For the bit highlighted in bold: It should though.
Console games have indeed had performance issues. Those are usually examples of poorly made console games (i was playing the old TNMT nes game recently and....yikes konami :S).
But if a game is being made for a console then the developer really should be tuning it so it hits the devs target framerate at all times. Of course that can mean that some effects are paired back or some other compromise is made. If that's what needs to be done then so be it.
Just like there are plenty of badly performing console games, there are also many examples of console games running at their target framerate just fine, no matter how weak the console is.
Same with ports. If a port is performing poorly on it's target hardware then it's a poor port. It's not the consoles fault. Either the port house screwed up or (more likely) the publisher just wanted a quick and cheap port.
A more powerful Switch will, make existing ports run better (assuming Nintendo don't have some weird "Switch Mode" where the Switch 2 basically becomes a switch 1 for switch 1 games). But then poor ports targeting the Switch 2 will still have inconsistent framerates. Hardware won't solve that problem.
Going back to the BG3 debacle around Co-Op on the XSS. Everyone blamed the console for it's specs. But it's not the console: the fault there lies with Larian. They knew they were bringing the game to Xbox. They knew it was a requirement that all Xbox games be able to run on the XSS and XSX. They also knew that feature parity was a requirement. But, for whatever reason, they only found out late in development that the Co-Op feature wouldn't work on the XSS. Not the consoles fault. Not MSs fault. Larian made a mistake.
Super Mario Brothers has performance issues when too many enemies were onscreen. Would you say that is a poorly made game?😏
There is a lot of wrong in your comment. You are grossly (I cannot stress more) understating the difficulty in developing and optimizing games. Some optimizations as low hanging fruit. Others are more complex and the worse is inconsistent performance issues which is frustratingly hard to resolve due to it not being predictable. And then there are other constraints, financial, deadline, resources etc. The more gameplay focus a game is, the greater the chances of performance issues. By your own definition, games like Tears of the Kingdom are poorly made because it has framerate issues.😮
Better hardware improves the chances of games being better performing as a whole.
"This is why I am hoping with the advancement in tech that their next system would be more consistent with framerates."
If a developer designs a game with specific constraints, porting the game to a system with different constraints, especially performance is going to be a hurdle. That is like blaming the designer for their original design for a specific client not working as well with another client.
I don't know the development process or hurdles Larian faced, so I am reserving judgement until I have sufficient information.
This could get a bit ranty and is a bit off topic so my brief reply to the bit in bold.
Yes it's the designers fault (the designer of whoever is moving the game to the new system to be clear). Every system has constraints. These constraints are known on consoles because the spec is fixed. If a designer says they can make their design work on a different system (and the fact the game is released says they did) and it ends up running like crap then it's the designers fault. Blaming the console spec is like blaming the wind for a bridge collapsing.
This is not to say consoles cannot be criticised by devs. Of course they can. Every console, handheld and PC has it's issues and things to improve on for the next version. But those issues are not going to go away for the current console. It is what it is. Devs have to work to that.
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