I think with the statement that the state of the game is now "Satisfactory" that CD_Projekt Red is now done with trying to fix the game further.
Absolutely untrue.
This statement is more of a milestone. When work on the game is done, it will be announced. I'd say we are still years from a final version. Instead, I'd interpret this to mean: "We've got things in a pretty good place. Yes, there are still some issues that need to be addressed, but the time has come move forward with the game." (And that most likely means DLC content, expansion quests, new mechanics, etc.)
Although it makes sense from a developing perspective regarding efficiency and time management, it this is the case with this game, then it either means the code is really bad and any minor tweak on any platform generates a "butterfly effect" on the game engine, messing up the rest of the code, or the game engine and coding is ok but they prioritize other things besides the rendering process.
Let's be real here, they don't need "three completely separate studios" to manage the optimisation of the game. They need 3 internal teams handling the optimisation.
There are countless exemples of game studios who can manage succesfully the optimisation across different platforms with totally different results of graphics between PC and the rest, regarding texture, draw distance, fps, RTX on or off. We are talking about AAA studios, not some indie devs of 10 people. This argument does not stand it's ground too well in my opinion.
I think you're missing the focus behind what I was saying. When a game uses an engine, regardless of how many different platforms it is released on, I'm not going to make foundational changes to the engine specifically for
only one platform. I may make certain
tweaks to the engine if, saaay, the console has trouble streaming lighting data from more than 5 simultaneous sources. So, I'll limit max number of shadows to 4 on that console version to ensure there are no graphical issues with shadows. (Yup -- that might not look as cool as it did in a prior version, but it was necessary to do as it was a limitation of the hardware. Can't leave it at a higher setting without issues.)
However, if I'm dealing with a much more foundational change, like, saaay, the way that I'm compressing the game's data packages and the way the engine will load that data into RAM when it's called for, I'm not going to make a change like that for only one platform version of the game. It will fundamentally change the way the game works at a core level, and that change will affect every subsequent issue that may crop up. So, if on PC, the data packages are compressed as individual .json files or something by object category...and instead I decide it may work better overall if we compress specific packages by game
area instead...that will alter the way that information loads completely. If I do it by category on PC, but by area on on console, there's no longer any relationship in how each version is running. A bug that appears and is fixed for PC may never even appear on consoles. A bug that looks similar and appears on both platforms may be caused by two completely different things, and it will take me forever to track down where each of them lies, as I need to hunt it down twice. A bug that does exist on both builds may not be solvable on one, and it will require that platform version to undergo another, foundational change -- further increasing the disparity between the two builds. Eventually, this will mean that I basically need totally separate teams to handle each version, and work overall will be much, much slower.
A much more efficient way of doing this is to handle any fundamental changes to game functionality universally. An all-encompassing approach to how the game functions at its core, then balancing changes for various platforms within that framework. (From what I've always seen, this is usually done on PC first, then adapted and scaled for consoles. Hence, if a change like that is made to an engine, it's almost never a matter of getting it to work on this or that particular platform -- it's a situation that has been identified as inherently flawed -- or someone happens to come up with a much better approach -- or there's new options provided by advancements in things like drivers, etc. It's simply the best way of fixing an issue or handling things better across the board. It is counter-productive to take things in multiple different directions at the same time.)