The difference(if the article is trust worthy, see last paragraph) is made up by what some live service games on PC are pretty big money maker.(Valve’s games, LoL, and some live service are really PC focus or PC only.) Fortnite is cross platform and here is a comparison from it’s revenue source, and live service game are aiming more competitive not graphically more advanced. If you compare games like say Assassin’s Creed or Jedi Survivor or say MWIII by pre-orders console vs PC, there will be a big difference. There is a reason why developer are focusing on console quality/performance first, because if you do cross platform, that’s where you make most of your money from. But if you are doing a competitive FPS, then developer will focus on PC build cause that’s where most competitive players are.
Look at best of steam for 2022, notice the lack of big selling console titles? That’s why. Probably not valid source now, but before Psyonix bought by Epic, they released their Rocket League player by platforms, PC takes about 21% on 3rd year(2018) after switch version is released. First, second, third, they don’t release new numbers after year 4. And you can run RL on potato laptops before their mandatory DX11 update. Most cross platform games will bias toward Playstation since Series X/S aren’t as dominant this gen. but usually it falls around 70~75% on consoles and 25%~30% on PC.(if game also release on switch, PC shrinks further.)
Lastly, the article you linked if you read the info or sourcing carefully, they are some sort of report/forecast survey data selling company. They don’t really actually have the numbers in terms of global revenue. Yes, public company have financial reports, but Valve is not public company which will distort the result quite a bit, and use survey means if your sample pool is bad, your extrapolation will also be bad. One of the graphic shows their sample amount. (with about 42k samples, with no mention where or how they get those number)
The difference(if the article is trust worthy, see last paragraph) is made up by what some live service games on PC are pretty big money maker.(Valve’s games, LoL, and some live service are really PC focus or PC only.) Fortnite is cross platform and here is a comparison from it’s revenue source, and live service game are aiming more competitive not graphically more advanced. If you compare games like say Assassin’s Creed or Jedi Survivor or say MWIII by pre-orders console vs PC, there will be a big difference. There is a reason why developer are focusing on console quality/performance first, because if you do cross platform, that’s where you make most of your money from. But if you are doing a competitive FPS, then developer will focus on PC build cause that’s where most competitive players are.
Look at best of steam for 2022, notice the lack of big selling console titles? That’s why. Probably not valid source now, but before Psyonix bought by Epic, they released their Rocket League player by platforms, PC takes about 21% on 3rd year(2018) after switch version is released. First, second, third, they don’t release new numbers after year 4. And you can run RL on potato laptops before their mandatory DX11 update. Most cross platform games will bias toward Playstation since Series X/S aren’t as dominant this gen. but usually it falls around 70~75% on consoles and 25%~30% on PC.(if game also release on switch, PC shrinks further.)
Lastly, the article you linked if you read the info or sourcing carefully, they are some sort of report/forecast survey data selling company. They don’t really actually have the numbers in terms of global revenue. Yes, public company have financial reports, but Valve is not public company which will distort the result quite a bit, and use survey means if your sample pool is bad, your extrapolation will also be bad. One of the graphic shows their sample amount. (with about 42k samples, with no mention where or how they get those number)
edit: minor edits for better reading