http://www.computerandvideogames.com/35 ... optimised/"To be completely honest, we're having a tough time doing it due to our lack of experience and knowledge in terms of porting to PC. First we thought it would be a breeze, but it's turned out not to be the case. We're still developing right now - we're crunching right now," the developers told Eurogamer.
"In Japan there's not much of a PC market and we haven't really taken into consideration that audience before. That's one of the reasons why we haven't been able to step up on the PC platform until now."
http://www.escapistmagazine.com/news/vi ... lems-to-PC "While the frame-rate's rough edges have been filed down," said Eurogamer, which has had access to a pre-release version, "you're still going to be playing at 30FPS out of the box." There doesn't appear to be an easy fix for that problem, but it gets worse. "On close inspection, it appears that Dark Souls PC uses the very same 1024x720 internal framebuffer as the console versions, regardless of which resolution has been set in the menus." There's no way to change that basic image quality, which means that "PC gamers will very much be getting the genuine console experience here, right down to the pixel."
http://www.digitalspy.com/gaming/news/a ... -port.htmlThe PC version is best described as a straight port, with minimal flexibility when it comes to visual customisation. Instead, you'll have to make do with tweaking resolution, refresh, anti-aliasing and motion blur options in the menu, as well as customisable keyboard and mouse commands.
Don't expect staggering performance either. While we sampled unfinished code, it was played mere weeks before release, and the core i7 Alienware laptops running the build occasionally struggled to maintain a consistent, smooth frame rate.