@lelouchebag me and some other people were discussing this exact topic a few days ago. Imagine if all of those system resources were devoted to processing very complex game mechanics that modeled your choices in the context of the game.
If we spent The last 20 years putting all of our time and effort into that instead of our time and effort into increasingly higher definition assets, we would have computer games that are as sophisticated if not more so than your average game master in a TTRPG.
And the biggest sacrifice we would have needed to make is sticking with sprite graphics
@NEETzsche@lelouchebag From what I hear they actually tried that in Cities Skylines 2, by simulating life details of each individual resident of your city. I'm not sure it's actually a value add in a city of say 200k population like it is in Dwarf Fortress.
But yeah, that could be a footnote in the performance problems CS2 seems to have, a lot of it screams "Unity asset store" to me, e.g. >For example, a model of shipping containers that is rendered on top of cargo ships has about 31 500 triangles.
I always wondered why they bothered to make a sequel on the same (or update of) engine, when Cities Skylines could have easily stayed on a DLC development treadmill for another decade, or switched to Unreal if they wanted to do fancy stuff with Nanite.