Unfortunately this is true. Even if you do get to the point of photographic fidelity - there's still the curious fact that given sufficient resources programmers will just get lazy and start cranking out inefficient code.
Yep. We aren't quite there yet for games, but this is happening all across the software industry.
The conclusion is that high level low effort languages and tools safe a metric ton of money in programmer hours, testing and other QA.
As the saying goes, programmers are expensive, CPU cycles and RAM are relatively cheap.
On the one hand I find this kind of offends my old school sensibilities of doing the most with limited hardware.
I used to participate in the "
Demo Scene" back in the day, when groups competed against each other when it came to who could make the most impressive real time audio-visual demonstration on a fixed piece of hardware. (This is where Mad Onion and later Futuremark came from as well, born out of the Finnish demo group Future Crew) Picture a convention center or sports stadium filled with rows of tables, like a LAN party, but no one is playing games. Everyone is coding or doing artwork for the demo competition at the end, with participants voting for the winner, and the winner taking the pot.
On the other hand - however - trhis probably allows a ton of software to be made, and enjoyed by users which otherwise would be too costly to bring to market.
So it's a tradeoff.
Some indie games already do this. You don't need a 16 core CPU or a GTX 4090 to play a sprite based platformer.
I think we are pretty far from this point in AAA titles though.