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NATO said:
Spindel said:

Nahh it's the same thing (or at least starts to be the same thing more and more now). At a certain point added complexity to a scene isn't noteiced as much any more even if the polygon count of that scene increas 10x. 

Tho I would say that most noticable graphical difference is the increasing use of shaders/bumpmapping witch give surfaces in scenes a more "real" look. But I argue that this also suffers from diminishing returns.

It's not the same thing at all.

That old illustration is illustrative of a single, untextured model, focusing entirely on one, single model.
That isn't how games have progressed at all.

The problem for generation leaps isn't caused by deminishing returns, the problem of generation leaps not being that big, are because they're consoles, and as such, their success depends largely on them being affordable, and in order for the console to be both affordable and still turn a profit, the specification has to take the lions share of the comprimise.

Simply put, generation leaps aren't that impressive because the hardware leaps arent, either.

The CPU in the PS4/XBO is weaker than the one that was in the PS3 in many regards, and the CPU used in PS4/PS4 Pro/XBO/XBO X, are frankly, pathetic compared to high performance parts currently on the market.

OK.

 

Let us agree on that we disagree with eachother :)