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Probably it's not the only reason for making publishers less willing to port multiplat games, but yes, there are some limits to the things console efficiency can achieve, anyway: a game that needs 8GB main RAM plus 0.5 or 1 or 2GB graphics RAM on PC can run greatly with 8GB total RAM on the most beefed-up consoles, PS4 and XBOne, and with very accurate optimisations and more lightweight OS and a few more compromises on graphics, probably even with 4GB main RAM plus 1 or 2GB graphics RAM Wii U wouldn't have had any problem with any PC game designed from the start to be portable to consoles.
But just 2GB total RAM plus 32MB eDRAM graphics cache is stretching it too much: yes, you can write a set of system libraries and calls so powerful, wide and efficient to greatly reduce the executable code size, but data files for multiplatform games levels remain the same size, or at most they can be scaled down a little reducing the level of detail of the description of each object; if they're still too big, the only solution is dynamic loading, but without hard disk it requires additional work to optimise the access to data to avoid the negative effects of optical drives higher seek times.



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW!