasters of classic titles, creating what some believe to be an important shift in console makers' strategies. and
Xbox Series X/S also support this feature as well.
Costs The monetary costs of supporting old software is considered to be a large drawback to the usage of backward compatibility. One such example of this approach was the
PlayStation 3 (PS3), where it initially featured backward compatibility with PlayStation 2 (PS2) games via the inclusion of the onboard
Emotion Engine and Graphics Synthesizer hardware chips on earlier revisions but were later removed on later systems to reduce hardware costs and improve console sales, effectively eliminating PS2 backward compatibility from the console. Likewise, most models of the
Wii had backward compatibility with the
GameCube, however this was stripped out on later models released in 2011 onwards, also to reduce costs. Despite this, it is still possible to bypass some of these hardware costs. For instance, earlier PS2 systems had the core of the original PlayStation (PS1) CPU integrated into the
I/O processor for dual-purpose use; it could act as either the main CPU in PS1 mode or it can
up-clock itself to offload I/O in PS2 mode. The original I/O core was replaced with a
PowerPC-based core in later systems to serve the same functions,
emulating the same functions as the PS1 CPU core. Such an approach can backfire, however, as was the case of the
Super Nintendo Entertainment System (Super NES), which opted for the more peculiar
65C816 CPU over the more popular 16-bit microprocessors on the basis that it would allow for easier backwards compatibility with the original
Nintendo Entertainment System (NES) due to the 65C816's software compatibility with the
6502 CPU in
emulation mode, but ultimately proved to be unworkable once the rest of the Super NES's architecture was designed. ==See also==