DonDonDonPata
Bridge Burn Man
That's still not a "we learned the hardware more so we were able to generate a water world" even though it's been implemented in games like Sea of Thieves and AC.
Why not? Why do devs talk about tools and middleware if it made no difference over the course of a system's life? You alreadycited difference in "teams and talent". Does an improved talent at using the hardware not count to you, or does it?
So improvement to you means patching tools and iterating on them to one day have a game that has much better visuals?
Do you have a valid reason for excluding this kind of improvement?
There is a very important reason. The power of the system has been used up so there is no more room to sacrifice ms for an added features.
How do you know the "power has been used up"? Is Candy Crush 3 using up the same amount of power as God of War Ragnarok? Or are we back to the handwave "oh that's because of a difference of teams and talent".
Batman looked the same even though it was bugged to hell and didn't perform well.
Let's all agree on a standard definition otherwise we will be here forever arguing over this stuff.
What consistutes a signficant leap in visuals over a previous implementation?
I claim :
1) Implementing a new rendering technique that hasn't been done before. Examples, PBR, RT, PT and Nanite.
Your turn.
I retort that a "significant leap in visuals" can also be accomplished by implementing the same rendering technique, but in a "cheaper" manner. This is achieved by improving the middleware which facilitates the implementation of said technique,allowing the hardware to allocate resources elsewhere to achieve the same (or often a superior) visual effect in the game. This occurs all the time on PC and on console hardware and is hardly controversial.
Or does this still not fall under your arbitrarily-defined 'significant leap in visuals over a previous implementation'?