Unmatched? Compared to what? Those games look like shit compared to a PC that came out on the say day, let alone years later. Not to mention things like limitations of map sizes, player numbers, etc.
The issue with PC hardware is that it's just too varied to get really close to the metal. The deeper you get, after all, the more different the various GPU architectures become. Consoles, on the other hand, are all identical, so you can do the most unportable bitfucking to get the absolute most out of the hardware. This is also the reason why it takes years for games to really start to shine on a console: it takes that long for game developers to really get to know all the nitty-gritty details that just do not exist on the PC.
Console games often look mediocre despite the above because console hardware is far cheaper, and thus simply less powerful, than the hardware in high end gaming PCs, despite the fact that consoles benefit from economies of scale, and are priced at a loss to boot. It is not fair to compare the way a game looks on a $2000 PC to the way it looks on a $400 console.
> Those games look like shit compared to a PC that came out on the say day, let alone years later.
1. Developers had no experience with the hardware during the initial years of the consoles.
They had to switch from an out-of-order and forgiving x86 to an in-order and unforgiving PowerPC that had substantially less cache (32k/32k vs 64k/2mb/8mb) than its PC counterparts of the day. Just ask any PC-gone-console developer of that age about LHS[1], or the off-the-wall Cell Broadband Architecture[2].
2. Developers had to manage 512MiB between the GPU and CPU.
Everything has to fit into that including the operating system... and I found 1GiB uncomfortable for PCs in 2006!
+ It was split on PS3, and you had to DMA into 256k for SPUs.
+ EDRAM was slightly too small to fit 1280x720x32x4 render targets.
3. Developers had no guarantee of permanent storage.
So everything had to be streamed from disk... which is unsavoury for various reasons.
Compared to a PC with similar specs and/or a reasonable price point? The $10,000 PC has always been able to outperform the $400 Xbox, but nobody cares about that.
But we're talking about a $400 Xbox in 2005. What PC hardware configuration from 2005 would still run modern games at a playable (not good) framerate on low?
No, but console OSes and Drivers are (well, compared to PC drivers).
There's an enormous amount going on between your code and the metal on a PC, even when writing C++ w/ OpenGL or DirectX. Driver overhead for graphics is HUGE (which is what this is about).
PC hardware comparable to PS3/Xbox360 performs significantly worse under real world conditions due to the way the graphics stack is set up and programmed against. The new Direct3d 12 (as well as AMD's Mantle) are attempts to tackle this.
> PC hardware comparable to PS3/Xbox360 performs significantly worse under real world conditions due to the way the graphics stack is set up and programmed against.
I doubt the significant part. And even if this was true 7 years ago, it's definitely not true now. Comparable hardware would mean something like a GTX 760 (both the PS4's APU and the 760 have around 1800 GFLO/s). That card can do everything current consoles can.
Mantle is for lower end cards anyways, mid tier hardware like the GTX 760 and what's inside current consoles won't see a change that dramatic.
360 was pretty close to the X1800 XT as far as I ever ascertained, released November 2005ish (http://www.bit-tech.net/hardware/graphics/2005/11/11/ati_x18...) and with the 360 released November 22, 2005 we can easily say there was at least parity with PC hardware on release.
Console games often look mediocre despite the above because console hardware is far cheaper, and thus simply less powerful, than the hardware in high end gaming PCs, despite the fact that consoles benefit from economies of scale, and are priced at a loss to boot. It is not fair to compare the way a game looks on a $2000 PC to the way it looks on a $400 console.