Spectral Clone wrote:
Whhhhhhhhhhhhhat are you talking about?
Consoles are SOOOO much easier to program for, that it's almost not even funny.
First thing you have to realize, is that consoles have a locked down environment, meaning... cheating is much easier to detect, because anything outside of the norm is instantly flagable.
On a PC, however, there can be background programs that cause slight unintended interference, so searching for deviation of the norm is not as clear cut.
Not to mention that when using a PC, you now have access to tools that can show you where the server for your game is. This basically means that someone could find the server and disrupt communications to it, possibly slowing down connections to and from, or even finding specific people connected to said server and just punking them down when targeted.
You also have to program to be compatible with multiple types of computer cores single, double, quad, etc... then, single and multi-threading, then choose which demographic will be left out of what features, potentially forcing some groups to have to use lower quality graphics in order to keep speed up.
This also must be done with the graphics cards.
While the core programming usually works fine across all systems, if there is a performance issue such as (for example) a certain type of card causes massive tearing when running your specialized events, then you have to launch a very specific patch to assist that card with proper rendering... unless it's in such a minority that you just don't care..
On a console, the graphics don't have to be incredibly advanced, because people know "it's a console". While on the PC, you have to hyper-diagram the upper end of all textures so that the eyeball huggers (who don't play the game well BTW cause they're staring at everything) can have their pretty princess moments and proclaim about the graphics etc.
PC also have to be worried about data forgery hacks etc. while consoles don't really, because the normality system usually catches such things.
PC's also have to have their own cheat detection system based around what they have in the game, and how the items are naturally used.... this means you can copy some other shooter's anti-cheat code for the core, but you still need to make your own checks for everything unique that you add to your game.
Now.... lets's look at the Developer pool...
How many people are there? And if Consoles are faster and simpler to program for, how long will a patch or update on the PC take?
What staff can they afford to watch the anti-cheat programming as it works to determine if a new hack was created, or if it's junk data?