I would disagree.
Okay, but fair warning, I know some things about efficient emulators so this conversation could go pretty in depth
Emulating standard definition games from the Gamecube shouldn't be an issue -- if the Xbox One can emulate high definition Xbox 360 games.
When I say that ~1.8GHz Jaguars aren't powerful enough for emulating Gamecube this isn't speculative but based on the current state of Gamecube emulation which has been in development for years and is heavily optimized.
Right now we don't know an awful lot about how MS will achieve backwards compatibility. When you're individually validating and distributing the games for this purpose there are a lot of tricks you can pull that wouldn't be practical for a general purpose emulator that naturally supports thousands of games out of the box.
It's hard to say for sure what is and isn't realistic and what options the developers have without knowing a lot more about what the games are like. And I don't mean what they appear to be to the user, but how they use the hardware and how they're written. How much CPU time they use, how much they use instructions or other architectural facilities that map poorly to the host hardware, how directly and frequently they interface with peripherals traps like extensive self-modifying code, and so on. And the software ecosystem in which they were written makes a big difference - if they all use basically the same OS and same libraries and most of the code is like user-mode Windows code then a lot more shortcuts will be possible.
Of course that's just talking about the CPU, and CPU can often amount to only a small part of an emulator's runtime.
If they're redistributing games individually they can hack them however they please to ease emulation. They can rewrite parts of it as native code if need be. And they can limit themselves to releasing the games that play nicest. We'll have to wait and see what their long term strategy is exactly. There's a huge difference between releasing a few specially distributed XB360 games a year and releasing a system update that lets you play the entire library. Right now the list is mostly XBLA stuff so it doesn't say much.
MS did pull off something of a miracle with their original XBox emulation for XBox 360. To such an extent that even within MS they didn't think it'd be possible. But it was never to the extent where it had great compatibility and no obvious slowdowns.
Also keep in mind -- Gamecube and Xbox 360 were both PowerPC based CPU's..... (And Gamecube had ATi/AMD GPU's as well).....
This doesn't mean anything. The old Wonderswan handheld and PS4 were both x86 based CPUs. So what?
It's not a question of whether or not one can emulate PowerPC arch CPUs on x86. Of course you can, it's been done over and over again and there was never any question. But that doesn't say anything about what kind of performance you can get doing it.
So one would think Gamecube emulation would be relatively straightforward on the Xbox One if the 360 could be done. There is no doubt in my mind that a Xbox One has more than enough processing power to emulate a standard definition-only 2001 era game console.
There are far more variables than you're considering.
				
		
			