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zarx said:
Diminishing returns is very real, it is also a gradual effect. Luckily processing power increases exponentially not linearly so we are good for a fare few years yet. Once you can't easily distinguish between real-time and current pre-rendered visuals then we will have hit the wall. Give devs 2-3 years to update their engines and production pipelines before you judge. What you have seen so far is mostly old techniques at a higher fidelity with a few gimmicks on top. When games are built from the ground up from art direction to tech to production pipeline to optimization we will see much better results. So far we have seen last gen art tech and production with next gen polish, as devs didn't have modern hardware when they started development 2-4 years ago.

Except devs don't really give us that kind of eye candy anymore. The witcher 2 cinematic intro is an exception nowadays. First hollywood will start to slow down in visual advances. For now they're still taking big leaps. Let's see how close we'll get to Avatar this gen, while keeping in mind that it's hard to make a real comparison to cinema. Cinema can use old rendering techniques and simply throw millions of polygons and objects at you to impress the audience. Take the lego movie for example. Not really difficult to recreate the look in a game, the vast quantity of objects is the problem.