The ”just with 3 hardware targets” is what’s so difficult to get right. 2 is tricky enough.
Oh I agree it's an anti-pattern for consoles at large. It's just - we're already way past that today - Xbox 1st party devs have been doing 5(+N) platforms from day one this gen (N being the performative number of PC configurations tested - something that people treat as if it's 'free lunch' but it's anything but - though yes, modern PC dev seems to be increasingly just releasing untested software and YOLOing the bad PR).
Nintendo has been doing 2.5 (.5 being the undocked Switch with detached controllers that is distinctly different from Lite or docked variants), and of course Sony also had 3 to begin with, and while they're 'technically' at 2 right now, it depends on the team (some of their games are day-1 PC too).
And if they’re going with different architectures with RISC and x86 I just can’t see it working, devs would focus on one and do different variations of bad optimizations on the rest.
I'd argue that's already been happening for several decades with 3rd parties (at least since the PS2 era), but I'll grant you 1st parties only really fell into it since this gen (see above).
Still - it's there and it's likely not going away any time soon - though I completely agree we don't need to go and make it worse. But when has that ever stopped platform holders before...
1. The power and perceptive graphics delta between a potential normal PS6 and PS6 Pro wouldn’t be as huge as a Vita TV and PS4. Not even close.
You're suggesting launch SKUs where the 'Pro' is 200-250W (nominal, could be higher if the 2000$ console crowd gets their way), and Handheld is 10-20W (more likely closer to 10, but 8-10Inch screen devices are kind of nice and can have the battery to go higher).
So somewhere between 10-25x power-draw delta. Easily Switch to PS4Pro delta, which may be 'better' than Vita to PS4, but there's not that much in it.
It's certainly in a different order of magnitude from Series S to X difference, if 'that's' how you meant it.
2. Vita TV didn’t have the PS4 games while the normal PS6 will.
3. Vita TV @ $100 was seen as a console that is only capable of playing smartphone games. Nobody cared from the audience it was advertised to. And it didn’t have the portability. At least Vita was portable and so it still sold around 40M(?).
I agree to a point*, but I don't think it's the market differentiator people say it is. The key question is if this setup solves meaningful user problems, and I'd argue it didn't quite back then, and in post Switch era it just looks that much weaker as a value prop.
Also sadly - Vita sold only around 10-15M globally, it's the biggest flop of any PS hw to date.
I’ll give you this. Specially since it’s really the GPU and Ram config that makes the difference in power and power draw.
I think this part is also a big challenge btw - modern high-powered handhelds are extremely memory speed constrained, to the point where they cripple higher end GPUs (we'd already have a portable Series S equivalent otherwise).
The branding is what will distinguish it. It will be called a PS6, slightly more powerful, super small, super silent, with a portable (hybrid) little brother and a powerful big brother. You buy one game and you play in all of them.
Branding may help. But going back to my * from above. The buy once play everywhere was something Vita 'did' do - it was the chief reason I kept it around longer than my PSP. It genuinely added value to have cross-buy/cross-save to me as a user. I just don't think that's a very large audience overall, and while many migrated to Switch/PC portables for same reason later, I still think that particular audience isn't very large today (bulk of Switch users aren't it either).
But fair enough - I don't have hard evidence to validate that (other than PC Portable sales being - all-combined, still likely lower than what Vita managed).