It will start a shit storm too many series s consoles in peoples hands, it won't happen they are stuck with this shitbox.
That fact that they first privated this video a few months ago and now removed it is admission they fucked up with the S.
Absolute facts. They're ashamed of the damn thing and I can't blame them. I have a pretty interesting theory about Xbox Series S & X development timelines.
In short, these systems didn't start full architecting until mid-late 2017. Microsoft bounced their approach off One S & One X, but had to wait until market response before settling in. That means they had to wait not just to see reactions but also sales number (or at least preorder numbers), before deciding a dual-console approach seemed worth doing.
Whatever next-gen Xbox design they had scoped out prior to One S & One X was mostly gutted, with R&D pared back significantly following slowing momentum for the XBO. A lot of that system's concepts were probably only at the broad level and didn't mature to specific technical features and capabilities in discrete performance areas. Since full design work on Xbox Series started relatively late, they had to rely on general AMD RDNA2 features to be matured and finalized in order to have those features available for the Xbox Series consoles. This is why they were so adamant about pushing "Full RDNA2"; outside of some very tiny and relatively easy-to-implement customizations, the Series consoles are highly "off-the-shelf" RDNA2 systems.
Contrasted with Sony, who not only began prototyping/scoping PS5 shortly after PS4's launch, but never pulled back on R&D or development time, and didn't predicate PS5's design predominantly off the PS4 Pro, the way Microsoft did Xbox Series off of One S & One X. Sony also had more time to R&D custom solutions so they weren't as reliant on AMD's RDNA2 roadmap; they therefore could more precisely customize aspects of their GPU & APU to fit performance targets, and leave out unnecessary features related to gaming. They didn't need to rely on "Full RDNA2" taglines the way Microsoft did, as a result.
It's one thing to develop a mid-gen refresh in 2-3 years but developing the base console platform & associated technologies in that contracted a time frame? It isn't going to be easy, or pretty, and that's why the Series X and S are the way they are. At least the Series X has raw power to overcome most of its potential drawbacks; the Series S doesn't. Add on the amount of time it's taken for the GDK to get up to speed (and keep in mind there are still issues, mainly with there being too many options for API calls in DX12U, which the GDK uses), and no wonder the Series S has been performing as badly as it has.
RedFall is 30 FPS because of Series S. Starfield is 30 FPS on Series X, because of Series S. There is no way Microsoft would let that game run at sub-HD on Series S just to push 40 FPS or higher. It was a neat short-term solution that's become a long-term bottleneck. This dual-system approach with mostly off-the-shelf RDNA2 designs is also probably why Microsoft can't effectively cost-reduce the Series X that well; perhaps in knowing that they internally justified a strategy to dual-system at launch: you can't really cost-reduce the X with your approach so why not just design a cheaper, weaker system outright to pair with it?
Welp, now we see why that approach doesn't work.