Minus Helldivers 2 the port sales have paled(and sometimes greatly) in comparison to the console version sales.
You really have no idea how much Helldivers 2 is selling or how much the ports are. Too many people are obsessed with measuring CCUs as a measure of success for single player games or think that Single Player games only sell at launch. Launch sales on PC are not like console, early adopters will jump into games, but the bulk of the people will buy on discount over time. That's probably why Sony didn't bother delaying Spider-Man 2 and why they have limited marketing for it.
Steam royalties are under 30 percent, but let's call it a steady 30 anyways.
A port isn't going to cost more than 5 million dollars. At 50 dollars a copy, break even is reached at below 150,000 units... That's even assuming the port costs the full 5 million, when it's probably less.
Nixxes has 87 employees on LinkedIn, let's round that up to 100. Most port projects are completed in 6 months. If we assume that the average salary of a game developer at nixxes is 100,000 euro per year (would be on the high side, salary range is between 55k and 100k euro) and every employee at nixxes is an engineer (they're not). That would mean a 6-month project would cost you at most 5.2 million USD (salary, plus fixed costs).
The goal here is to get some ROI to get profit to cost ratio more manageable.
If a game costs 300 million dollars to develop and you want to recoup 50 million dollars on PC. 1.57 million units at 50 dollars gets you down to 250 million dollars from 305 million dollars.
So what do you need to do in order to get 250 million on console? Well since you're getting 100% of the cost you break even at 3.57 million copies.
Sony's AAA model is MUCH safer once you incorporate PC sales.