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You don't understand how difficult it was for devs to program on the PS3 back in the day...
https://www.reddit.com/r/explainlikeimfive/comments/34maij/eli5_what_exactly_makes_the_playstation_3_so_hard/
Also once this version is patched up on PC the Part 2 release should be better because both titles are on the same engine...
ps3 porting isn't that hard, in theory. you recompile the c++ code for pc and there you have it. you have 2 cores. for sure need to take a deep dive in assembly to recode the 7/8 simd vector coprocessors. which 1 is reserved for os and function decryption and 1 shut down for production yield. basicly you need a 8 core cpu to run a native port at 3.something Ghz. and deliver 200 gigaflops. or you recode all the spu code for compute shaders. the average pc does that. the graphics is just a 7800 gtx. we got way more power then that now.
The people behind The Unfinished Swan and Journey Steam ports seemed to do it fine.
The PS3 version was one of the games that was built with the PS3 architecture in mind. Ignoring the fact that all of the shader code would have to be ported, the game's internal data structures and pipelines are likely deliberately arranged to take advantage of the massive cachelines and SIMD capabilities. There's no direct parallel on x86 PC for a 1:1 port. It would run like crap. The PC architecture is layers of 25+ year old ducttape and always had shortcomings with latency, which is the real issue in this context, rather than raw performance. Cache misses are one of the biggest bottlenecks in game engines. Having to fetch from RAM to get needed data across the already slower PCIe bus for the GPU can waste precious milliseconds of frametime. Those 7 cores had a specialized architecture that simply doesn't map to PC as-is.
Besides, it was already ported to x86 for the PS4.
Remember that for PC only players (like me) this is the first time ever, so why would I want to play it with ten year old grafics? I don't have that PS3 nostalgia.
Good read, I wish there were more people writing informative statements like this in the various discussion forums.
Don't believe the nerds who thinks just because they know the hardware of the PS5 or they can build a PC means they also know how to port games.
The problem here is even two PCs with very identical configuration can run into different problems. For example, if a game is unoptimized, even if it's a benchmark scene, the game may crash at a different point in the other PC, but again a different point in the benchmark on the other. The inherent problem lies with the architecture of each individual piece of hardware, e.g. the GPU.
This is the same problem overclocking has. One GPU may overclock better over the other, even if they are an identical model and make.
Not to say the developers are such egotistical maniacs deciding to hire a cheap porting team to make as much money as possible, because somehow they think the greedy income of mobile/gacha trash games is what they should be making.
Do you (or anyone else here) know if there any developers making games on the same scale as Jedi Survivor that target PC first instead of console? Presumably ones like Asobo, Remedy, 4A games, etc are in a better position in this regard since they are building games using their own in-house engines, instead of relying on epic like so many others developers are nowadays. I get that porting to PC is hard (and not saying I know much about it at all just because I can build a PC) but wouldn’t the PC install base be larger than just PS5/Xbox Series S + X? Supposedly Sony has sold around 40 million PS5s and Xbox around 20 million. Why not target PC first with the types of games that will run on current gen consoles but not last gen (like Jedi Survivor for example)?