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Here's one for you: define "pushed to the limit".
There is no hard-cut limit on technology, so it needs to be said.
It's goes without saying that developers have pushed games "to the limits" during development and reduced the quality for the end product so it never lags.
One aspect of programming (such as graphics) can hit that so-called limit while another aspect (such as physics) doesn't hit that limit and therefore the limit as a whole isn't hit even though the end-user thinks it is. Plus there are often new engines introduced during the life of a system that improve the detail of a game while reducing the hit on performance. Which means the limit can be hit but the detail of games can still improve without hitting that limit.
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