It's debateable whether PC is ultimately cheaper. I'm running xbox 360 still (from 2005 or 2006 or something), and a PC that is around 5 years old. PC cost more money, and I'm looking to upgrade it just as I am console. I used both the whole time, but the 360 never had serious issues with running any game. PC? Yes, and that was true even BEFORE I switched to Linux instead of windows (surprisingly, Linux was only a minor crimp in gaming for me once I got used to it; and only because PC games insist on using DirectX).
Even running windows 7 my machine with better RAM, better GPU, more GPU ram, ~CPU speed couldn't really outperform the same/similar games on xbox 360. Some of that is market/design discipline (companies like Firaxis aka Failaxis don't give half a **** about optimizing game performance, and borderline lied about minimum specifications on release, because people could in theory get better computers), but some of it is just the knowledge that you have a player base on one system with one known set of constraints.
One thing that greatly irks me about PC gaming is that designers very much go for visuals over performance, and performance suffers even on "recommended" specifications.
Of course, many PC games and most console games alike (including our beloved Dark Souls) have absolute jokes for net coding. In "smoothing" lag and then going with client side hit detection with variable delays added extra to help "smooth" the visuals, we get bullcrap like shooting someone with 6 bullets and having only 1 count in CoD or front-stabs in Dark souls. Back in the 1990's, this "advanced" code didn't exist, and there was no such thing as client side detection. Games with high ping were close to unplayable.
But it was still better. Why? Because you could SEARCH for hosts by ping, and with 75ms or less, soundly trounce the experience we get in Dark Souls or any modern CoD title that doesn't use servers. You didn't have another 150ms delay added (randomly) to make it more "fair" to some laggy player who then wins because he pays less for internet service...and you knew going in about how much delay you had. You could compensate for it, unlike now where it gets "smoothed" but is nevertheless variable.
In a game like Dark Souls, picking hosts from a drop down menu wouldn't be as viable, but you probably should still have been able to restrict PvP and Coop based on ping. Some of the 250ms to 500ms+ connections you get (especially on Ps3, which isn't as region restricted), just turn into a trashy waste of time where neither side can do anything meaningful because what is happening differs so vastly from what they see.
Even running windows 7 my machine with better RAM, better GPU, more GPU ram, ~CPU speed couldn't really outperform the same/similar games on xbox 360. Some of that is market/design discipline (companies like Firaxis aka Failaxis don't give half a **** about optimizing game performance, and borderline lied about minimum specifications on release, because people could in theory get better computers), but some of it is just the knowledge that you have a player base on one system with one known set of constraints.
One thing that greatly irks me about PC gaming is that designers very much go for visuals over performance, and performance suffers even on "recommended" specifications.
Of course, many PC games and most console games alike (including our beloved Dark Souls) have absolute jokes for net coding. In "smoothing" lag and then going with client side hit detection with variable delays added extra to help "smooth" the visuals, we get bullcrap like shooting someone with 6 bullets and having only 1 count in CoD or front-stabs in Dark souls. Back in the 1990's, this "advanced" code didn't exist, and there was no such thing as client side detection. Games with high ping were close to unplayable.
But it was still better. Why? Because you could SEARCH for hosts by ping, and with 75ms or less, soundly trounce the experience we get in Dark Souls or any modern CoD title that doesn't use servers. You didn't have another 150ms delay added (randomly) to make it more "fair" to some laggy player who then wins because he pays less for internet service...and you knew going in about how much delay you had. You could compensate for it, unlike now where it gets "smoothed" but is nevertheless variable.
In a game like Dark Souls, picking hosts from a drop down menu wouldn't be as viable, but you probably should still have been able to restrict PvP and Coop based on ping. Some of the 250ms to 500ms+ connections you get (especially on Ps3, which isn't as region restricted), just turn into a trashy waste of time where neither side can do anything meaningful because what is happening differs so vastly from what they see.