Sure, you have to do a lot more QA and support than on consoles. And there will be some PC specific development, both for the engine and for amenities that PC players expect like keyboard+mouse support, graphics options, etc. But the biggest costs in AAA gamedev aren&#x27;t going to be platform specific. The assets (textures, models, animations, sound fx, music, level designs) should just port over. Likewise most marketing will be platform agnostic; you don&#x27;t have to triple your marketing budget when going from one platform to three. And art + marketing is probably like 70%-80% of the budget.<p>The marginal profitability of a PC port should thus be extremely high. (Which is why pretty much every AAA game will launch on the PC too, not just on the consoles. If the PC really was a marginal and expensive platform, they wouldn&#x27;t bother).