That is true, but there's always been more to it with consoles. While people don't necessarily drop down to assembler as much these days, it's still worth getting to grips with each console's underlying design in order to get the most from it. Take the PS3, its well known that it has CELL chips but writing code for it can't really be left up to the compiler to sort out, you have to know when to use the CELL over the PPC chip, you have to know the best way to package that data and send it, when it's optimal to do so versus when it's going to hinder performance. It has two different types of RAM and it's worth knowing which is best to use and when.
Even the Xbox 360, although much "simpler" to develop for, has a few exotic bits you don't find on the PC - like the ED-RAM on the GPU that can boost performance considerably as long as you know how to use it effectively. I believe both the PS4 and the Xbox One have a few subtle differences that'll be worth paying attention to, but they're a lot closer to the design of a regular PC than previous consoles (with the possible exception of the Xbox).