Getting X times more draw-calls is well and good, but that doesn't translate to the CPU only needing to be 1/X as powerful on the console. On PC you will sink a thread and eat the draw call overhead on it, and you will write the game so it doesn't need more draw calls than that can handle (most games don't generally have a good excuse for pushing tens of thousands per frame). So long as the remaining hardware threads on the PC are stronger that's all that really matters.
The critical part of this is that it only applies to CPU overhead. It doesn't make the PS4's GPU GFLOPs twice as potent. Nor does going "straight to the metal" - in both cases you will be running the same kind of shader code on the GPU's execution units and there's no reason why you'll be unable to utilize these units nearly as well on PC.
http://www.bit-tech.net/hardware/graphics/2011/03/16/farewell-to-directx/2
I'd definitely like to know more what Carmack's reasoning is behind that (IMO extremely generalized) statement.. You've probably noticed this but I want to have actual technical discussions and not just making arguments based what figure of authority said what vague comment..
A statement that coincides with others mentioned before, including the beyond3d forum.
His statement is based in the difficulties found when porting games to the PC. On console it was easy to obtain 60fps, on the PC they had problems to obtain 60fps even in PCs about ten times more powerful
http://www.cgarena.com/archives/interviews/john-carmack/john.php
