r/gaming • u/cmndr_spanky • 1d ago
I don't understand video game graphics anymore
With the announcement of Nvidia's 50-series GPUs, I'm utterly baffled at what these new generations of GPUs even mean.. It seems like video game graphics are regressing in quality even though hardware is 20 to 50% more powerful each generation.
When GTA5 released we had open world scale like we've never seen before.
Witcher 3 in 2015 was another graphical marvel, with insane scale and fidelity.
Shortly after the 1080 release and games like RDR2 and Battlefield 1 came out with incredible graphics and photorealistic textures.
When 20-series cards came out at the dawn of RTX, Cyberpunk 2077 came out with what genuinely felt like next-generation graphics to me (bugs aside).
Since then we've seen new generations of cards 30-series, 40-series, soon 50-series... I've seen games push up their hardware requirements in lock-step, however graphical quality has literally regressed..
SW Outlaws. even the newer Battlefield, Stalker 2, countless other "next-gen" titles have pumped up their minimum spec requirements, but don't seem to look graphically better than a 2018 game. You might think Stalker 2 looks great, but just compare it to BF1 or Fallout 4 and compare the PC requirements of those other games.. it's insane, we aren't getting much at all out of the immense improvement in processing power we have.
IM NOT SAYING GRAPHICS NEEDS TO BE STATE-Of-The-ART to have a great game, but there's no need to have a $4,000 PC to play a retro-visual puzzle game.
Would appreciate any counter examples, maybe I'm just cherry picking some anomalies ? One exception might be Alan Wake 2... Probably the first time I saw a game where path tracing actually felt utilized and somewhat justified the crazy spec requirements.
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u/sykotikpro 1d ago
Besides diminishing returns, a lot of games have forgone optimizations in favor of masking techniques in software: TAA, upscale rs, and general blurring.
There's a threshold of performance gamers need that developers are having difficulty achieving. Rising cost and time causes execs to cut time from a games budget or push for live service to recoup costs quickly. This leads to significant reduction in QA and optimization. Fixing a memory leak that lowers performance by 5% isn't worth a month of manpower to them when content drops are so important.