
The game engine is wildly unoptimized, with noticeable framerate drops regardless of your hardware capabilities, and regardless of what's happening on screen (which isn't much - the game is a long, pretty hallway). No texture options, no framerate options, no Vsync options. The game featuring only a few customization options in the launcher: Screen Settings (Full screen or windowed, no borderless), resolution (locked to your primary monitor if you happen to have a multi-monitor setup), language (English or Japanese), shadow resolution (the highest setting makes the shadows look blocky) and anti-aliasing up to x16. There are actually way bigger issues that I didn't initially touch upon. You'd think five years would be enough time to iron out the kinks a bit, but I digress. Well, firstly, the port was released in 2014 - five years after the initial release, but not an astronomically long time ago by any stretch. Final Fantasy XIII -Back in my PC gaming rant thread, I had touched on a couple issues that I had with the PC port of XIII & a lot of people harped on the fact that I was trying to play a game with such old engine & expecting it to perform well. Thankfully, Rockstar eventually integrated IV fully into the Rockstar Launcher and seems to have fixed some of the issues of the original version, but as a result, killed the online multiplayer for IV. And of course, there's the DRM: Rockstar Social Club AND Games for Windows Live, with the latter causing a bit of an uproar when Microsoft planned on killing GFWL & Rockstar initially refused to remove it from the game, which would've left the game unplayable without cracking it. There were also a lot of performance issues, such as crashing, texture pop-in & flickering, perfomance bugs increasing after having the game open for a while, water losing details when playing on an AMD card. Running the game at 60fps or more would cause issues in cutscenes (stuttering & zoom-in) and with the physics engine (general wonkiness in severity that exceeds the wonkiness of the engine itself). Firstly, the game was both memory and VRAM limited & couldn't take advantage of more than 4GB of memory with out making a commandline.txt file fix, and editing the properties of the. Grand Theft Auto IV - This one is a classic amongst bad PC ports, even considering the time it came out. Now, here are a couple of bad ports I personally experienced: Just wanted to get those two things out of the way.
If PC players wanted a console experience, they'd play the game on console.
Yes, a PC game that locks performance to console settings is a bad port.
Yes, a PC game that doesn't allow for customized settings or limits the customization possible without the use of mods, is a bad port. PC gaming is great overall, but not every port we get is up to snuff.