Kataploom
Gold Member
As a dev, I don't like calling other devs lazy, but after seeing how Jedi Survivor made the engine wait for almost a second instead of managing that asyncronously on PC, made me think the industry is full of unsupervised juniors at least...That's the old line, and of course it is a challenge, but it isn't really the reason PC ports are bad as of late, because the games we're talking about are poorly optimized on every configuration.
I think the issue is really that console architecture has evolved to where it's PC like in a lot of good ways but also has some major advantages and porting from console to PC is a step backwards in certain ways (like not having unified RAM, for example), and devs don't want to put in the additional effort to optimize.
TLOU, D4, Hogwarts Legacy, and others having memory leaks as main source of problems make me think devs just throw "whatever" memory management system without giving a shit about memory difference on each architecture, it's a good thing I barely ever get games day 1, but when I do for Nintendo games, that's my golden standard and won't go below that ever.