So, basically the console manufacturer gives you the SDK, integration code, etc after you sign their NDAs. After that, you can either use what they gave you to port it yourself to that console, or you can pay someone else for their build.
https://docs.godotengine.org/en/3.2/tutorials/platform/consoles.html
This, right here.
Hey EU. How about lowering that barrier to entry by pumping a couple of million Euro’s into cold-room reverse engineering the API’s and developing an open source alternative that can be distributed freely.
We’ll invite Sony lawyers, Microsoft lawyers, watch them cope and seethe as their framework is made more open…
…aaaand then realising that a lot more people will take the shot to pay for actual licensing. Go figure.
You’re still going to need them to sign your binary for the console to recognize it as legit.
Circumventing the official path worked back in the 80s and 90s, but modern consoles and their SDKs were designed with those lessons in mind.
It’s still valuable information for those that would seek to load homebrew (unsigned code) onto their systems.
Console security is one of those things where every additional barrier helps. The goal isn’t to outright prevent homebrew or piracy but to limit the scope of breaches and delay them as much as possible. Even modern consoles like the Switch and PS5 are not immune