Respectfully I dont think this is true from what I read but you could correct me. The devs spent time optimizing the co-op from the get go on all console platforms!! But it was designed around the ram amounts in the PS5 and Series X. The missing part in all this discussion is the Series S from the get go could run the co-op mode but not in a way that meets console requirements i.e it didnt run well but if the Series S was a low spec PC no one would have cared. MSFT could not allow this since they wanted full feature parity that meets console requirements(minimal to no stutters a smooth experience at least empirically if not statistically) and couldnt let Larian ship the coop mode in the state it was in on the Series S. Larian informed MSFT that they were having issues meeting the requirements on the Series S, IIRC it was proposed to either ship as is or without the coop mode. The result was a delay of the Series(including X) version of the game since Larian wasnt going to delay it on Playstation over MSFT's SDK/hw/requirements issues, otherwise it could have shipped with a coop that was playable on the Series S but not anything different than on a struggling low end PC without enough RAM.The issue is on Larians side or whatever the dev team is called.
This is what the game requires on pc
- OS: Windows 10 64-bit
- Processor: Intel i5-4690 / AMD FX 8350
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 970 / AMD Radeon RX 480 (4GB+ of VRAM)
- DirectX: Version 11
- Storage: 150 GB available space
- SSD required4
Bulldozer came out in 2011. That was what 12 years before BG3 released. The geforce 900 series released in 2014 8 years prior to bg3 release. The rx 480 . haswell was a 9 years prior.
The devs could have actually spent time optimizing and got the co-op working fine. It works on the steam deck which is less powerful than the series s and it runs on machines that run full windows along with other programs while having only slightly more ram than a series s.
MSFT had to spend extra time and money to get their developers to work out the kinks. As soon as I heard MSFT was sending their people to help I knew memory optimizations would be found(and voiced this on other platforms which later turned out to be true) but there's a catch; If you give developers enough time they can further optimize but their job is not to fully optimize but work within constraints(money, time, human resources) to deliver a product that meets requirements on time. This is the basis of Software Development, reaching a good balance between creativity, optimizations, debugging, etc to produce something that meets requirements within the aforementioned constraints(money time, human and compute resources). So its not surprising that Larian found optimizations after the extra money and time spent by MSFT, but its not a good development experience or worthwhile compared to Sony's where there is more of a balance between creativity and debugging and optimizing for performance. If MSFT relaxed its requirements for the Series S as well it would lead to issues where sometimes games run choppy in some features. This isnt an issue on PC since a lot of people play with old specs with choppy frame rates. I'm not saying there isnt a considerable amount of people playing with great GPUs and CPUs with better performance than the consoles. Otherwise Larian could have spent that time implementing other creative features of the game for launch, the further memory optimizations can be discovered after launch and used for future titles for example, but I highly doubt Larian was excited to spend extra time trying to get the Series S version of coop running in a seamless manner. They wanted to ship as is and focus on other things.