Because unlike other forms of compute, 3D graphics that are trying to represent reality have an almost unlimited budget. There’s a point at which your excel spreadsheet calculates fast enough to not care about more speed. But you can always throw more objects on screen, more detailed rendered, with ray tracing and physics and all that. In theory that too will top out, but it’s a LONG way off. And the cost to build these more detailed worlds are pretty low so the ability of developers to build that performance demand into games is pretty cheap and easy. In fact, in a lot of ways, it’s less work than trying to avoid it.
Computing over time has been constrained in many ways and for most general purpose stuff that people need to do, pretty cheap hardware is now more than adequate allowing it to shrink in size and power needs. But ‘adequate graphics’ are a ways off yet. Though UE5 looks like a promising step in reducing a few more constraints there.
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