A decade ago, most of us could run blockbuster games like Batman: Arkham Knight or The Witcher 3 on mid-range hardware and still enjoy stunning visuals. But if Arkham Knight were released in 2025 instead of 2015, it would probably demand at least 16 GB of RAM and an RTX-class GPU just to hit 60 fps.
That’s not an exaggeration — it’s an observation shared by millions of frustrated gamers worldwide. The system requirements of modern games are skyrocketing far faster than the hardware improvements themselves.
So what’s going wrong? Why do games that look only marginally better than those from a decade ago now require several thousand dollars’ worth of hardware? And more importantly — is this truly progress or just a side effect of inefficiency and marketing hype?

Let’s unpack the full picture step by step.
🧠 1. The Problem: System Requirements Growing 10x Faster Than Hardware
We expect new games to demand more resources — better textures, higher resolution, advanced lighting — that’s natural.
But what we’re seeing now is not a gradual rise; it’s an explosion.
Let’s take two popular examples from Bethesda:
| Game | Release Year | Recommended GPU | RAM | Notes |
|---|---|---|---|---|
| Skyrim | 2011 | GTX 260 (896 MB) | 2 GB | Huge open world, dense scripting |
| Starfield | 2023 | RTX 2080 | 16 GB | Same design DNA, but 20× heavier |
Yes, Starfield is technologically richer — with better lighting, more objects, and 3D scanning.
But does the 20-fold increase in requirements truly translate into a 20-fold improvement in visual fidelity or gameplay density?
That’s debatable.
We are witnessing a pattern where hardware hunger grows faster than creativity.
So far, we’ve recognized the trend. Let’s move to real examples of how absurd this inflation has become.
💾 2. When “Remasters” Need Supercomputers
One of the strangest phenomena in gaming today is how old games remade with minimal visual upgrades demand modern GPUs.
Take the recent Deus Ex Remaster — the original 2000s game once ran on 16 MB of video memory.
The 2025 remaster, which doesn’t look drastically different, now recommends an RTX 2080 and 16 GB of RAM.
Compare that to Deus Ex: Mankind Divided from 2016 — an actual modern title that ran on a humble GTX 660 (2 GB).
Something doesn’t add up.
What’s happening isn’t just evolution — it’s architectural bloat.
Many remasters simply wrap old DirectX 11 or 9 engines in new shader pipelines without rewriting geometry or memory handling.
The result? The GPU and CPU wait on each other, frame times skyrocket, and players wait for the game to “catch up.”
This isn’t technological progress — it’s technical laziness disguised as innovation.
⚙️ 3. From Optimization to Overconsumption
To understand this better, let’s rewind to 2019 — Call of Duty: Modern Warfare.
It looked incredible for its time: realistic lighting, detailed materials, lifelike animations — all while running smoothly on a GTX 970.
Fast forward to 2025’s Call of Duty: Black Ops 7 — which now asks for an RTX 4080 yet looks worse in texture quality, lighting realism, and animation fidelity.
What changed?
- The IW Engine is still the same at its core.
- But developers keep stacking new post-processing layers, ray tracing, and dynamic reflections no one notices during gameplay.
- These added effects triple GPU load without meaningfully improving visuals.
As one graphics programmer once joked:
“We’re burning teraflops to render things players will never see.”
Optimization has been replaced by compensating with power — a symptom of a much deeper industry shift.
🔍 4. The Doom Example: When Efficiency Is Abandoned
Even studios once famous for brilliant optimization are starting to give up that art.
Consider id Software — creators of DOOM Eternal, which ran flawlessly even on modest hardware.
Now, their upcoming DOOM: The Dark Ages reportedly recommends 32 GB of RAM.
Why? Because the new id Tech 9 engine keeps multiple layers of high-resolution textures and shadow maps in memory simultaneously to avoid “pop-in.”
In simple terms, your computer is rendering and storing scenes you never even see — just in case you turn the camera around quickly.
Previously, this problem was solved with smart code — loading and unloading assets precisely when needed.
Now, developers rely on brute-force hardware to mask inefficiency.
That’s like keeping every light in your house on all day just so you never walk into a dark room.
🧩 5. Civilization VII — Even Turn-Based Games Need an RTX?
One might argue: “Sure, shooters and RPGs are heavy. But strategy games should be light.”
Not anymore.
Sid Meier’s Civilization VII (2025) — a turn-based strategy that still looks similar to its predecessors — demands a minimum RTX 2060 and 16 GB RAM.
The reason? The game now renders fully 3D dynamic lighting, volumetric clouds, and atmospheric scattering — even when you’re simply viewing a static city map.
In earlier titles, resource tables or turn-based menus barely taxed the GPU.
Now, every background particle and reflection consumes VRAM, even when irrelevant to gameplay.
It’s a classic case of technology without restraint — beauty for beauty’s sake, regardless of cost.
🧮 6. Why Games Are Bloated: The Real Technical Causes
Let’s take a moment to unpack what’s happening under the hood.
When older studios built games, developers counted every megabyte.
Today, several invisible systems silently drain resources:
- Duplicated data – Many engines duplicate textures or meshes to maintain compatibility between rendering subsystems.
- Uncleared caches – Temporary data meant to be flushed often lingers in memory, bloating RAM use.
- Over-abstracted engines – Frameworks like Unreal Engine 5 and Unity HDRP include every possible feature, even unused ones.
- Inefficient scene management – Some scenes remain loaded in memory even when the player leaves the area.
