You are surprised to hear about major show-stopping bugs in PC games?
Consoles do not contain "the exact same hardware" that PCs do. With a little help from Google you can read up on what is inside them and see for yourself.
One of the big pluses of consoles is hardware consistency which in contrast is a big problem for developers of PC games and it is true that many show-stoppers wind up occurring on some configuration (both hardware and software) in sometimes large numbers that simply was not present in the QA lab of a given developer. It is impossible for them to test on anything even approaching half of the possible scenarios their software will wind up executing on. It is something of a wonder that things work as well as they do all things considered.
A major plus in the console world is that the systems are closed systems. When you write for the XBox or the Playstation platforms you are writing for a known quantity and you can test far better since the systems you need to test on are so few.
I don't want to do the this is better than that discussion but I did want to point out what is different and how in this case it is a more attainable goal to achieve consistent quality for all users when developing for closed systems vs an incredibly diverse hardware and software environment.
This article will give you some idea of differences in the hardware and I would remind you also that the software running on it is not the same as on PCs either.
http://www.techradar.com/news/gaming/consoles/ps4-vs-xbox-720-which-is-better-1127315/2
You don't see
custom built 8 core CPUs in PCs.
Honestly yes - most recent releases have been really stable with a few notable exceptions. I can't remember the last time I bought an AAA game that I couldn't play without issues (unless we're counting subpar Mac ports).
They pretty much do - they run x86 processors and fairly standard AMD graphics chips. Sure, they're customised but they're fundamentally the same hardware. It's true that having every console run the same silicon makes supporting it a lot easier but game developers don't have to worry about that anyway - that's why you have APIs on Windows abstracting away from the hardware. It is of no interest to a game developer what graphics card you have beyond performance - they're dealing with API, not the bare metal as it were. It's possible that some GPUs implement things differently but that's what driver updates exist to fix.
I get what you're saying but honestly I don't agree.
The Xbox One is literally running the NT kernel with DirectX. You can more or less recompile the exact same games for Windows and it'll work if you have access to the source code. Porting is something you can do in a matter of weeks with a decent team.
The PS4 is a bit different but its graphical APIs are very similar to OpenGL. Porting between the PS4 and Windows isn't the easiest thing in the world so Windows ports are almost always based off of the Xbox codebase, but it's certainly doable.
Regarding the 8 core CPU, you certainly could if you wanted to heh, but honestly there's really not much reason to. Most games only have a single renderer thread because that makes sense - balancing load for the game's renderer between multiple threads does improve performance but it adds a lot of complexity so in reality most game developers simply don't bother. As such it's *much* more important to have one or two fast cores than eight subpar ones. The 1.75Ghz and 1.6Ghz AMD chips in the Xbox and PS4 respectively just aren't very powerful at all - in fact it wouldn't be unfair to describe it as a souped up netbook CPU.
Even an i3 in a desktop is going to give it a serious run for its money except in very heavily threaded applications, and even then, as the cores are sharing resources the performance just isn't going to be that great.
Sure, you don't see
custom built 8 core CPUs in PCs but why would you need a custom built one? There's plenty of standard 8 core CPUs you can buy. Hell, AMD has the FX-8320 which goes for £100 give or take. But you'd be mad to buy it for gaming right now - even the dual core i3 gives better gaming performance because of the issues with threading I mentioned earlier.
Now, I know I mentioned threading and how it isn't used much (at least not for the renderer), but I should mention that to the best of my knowledge DirectX10 and later do make threading a lot easier and as I understand it essentially build a threaded workload automatically based on your existing API calls - something DirectX9 wouldn't do (though on OS X and Linux using Wine and the CSMT patches you can get an unofficial multi-processor setup but it's not without its issues).
The GPUs in the Xbox One and PS4 are both honestly very pedestrian - very much midrange AMD chips.
I should state, regarding optimisation, that last generation was very different. Last gen we had PowerPC processors and very unique architectures which varied dramatically from what you'd get on a standard PC. They were quite frankly, much harder to write software for and there was a lot of potential if you could optimise your code properly for it.
This gen basically we've got AMD's custom CPUs which are really no different to their A10 offerings - i.e. their entry-level desktop CPUs.