When I said "more marginal issues" I was referring to the broad corpus of 'things gamers complain about', not this issue.
You replied to a thread referencing this issue specifically my dude, replying to a post talking solely about this issue. I'm sure there are plenty of issues from PC and console games that I don't give a shit about, but they're not relevant to this thread.
there's a different kind of computer which is meant for that"
But it's not a 'different kind of computer' - it's not a computer. If it was I wouldn't be gaming on the PC at all, no one would.
This is the argument PC fanboys routinely make in dismissing consoles - consoles are now 'just PC's' - they're not. They have similar base technology, but the way you access games and the freedom you have provides a decidedly different experience in many cases.
Like,
why do you have a 3080? Why not just sell it and put it towards from PS5 games? I think that's a perfectly viable option and I can't recall the last time I recommended PC gaming over console to someone who's not already knowledgeable about the platform, but I find it curious if you really think consoles are just a 'better type of gaming computer' why you even have a gaming PC in the first place?
You get those huge stutters because the platform, by design, does not guarantee a set hardware specification.
Which has been the case since its inception. This is not a new development requirement, hence we see games with included shader compiling stages from
decades ago. Which is why, by design, UE4 documents a process to gather these PSO's to alleviate this issue as best as it can.
This isn't about PC gamers complaining that they're not getting full mod support in every game. This isn't a thread on how developers are screwing the platform due to not having full Dualsense Haptic support for every game, or not shipping the PC version with a completely new RT-based global lighting system.
They're asking for something that was actually more prevalent in years
past to return, something that is completely fundamental to the architecture and has always been.
As another poster said, part of the issue is just that there are likely less experienced PC developers on the market these days, some developers are genuinely in the dark about this - The Ascent developers said as much, they just didn't know. Yet they fixed it.
There is not doubt a clueless cadre of some fanboys (of all platforms) that will point the finger at 'lazy developers' with having no understanding of the technical and project management hurdles they face, sure. But it's perfectly reasonable to complain about products not functionating the way they should, and you don't need to swing the other way and treat ever developer/publisher as some sweet smol baby that ultimately doesn't have a responsibility to ship a working product because it will 'only' sell ~1-2 million vs 6+ million on consoles.
I mean you can read the experience of Special K's developer when RE:Village dropped and he was looking at reducing the stuttering. Aside from the copy protection, it was also doing insane shit like querying the available resolutions
a thousand times per frame. You can understand the pressure on developers without deifying them, there is some poor work out there, and ultimately these are products being sold at a price, this aren't open source projects. They deserve critique, especially when encountering issues that should be understandable to anyone working on the platform.