- Unoptimized scripting – Modern scripting languages (Blueprints, C#) are easy for designers but less efficient than C++.
Each issue adds milliseconds of latency and megabytes of memory overhead — invisible but cumulative.
🧱 7. The Business Side: Artificial Inflation of Requirements
Here’s the uncomfortable truth: high system requirements are not purely technical — they’re strategic.
💰 Hardware Manufacturers
GPU makers like NVIDIA and AMD release new cards yearly.
Each generation must justify its existence.
When a game conveniently “requires” a new GPU to run well, it becomes a free advertisement.
🏗 Game Engine Vendors
Modern engines prioritize versatility over efficiency.
Unreal Engine 5, for example, supports every feature imaginable — Nanite geometry, Lumen lighting, ray tracing, DLSS, HDR, VR, AR, and mobile export.
But this flexibility makes it heavier by default.
Developers no longer optimize manually — they simply toggle features on and move forward.
The engine takes care of rendering, lighting, physics, and streaming — at the cost of control.
🎥 Marketing Departments
Publishers demand that trailers look “cinematic.”
To achieve that, developers stack motion blur, bloom, depth of field, ray-traced reflections — all costly post-processes.
Even when those effects are barely visible, they stay in the final build.
And because optimization might delay release, most teams choose to ship unoptimized builds and patch performance later (or never).
So, yes — hardware progress now drives game bloat, not creative ambition.
🧰 8. Consequences for Players and Developers Alike
This unchecked trend affects everyone in the ecosystem.
For Players
- Mid-range PCs from just 3–4 years ago can’t meet “minimum requirements.”
- Games that should run at 1080p 60 fps instead stutter even on new GPUs.
- Players feel pressured to upgrade hardware unnecessarily.
For Developers
- The cost of making games rises drastically.
- Smaller studios (the old “AA” category) vanish because they can’t afford high-end tools or test hardware.
- Development becomes homogenized — everything starts to look and play the same.
When you remove constraints, you also remove creativity.
Optimization used to be an art — now it’s an afterthought.
🧭 9. The Cultural Impact: When Games Become Benchmarks, Not Experiences
We once upgraded hardware to explore new worlds.
Now we upgrade merely to keep old ideas from freezing.
When a title demands more resources than it delivers in emotional or interactive value, it stops being entertainment — it becomes a benchmark.
The irony is tragic: the technology that was supposed to liberate creativity has become its cage.
💡 10. Can Developers Fix This?
Yes — but it requires a philosophical shift.
- Code Discipline – Developers must return to low-level optimization: manual memory management, frustum culling, and resource streaming.
- Target-Driven Design – Set a hardware baseline (e.g., GTX 1060 or PS5 spec) and build within it.
- Efficient Engines – Lightweight frameworks like Godot 4 or Stride Engine can replace heavy all-in-one engines for many genres.
- Smarter Asset Use – Use procedural generation, compression, and asset reuse instead of brute-force photogrammetry.
- Dynamic Scalability – Allow players to toggle effects that meaningfully change performance, not just cosmetics.
But these steps demand time and discipline — two things large studios often sacrifice under marketing pressure.
❓ Frequently Asked Questions (FAQs)
Q1. Why are modern games so badly optimized?
Because studios rely on universal engines like Unreal Engine 5, which include dozens of systems most projects don’t need. Instead of writing efficient code, they enable all subsystems, causing resource waste.
Q2. Is ray tracing responsible for the performance drop?
Partially. Ray tracing is computationally heavy, but optional. The main culprit is redundant data handling, not just advanced lighting.
Q3. Are consoles affected too?
Yes — even console versions often ship with unlocked features that tax performance. However, console hardware consistency allows developers to optimize more specifically than on PC.
Q4. Why don’t studios release low-spec versions?
Because maintaining multiple code paths costs time and QA effort. Publishers prioritize unified pipelines, even if that means excluding older hardware.
Q5. Can indie developers still compete?
It’s harder, but possible. Many successful indies (like Hollow Knight or Dave the Diver) focus on style and mechanics rather than heavy graphics, proving optimization and design still matter more than polygons.
Q6. Will AI tools help or worsen the issue?
AI can automate optimization (e.g., texture scaling or occlusion), but it might also encourage even lazier design habits if teams assume AI will “fix it later.”
🧩 11. Looking Ahead: Rethinking “Next-Gen”
Perhaps “next-gen” shouldn’t mean heavier, but smarter.
Real progress in gaming will come not from requiring RTX 5090s but from designing worlds that feel alive even on modest hardware.
When developers once again treat performance as part of design, we’ll see innovation return.
Until then, gamers are left in an endless cycle: upgrade, test, repeat — only to realize that a decade-old title like The Witcher 3 still offers more soul per frame than many so-called “next-generation” releases.
⚠️ Disclaimer
This article is based on verified technical data, public release notes, and community observations from 2015 – 2025.
Game titles mentioned are used for illustrative analysis, not as endorsements or attacks.
Actual performance may vary depending on optimization patches and hardware drivers.
Always check official sources before upgrading hardware.
🏷 Tags & Hashtags
Tags: game optimization, Unreal Engine 5, GPU requirements, modern PC games, performance analysis, gaming hardware, ray tracing, Call of Duty, Doom Dark Ages, Civilization 7, Bethesda, Starfield, industry trends
Hashtags: #GameOptimization #PCGaming #UnrealEngine5 #PerformanceCrisis #RTX #GameDev #ModernGames #Starfield #DoomDarkAges #TechAnalysis #DTPtips