Thanks for the link on my YT to this thread, otherwise I would not have seen it.
Okay @ the Mod Genius - can i have my Title back plz?
Cause NXGamer pretty much confirmed me here in his new Video about the HZD Port.
So, I did try and discuss this in the video but the answer is Yes and No. The fact it is designed for PS4 hardware means No matter the amount of effort put in (bar a complete re-write) it will need better hardware than the PS4/PRO. That is true and has been true since before this gen and the last, fixed hardware and dedicated development to 1 spec will always enable 'solutions' unique to that and thus will always outperform another level piece of hardware. I covered this in my Tflops are a lie video.
The NO is that the port does have some issues as I show that COULD be improved such as the V-sync hold issue (which I have just read was fixed in the latest patch, typical but excellent and shows I was not mad) which when engaged causes incorrect sync points and lowers performance on PC incorrectly. As I show V-sync off or running at a higher rfresh (8ms) solves this mostly.
The Judders and stutters will be harder to fix as this is bandwidth and memory bound and is just the sheer amount running on the GPU. the port could be better and the team have acknowledged this, but you will always need to have much better hardware OR re-write the portions of the code (Async Compute) that rely on faster access or spead wider of the higher shader cores etc etc.
If the information is already on the GPU, I need it to render. What circumstance would I need to always ready from the GPU VRAM back into the CPU RAM? Give me something that every game HAS to do that? And why does this advantage on console hardware not materialize into faster throughput for better FPS or higher resolution?
Physics on GPU, AI, Collision and as I show even the Mesh System has a basic sync point for CPU to GPU which stops any need to heavy handed Mutex points. For Console it was all designed to run within the target 33ms time as such with Async work this gives them a bigger bubble to work within and has effects, res are lower and thus bandwidth, cache occupancy is lower it hits that target more often than not. They still run over as I covered at launch hence why a Performance mode exists which lowers resolution to solve this back to 30fps. This is the same example I show in my video to solve the 45 > 60Fps from 1440 to 1080 as it is a quick fix.
The issue on PC is you ramp on effects, res and then reduce frame-time and extend memory systems and limit Wavefronts etc etc you are thus moving your bottlenecks around (they never go away on any system, they simply are managed). All these things adds requirements on bandwidth and extended sync points which are now only 16 or less ms aparts for frames, thus any stall has a perceived bigger imapct. This is why lowering Resolution and or textures etc helps, add in the fact the base engine is set to have a single RAM pool and now has to be traversed between 2 and through PCIe this exacerbates the issue further, this is a constant point of difference between PC and Console and why uMA memory is used on console for this benefit that reduces cross bandwidth requirements at the expense of contention.
Trigger man is triggered

NX even said the engine could have been rewritten for the PC port, but that would take resources. AKA, shitty port. Many things could have been fixed, and it could have been ported by GG themselves, but they didn't...AKA shitty port.
The icing on the cake is you got little mad when the mods rightfully changed the misleading title of your thread, to a more fitting title. You threw your fit, and nothing got changed. You went the extra mile to try and redeem the little bit of pride you had left, and posted a video you thought would be in your favor. That's when you got BIG mad. And here we are. It's still a poor port, and doesn't coincide with the same engine running phenomenal on PC, in Death Stranding. But of course you wouldn't acknowledge that. Fanboys gonna fanboy.

P.S. I'm all for a mature discussion, minus crawling back under my stone, or being a potato head. Cause that's not possible, as potatoes don't have hands and feet.
As above it is not a Shitty port but it could have improvements which they are working on still to improve it, V-sync is the biggest killer and then the stalls on data flow from sector points or just in cutscenes. As they have just released a patch that addresses some of the points I discuss I will be looking again to update on them which is good step forward.
LOL! NXGamer says what I've been getting trolled for for months!
He quotes: @ 19:20 "and certainly for what the team directly what they are working on with Forbidden West. And this is probably an idea of what could come to PS5 next year maybe in a brand new release - a new release with 60FPS and other enhancements to get close to the PC version....
Ah, yes, my comment in that section was in regard to the PS5 update/release of Zero Dawn NOT Forbidden west. I.e. by removing the frame-time limit, solving animation and physics timing issues on this PC version means a 60 or 120fps version could be released on PS5 to drum on interest and sales ahead of Forbidden West next year. This will be a brand new game and engine with many significant enhancements over this version as we have already seen in the trailer and will likely not have a 30fps only mode also.