Microsoft continues to reveal Project Scorpio as a technological marvel, stating that the final product even surprised the development team itself.

In a recent interview with Gamasutra, Xbox boss Phil Spencer talked about how the final performance gains with Project Scorpio exceeded any expectations that Microsoft previously had. It wasn’t just about better frame-rates with higher resolutions, but also how it managed to reduce and simplify the porting process.

It’s easier to stand on stage with a 6 teraflop t-shirt, and people kind of focus on one thing, but the platform is obviously much more complex than a single number. I think it’s fair to say we’ve been, um, surprised by the performance gains that Scorpio is giving us. Beyond our expectation when we designed the hardware. The engines that we’ve been bringing through and porting over, one, they’ve ported over fairly quickly, as third-parties have been coming in. And our own first-parties. The porting has been fast.

While Spencer didn’t go into specifics as to what game engines have been tried out with Project Scorpio so far, it is safe to assume that the development kit of the upcoming console is already in the hands of industry leaders. In that light, some of the most popular engines must have already been ported over to Project Scorpio for Spencer to exclaim so.

Porting is an important subject when it comes to new consoles, especially like Project Scorpio that is arriving in the middle of the current console generation. Being able to port your games with ease means attracting every developer and publisher, resulting in a larger library for the console and greater longevity.

Project Scorpio is scheduled to launch this Holiday season. It will have an eight-core CPU clocked at 2.3Ghz, 40 Compute Units clocked at 1172Mhz for 6 teraflops of computing power, 12GB of DDR5 RAM, a memory bandwidth of 326 GB/s, a 4K UHD Bluray drive, 4K@60 Hz Game DVR recording via HEVC and support for FreeSync 2 variable refresh rate displays.