You are generally paying for unlocked firmware that will run whatever code you want, a feature that pirates would target on retail consoles. IIRC, some consoles also put more RAM in development kits.
It's a really interesting approach, considering how rampant Wii hacking was. Maybe instead of hacking the consoles, pirates will just buy dev kits, paying Nintendo a bit of a premium for the privilege?
Maybe they're hoping to make a little money on the pirates...
Modern dev consoles use the same DRM scheme as the retail consoles, they simply use a different (most of the time per developer) certificate, and won't boot retail signed titles.
But there's nothing stopping someone who wants to play a game "for free" from finding a torrent of a retail copy, downloading it, stripping the retail signature off it, using the SDK tooling to apply their own developer cert's signature, and then booting that on their console.
Likewise, "homebrew" on such a system would probably be like iOS homebrew is currently: an ecosystem of open-source projects where users are expected to download, compile, and sign the binaries themselves using their personal developer certs.
> But there's nothing stopping someone who wants to play a game "for free" from finding a torrent of a retail copy, downloading it, stripping the retail signature off it, using the SDK tooling to apply their own developer cert's signature, and then booting that on their console.
The way this has been impeded on previous consoles is to encrypt retail executables and lock the key in some "secure" coprocessor. These obviously do eventually get cracked, but at that point the system is probably so thoroughly exploited that you can do everything with a retail console anyway.
Why do they do that kind of thing? If anything, you might expect them to include less RAM & storage so that you're forced to work under tighter limitations.
It's so you can leave debug symbols in your executable: for a release you'll strip your binaries and pack them quite tight. For developing you'd like to have more uncompressed data in ram, and you want full debug symbols and debug info on the stack. Not to mention that debuggers themselves take a non-zero amount of ram.
There is no reason to work under tighter constraints. You want developers to be able to push the retail version of the hardware to the limits. In order to do that and still be able to run debug builds you need the dev kit to be more powerful than the retail version.
Previous gen Xbox dev kits generally had double the RAM and came with a Visual Studio license. They were very expensive. Now you can pay $19 to unlock a retail Xbox One to run any code you like with a 1GB RAM limit.