Apple silicon could turn Macs into gaming consoles
and, later, gaming laptops brought to the table. PCs were what the truly dedicated game developers targeted for their titles, since only PCs could really give life to increasingly cinematic games like Half-Life, Crysis, Call of Duty, and other legendary PC titles.
Since Sony and Microsoft can tell game developers years in advance what kind of hardware to target, and even provide early dev kits years in advance, this gives developers the ability to optimize a game to a tightly controlled and specific hardware configuration. The release of Elden Ring earlier this year is a perfect example of a game that ran brilliantly on consoles, but ran into persistent issues when running on a PC, despite its more accessible requirements for major AAA launch. Making sure that as many PCs can play your game as possible is a growing bottleneck in game development made especially problematic when developers regularly face long periods of unpaid crunch time, even for console releases.
Meanwhile, as the price of PC gaming components continues to soar and more and more gamers move away from the traditional gaming rig out of necessity, the platform incentives for game developers are going to continue to shift away from high-end PC builds. Both the financial and practical incentives all point toward more predictable and simpler console configurations that allow for more time spent on optimization, rather than providing the broadest base of support possible.
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