Sorry for my earlier comment which sounded insensitive, I used the term as in "backwards" but will be more careful next time.
Thank you for your thoughtful response. This world is a better place when we take feedback positively and do our best to be compassionate. Heaven knows I've used insensitive terminology before without meaning to and I'm always glad when someone lets me know.
But this is now the iterative console model, and if you are doing it, at least do it right. Since majority of PS4's library is multi-platform and already runs in a myriad of different configurations, and that Sony requires patches for all software and not just their shiny exclusives potentially "coded to the cycle" - which STILL doesn't make sense btw
I think you're missing the much more likely situation. It's unlikely that there are cycle accurate requirements for the code, and much more likely that code simply ships with undiscovered bugs. No software project of any scale is bug-free so you prioritize the worst ones during development to hit your schedule. Nobody has time to worry about problems that might theoretically occur if the GPU was suddenly more than twice as fast, and this has nothing to do with coding to the metal. If you start two tasks, one CPU bound and one GPU bound and they always complete in the same order during development and testing you'll never find out what happens when that's no longer the case.
Sony requires a patch not because code needs to be significantly reworked. In some cases a developer could probably submit a "patch" with no changes except in meta-data indicating that it's Pro enhanced. What's important is that the submission indicates that the developer and publisher sign off on their testing, and that this starts Sony's own certification process which now includes testing on PS4 Pro hardware that it didn't originally.