So your argument is that you think this generation's games will be made primarily for the consoles which utilise the shared memory architecture and that it would impose a large difficulty on porting games to run on a PC's architecture which tends to use main memory and graphics memory seperate?
Are games going to be designed for consoles, or not? Is that a strange concept? And
all console programs use shared memory, because that is all there is. They just may not exploit the advantages of shared memory (yet), because no such advantages exist on the PC side.
The PC architecture does not "tend to use" separate memory spaces, it
only has separate memory spaces. The PC cannot use a hardware feature which simply does not exist.
If console games will be designed and played, they will be compared, and those which perform better identified, along with those which perform worse. This is a competitive environment for any company participating, multi-plat or not.
Since console hardware is limited compared to PC, there is ample motive to use all the features available,
even if they are not available on the PC.
Or am I missing something because that is not only a bit silly, it's an assumption that I can't understand the basis for.
I have a hard time believing that the architecture of the consoles will cause game developers hassle in porting games which were initially only coded around the console hardware.
Nevertheless, it is true. Optimal use of console hardware requires a deep re-design of normal PC game implementation ideas. Once that is done, it is not the normal PC design anymore. It will be tough to coordinate two fundamentally different designs and implementations for the exact same game.
Is it possible to optimize only somewhat (to make a PC port easier)? Possibly, but there is that competitive thing again, which favors raw performance, not compatibility.
Some companies may try to support a different game engine on each side (if that can be done), but continued development may make that awkward and costly.