It does need that (and potentially more) if there were lost sales on console due to people waiting for a PC version.
Which has been happening gradually more and more with many games getting very expected late PC ports, including SIE's titles. And we saw this in bigger effect with FF XVI and Rebirth, as Square-Enix (with or without SIE's help we don't know) basically went out of their way to tell players "Hey, don't buy this on PS5 right now because we're gonna start talking about and mentioning the PC version before the PS5 version even ships!"
Then they wonder why they missed sales targets (among other reasons) :/
When a company needs 2-4 buyers on PC to equal the revenue generated from a single buyer on console, then that should tell you a lot right there. What we know for a fact is that this past FY, SIE generated ~ $700 million in "non-PlayStation" software revenue, but did not specify that between Steam, GOG, EGS, Xbox, or Nintendo Switch. And the FY prior, they missed their $250 million target by $50 million specific to PC.
Missing the FY 2022 PC revenue target and bundling in PC FY 2023 revenue with other platforms would at least suggest the growth on PC was not to initial FY 2023 PC revenue targets, due to several other underperformers offsetting whatever gains Helldivers 2 made in the two months before their 2023 FY closing.
And somehow the fact that most of those revenues are from Destiny 2 is always forgotten.