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Otter said:

What aspect are you suggesting is not true? 

Graphical benchmarks have a impact on the whole pipeline of development. Entire world interaction is re-written to enable an extra an milisecond in draw time to be used rendering graphics of a desired level at the desired framerate. Engine development in order to enable a certain level of graphical features also takes notable time. I'd say the interplay of graphics and programming shouldn't be understated. Lower graphical benchmarks affords for lower levels of optimisation which can afford speedier development times. 

This is true but only for games with in-house engines, developed specifically for the game in development, but not for games developed with already created engines

As for costs and time with optimizing the game for devices with lower specs, while it's also true those games generally come with downgraded assets as well. In reality, it's the engine and physics that are demanding, as well as resolution and framerate, the graphics themselves (as I stated) are downgraded, so they are hardly the reason for why development time is increasing. Try to understand the teams responsible for programing and modeling are not the same, but the bottleneck is programming, not modeling