Yep. But also never forget that console versions of games that also run on PC very often are just straight ports with less game specific optimisations than have been done, say, in a 'game ready' driver by Nvidia or AMD, and then you could argue that frequently consoles may well be punching below their weight.
A great example is the recent Firewatch release, which runs on Unity, which in the current version (5.4 is supposed to improve this) runs the main code basically single threaded, which can cause simple disc IO to cause in-game stuttering. A small development studio developing a game for Unity will have developed the game on PC, and may well just be content that they can ship the games to console, and beyond just getting it to work with ok graphics settings at 30fps, they are not likely to spend any extra effort unless the game does really well. Or they may not even be able to fix the issue, due to limitations in the engine (as with that version of Unity).
A great example is the recent Firewatch release, which runs on Unity, which in the current version (5.4 is supposed to improve this) runs the main code basically single threaded, which can cause simple disc IO to cause in-game stuttering. A small development studio developing a game for Unity will have developed the game on PC, and may well just be content that they can ship the games to console, and beyond just getting it to work with ok graphics settings at 30fps, they are not likely to spend any extra effort unless the game does really well. Or they may not even be able to fix the issue, due to limitations in the engine (as with that version of Unity).