... which had nothing to do with the Xbox One optimization.
Why not? You didn't provide a different reason. Go on...
Except all the optimization in the world hasn't done wonders for the Xbox One or Playstation 4. - Those consoles still cannot guarantee 1080P, 60fps with anything more than medium quality settings.
The Playstation 4 SoC is doing absolutely nothing that I wouldn't expect out of a Radeon 7870. So... It's not punching above it's weight.
The first party games clearly look better than the third party games on PS4. 60fps is a CPU problem, not a GPU problem. Also, I am pretty certain that no one expected PS4 to do TLOU2 graphics back in 2012 when they released the 7870.
That is a bit of a fallacy that you assume just because one game runs poorly on one platform... That it must be highly optimized for another.
It isn't a conclusion I made through any fallacy. It is an educated suggestion as to how and why it happened. If you were to tell me that Remedy devs are incompetent on the tech side, I would call you a liar. This is the only way to explain why the PC version ran so poorly. The would clearly have fixed it given enough time, as they also did with a lot of the issues afterwards. Most windows store games were planned to be Xbox one only for a long time until Microsoft changed their tune.
No. I don't think you understand.
Yep, it has a low-level API for developers that wish to leverage that level of control, but the problem comes in when you want to port it to the PC platform because then you can't directly port it without significant performance pitfalls. Simply put, some of the hardware intricacies of the xbox and playstation aren't available on ALL PC hardware (keyword here is "intricacies") so sometimes you can't rely on async compute or some specific number of scheduled wavefronts in your PC games, simply because you never know if it actually has all those ACE units, ROPs or ALU's or whatever.
Elaborate on "gobbling up more Ram than a desktop OS" Most desktop OS's eat up more ram depending on how much ram it has. For instance, I am running 32gb ddr4 and it eats more than 10 gigs on caching etc. It will free that ram up if i actually start using it in a game, or some other application, but there you have it.
It is also leveraging x86 PC hardware... And you somehow came to the conclusion it's a more lean implementation than what the PC offers? Common.
Elaborate on what you mean when you say "more lean". I didn't imply that it is automatically better than what PC offers. What I am arguing is that utilizing different specific hardware in a specialized way is preferred over using random hardware, as random hardware would have to brute-force a ton of random stuff just to get the same result.
As an example, emulators are extremely inefficient. It is a similar principle. The emulation overhead itself can be lightweight but when it comes to executing the code that was built for specific hardware, then it becomes way slow. A laptop I had from 2013 buckled hard in the attempt to render some enemies with a special specular mapping in the later stages of Persona 4 for instance. It dropped to under 10fps and it was a laptop with two GT 650m SLI and an i7. Granted these specs aren't anything special today, but it would still amount to several times the power of a PS2.
I wasn't arguing that PC as a whole cannot achieve these features. I am just saying that developers cannot use these features on PC in any significant way, because they never know if the end user even HAS IT.
The advantages have mostly shown itself in the first party space. Media Molecules game, for instance, has completely done away with the rasterization hardware (ROPs) and they are using a cutting-edge SDF solution for their graphics. If they didn't have those ACE units they would never have been able to go with this SDF solution. The Tomorrow Children is also a game that uses cascaded voxel cone tracing. No one else was doing that back in 2014. Here is a GDC PDF from early 2015
The take away here is that, if this game was multiplat, it would most definitely mean that they would be forced to use more traditional technology. Unless they only want to target that very narrow segment of the PC market that had GPU's with those exact features.