First things first, what is optimisation? The general definition is “the process of making a strategy maximally functional; removing deficiencies in a system or process”. In gaming terms, this means a game making good use of the resources it has been given to run in.
In consoles, optimisation is often not a big deal, due to standardised parts. Because all Xbox 360s (for example) have the same resources as each other, a 360-specific game will be developed on the exact same system it will be played on, meaning the game can be set up to work well on the hardware supplied. Of course, some games still don’t run properly even then, but that’s normally a fault of design or programming at a more basic level.
Optimisation can sometimes be an issue when a game is ported from one console to another without fully taking the differences between systems into account. Games released for the 6th and 7th generation consoles concurrently often had issues on the Wii that weren’t present on other consoles, due to the Will having technical specifications lower than the other 7th generation consoles. Games released for the 7th and 8th generation concurrently have the same issue with the Wii U. (For a look at the minor flame war about the Wii U port of Mass Effect 3, look here)
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