Made up personal theories that goes against the factual data we have is not proof.
Proof would be company statements saying that the games are ported by Insomniac and not by Nixxes. Insomniac staff appearing in the game credits as porters, some document stating that the PC version (not the original PS version) budget has a part from Insomniac (related to porting, not marketing etc) and another for Nixxes. Or something like that, factual data.
Wolverine seemed by all accounts to be a 2025 release. However it's actually a 2026 release and coincidentally development of the PC version started early on since there's now a playable (ever-improving) build for it on Windows PC platforms from the Insomniac hack.
Like in the case of the Spider-Man 2, it was not a PC port, but the development version of the PS5 games. We even saw the budget and schedule of the Spider-Man 2 porting scheduled stated for way later.
Even console games that never get released on PC have development builds playable on PC, because they are made in PCs, so it's faster and cheaper for devs to test and debug there unless it's something very console specific that needs to be done in a devkit or testkit (which is a very small part of the work needed to be done for a game).
Nixxes doesn't handle total development of all the PC conversions they do.
In some cases, like with Wolverine, they would be responsible for optimizing code for Windows, DX12U, AMD/Nvidia GPUs etc. and adding in QOL & extended function features. You know, stuff like multi-monitor support, KB&M support, etc. But the bulk of PC development is probably handled by a fork in the main development studio some asynchronously parallel with console-side development.
Not saying that is the case for all PC ports, but probably for more than we know of outright and certainly seems to be the case with Wolverine. I mean, if you know you're going to port the game to PC anyway, why not handle most of that platform's code development simultaneous with working in the console's SDK libraries & during optimization phase for the console version? PC development in those cases would probably be no further than 30% - 50% behind console version and Nixxes probably tends to the last 20% - 30% of development for the PC version.
This is a fantasy, there is no factual data to back this. All the data we have from Sony says it isn't the case: Nixxes ports their games to PC, as Iron Galaxy does it for ND or Jetpack for SSM.
We even have multiple statements from Sony saying that the PC porting is handled by specific separate teams to make sure the devs of the gaames can be focused on making new games for the console without having to worry about the PC. We have the game credits. We have the budgets, and even schedules.
Honestly, I no longer see the point of the PC strategy. Its "raising awareness" right? Shouldn't it just be really old stuff then? Like PS2/3 era? The point of a console, for Sony, is to make money off third party games, with first party titles existing mostly to drive people to buy the console and then games on it. But if they under-cut that just to achieve per-title profitability then they have lost their way.
The console market grew in the PS2 era thanks to attracting new audience via including a DVD player or via casual games Eyetoy, Singstar, Buzz etc, or also in DS and Wii.
Since that generation, the console revenue has been growing thanks to extra revenue from digital games, addons or revenue, plus extra engagement due to online MP or GaaS. But the console playerbase didn't meaningfully grow since then, continues being 200-300 people, part of which owns multiple consoles.
Since AAA game budgets grew way more than sales and specially prices (even more including inflation), to the point that this generation it won't be enough to sell 7-8M units of a big AAA to make it profitable. So in the case of Sony, even if they grew their market share and ARPU, and some of their top selling games (TLOU2, GoWR, Spider-Man 2, Helldivers 2) broke sales records, they need to expand their revenue way beyond, via reaching other top grossing console niches they didn't properly cover with 1st party (shooters, MP, GaaS) plus on top of that expanding their audience beyond their own console.
So they doubled down their effors on movie/tv show adaptations, PC and even bought Bungie to keep them as MP including rival console, where MLB is also publishing MLB The Show.
They are in the early stages of that expansion (in PC still don't have their own launcher or store, only released a few ports and only have 2 of their GaaS they have to plan to have in both PS and PC), but in PC already sold millions of units and generated hundreds of millions.
It is fair to assume that in the mid term, in addittion to GaaS and PC ports of old console games (both in a bigger number than now) they'll have two PC pillars more: 3rd party games sold in their PC store and mobile games -mostly developed by top Asian teams they have been partnering with- that will also have a PC version of such (I'd bet F2P) titles tailored to appeal mostly Asian (region that generates around half of the worldwide revenue, mostly from mobile and PC) audiences.
This expansion on GaaS, PC and mobile is on top of the expansion they are also having on their all-time-record investment in non-GaaS titles, console titles (not only in 1st party, Jimbo also signed record investment in 2nd and 3rd party deals). Meaning, investing more than what they were investing before in GaaS, PC or mobile isn't at the expenses of their investment in non-GaaS, SP or console games: the opposite they have been growing them too.
They have been heavily increasing their manpower and making acquisitions to achieve this, in total they have a record number of around 30+ first party games under development. Not counting mobile or ports/remasters/remakes/dlcs. The thing is, big AAA every generation get bigger and more complex, so they require more people and time to be made. The current ones are taking 5-9 years to be made, so each team takes longer to release a new game (plus covid caused delays).