>>724562010
>what happened to videogames?
Where do we even start?
2007 and the great "casualization" happened.
Wii, iPhone, social media ... which all led to normalfags storming the internet and gaming.
Suddenly, AAA businesses realized that they didn't need to put even half as much effort into their games, and they'd still print money.
This coincided with the already ongoing streamlining of game design, which aimed to speed up development and save costs, since the marketing budgets kept skyrocketing.
Fast forward to 2010s, and off-shelf "general purpose" game engines, such as Unity and Unreal 4, became widely available. Blender suddenly became acceptable within the industry as well, where as before ~2015, no one even joked about using it professionally.
Together with the Youtube becoming bigger and bigger source of DIY tutorials, there was suddenly a bunch of total noobs picking up easily available, free tools, and gobbling together some cheap shit that had a "good enough" vibe and zero optimization.
Low-level programming and manual crafting of game graphics is seldom taught no more. It's all about using pre-made engines, automated tools and AI driven approximations these days, where as ye olde 00s' games were still hand-made, in 3DS Max + Photoshop + text only coding environment. Devs often made their own engines and tools.
While all this was happening, the Deferred Rendering method of doing game graphics became the new standard, providing some neat performance boosts, but also new restrictions, namely breaking the Multi-Sampling AA and making transparency effects more difficult to pull off. This resulted wider adaptation of post-processing AA filters, such as FXAA and now TAA, latter which has become the #1 Hitler of modern game visuals, as UE5 uses it to "smooth out" shitton of low-res, downsampled, dithered 1-bit effects of its, from shading to transparency. Meaning if you disable Temporal AA, the game looks essentially like a PS1 game blown to 4K.