I don't know if I'd describe it to be a 'workaround' as opposed to it being "intentional by design" since Sucker Punch were well aware that the hardware that they were targeting at the time didn't have HW RT and right on point about there being astounding piece of code because I certainly wouldn't think of inventing a new BRDF model to simulate velvet-like cloth materials or doing subsurface scattering in a forward shading pass ...Very excellent point. The methods used here were 'workarounds' for PS4 to get lighting not available by other methods like RTRT. Those techniques don't necessarily map well to the hardware (and middleware) being ported to. And here we get an important reminder that what's on screen does not tell you what's happening to get it there. A game may look worse and run worse than an equivalent on a platform without being incompetent. Indeed, it might be an astounding piece of code for its original purpose.
Yes, as hardware between consoles and PC get closer so too should the software/API gap but I start to wonder if there will ever be 'parity' in this regard between consoles/PC since next generation platforms could potentially undo this progression because console vendors felt like they wanted to introduce exotic hardware features out of the left field for whatever purpose ...Just because a console was an AMD x64 SOC, doesn't mean the software developed for it is an ideal design to transition to a Windows PC. As the consoles become more like the PC, the delta between software design and PC hardware should diminish, resulting in PC ports performing proportionally better. Native PS5 exclusive games should port better.