Sure, but cars are more akin to consoles than PCs in this case. On a console you have (mostly) fixed hardware, which is a known quantity from the beginning to the end of that console's life cycle, and stricter version control. Being the equivalent of a mechanic for a console version of the game is more straightforward because many problems which are rooted in hardware can be readily tested in the office. It's like being an in-house mechanic at a manufacturer's dealership: you work on cars from that manufacturer, using parts you get from the manufacturer, and that's it. For PC it's like being a BMW-Mercedes-Fiat-Alfa Romeo-Ferrari-Citroen-Volkswagen-Ford-Chevrolet-Toyota-Hyundai-Subaru mechanic who specializes in engine repairs, transmissions, electrical, and bodywork on gasoline, diesel, electric, and hybrid cars. There are people running this game on budget PCs from 2015 and there are people running it on i9-12900Ks with 64GB of DDR5 and a 3090 Ti, along with everything in between. Performance problems can present differently across different hardware setups, and may not even be noticeable on some. The devs have a finite number of PCs in their office with different hardware they can test the game on before an update is released, which cannot possibly account for the amount of hardware variety their customers use. So, they ask for data on how the game is breaking from people who experience problems.