I love this argument! Very well said!I'm going to throw a hot take in here - the move to 3D video cards actually has limited radical technological evolution (revolution?).
Hear me out on this one.
Back in the 90's, there were a few different approaches to 3D rendering - 3D polygon worlds with 2D sprites, full 3D polygon everything, Novalogic's Voxels, etc.
The industry, largely as a hole, went with polygons, so video cards were built to optimize polygon math. Build up more polygons, you get more complicated meshes, and you get the beauty that is Night City and other cutting edge games of today.
On the flip side, however, it's become this one progress "hallway" that we walk down. As far as I know, no one is even looking at non-polygon based rendering systems now because everyone's systems are set up to push polygons, that is the standard, that's where the money is.
From the user perspective, back in the day, different games ended up having a different look to them because of their rendering technology - the Novalogic airplane games looking different than the Jane's airplane games, for example. You can still see this a bit today, where CP2077 looks different than, say Fallout, which looks different than, insert your favorite Unity game here. Some of this is stylistic choice, for sure, but other aspects of it are functions of the graphics subsystem of the game engine. But, absent radical style choices, everything just looks "real", which I suppose is the goal.
In the end, like Carmack said in one of his guest lectures, eventually people are going to stop writing their own game engines and there will just be a few commodity ones. He's not wrong, but I fear there's something lost in the shift.
Or I'm just a grumpy old man who still plays old DOS games (remember Terminator: Future Shock and its successor, Skynet? Classic!) and is trading heavily in nostalgia these days (played SMB3 and Sonic with my 8 year old son on the MiSTer for about an hour last night after dinner.)
Or maybe both.
I remember everyone waiting for Daikatana. Waiting for CP2077 reminded me of it. Lol.
Although, other technologies are still readily around! Voxels have survived and thrived in modern gaming. Many indie games utilize the technology directly. Most notably, Minecraft is all voxels. 2D sprites are still big in platformers and adventure games. 3D definitely stole the spotlight, though.
The reason I believe the earlier industry went with teraflops of triangles in the end is because of two, key features:
1.) You could create LOTS more triangles per frame without losing performance than you could voxels.
2.) Texturing triangluar surfaces created much more detailed imagery.
But you're right -- I would love to see a triple-A studio create a full-blown production using exclusively voxel tech. I'm sure that could be taken to whole new levels. Especially now would be the time to try it. Minimilistic art styles are totally in vogue, and modern hardware can produce some absolutely beautiful graphics with them.
(Valheim is probably one of my favorite styles):


