It was common in early 360/PS3 games for devs to spam specular/gloss maps across all kinds of surfaces regardless of whether it made sense, resulting in things like rock or trees or brickwork appearing overly shiny, which was rather ugly:
Thankfully this tendency died off as the gen progressed and devs learned how to make better use of the hardware.
I'm also really not a fan of how a lot of PS5/Xbox Series games render at low resolutions and lean heavily on FSR and other forms of reconstruction to upsample the image; it tends to create rather unpleasant results. I ended up playing Final Fantasy 16 in graphics mode cos the performance mode looked fine when you were standing still but dissolved into a murky mess every time there was movement.
Last edited by curl-6 - on 31 August 2024