Zero Dawn is based on the entire GPU-pipeline, where the GPU produces: procedural traverse and placement of vegetation and biomes, pointcloud generation, buffering of the word matrix of all placed objects, texture blending and filtering, and prepares primitives. All preliminary and main rendering takes place on the GPU. Further, the data buffer is already copied to the CPU to simulate gameplay, physics, and AI logic based on the data obtained. When placing objects on job0, job1 is rendered and computational shaders speed up non-graphical tasks and asynchronous calls, which is also a game load that is not typical for a PC. This is some kind of reverse rendering, quite complex, and you have to be a super programmer to make it all work like this in real time. But knowing their works for many years of experience with Cell on PS3 with its sub-inverted asynchrony and spinlocky multithreaded rendering, this is clearly a familiar thing. To put it simply, they opened the vessel with a tight neck and simply knocked out the bottom. Therefore, the PC and the problem where the CPU is always in charge, "tight neck", regardless of the task and can't work with the GPU directly, but only through calls to the driver through an abstract layer of the software interface. It's awfully slow. Of course, there are CPU-to-GPU phase initializations before biome formation and normal forwarding to rendering and reading, but they are not predominant. The phase of reverse copying and converting, according to PCI-E data on the PC, the entire pipeline is eventually interrupted and stopped periodically. It's not a crooked port, it's just that the game doesn't run on a PC, and thinks it's still on PS4.
In short, this is a direct port, where the most specific tasks were pulled through the engine, which would most likely just crush the entire code. And there are reasons for this: no one will redo such projects specifically for the PC, because it's a long time, because the whole game is rebuilt, and it's more expensive and there is a chance to break everything and fix it not improve it. PC gamers must be happy with the fact that it works at all.
But the new sony's console break balls to all of PS5 to PC ports. Any direct port of the main title from the console will require too many resources.