Simply put, it’s easy to make a difficult mathematical problem, and difficult to actually solve it.
This is because all computer graphics are basically mathematical calculations done really quickly, to determine what goes onto your screen at what time. By adding more things to draw and making them more difficult to draw, you increase the number of calculations that your computer has to do. Eventually, it cannot complete all those calculations in time to draw 60 frames per second, and that becomes apparent as lag.
Think of it this way. Your professor has months and months to prepare your final exam, but you only have three hours to solve it. Game devs are like your professor. They can take as long as they want to come up with as complex a graphical setting as they intend. Your computer, on the other hand, is like you sitting for the exam. It only has a set amount of time to complete the calculations.
If you had all the time in the world, you conceivably could prepare for and write any exam, no matter how difficult. That’s the idea behind pre-rendered graphics. Movies, for example, run at 24 frames per second, but all the CGI is rendered in advance. And those graphics can be really complicated, but it’s not a problem for them, because they’re not rendering in real-time.
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