apehater: ok, then i think i get it. you say there's less or nonexistent static game engine scaling in today's aaa titles as a result of greedy profit orientation and budget cuts.
Not really, no :p
It's a bit like lithium ion batteries in phones, for example. They're expensive to make compared to synthetic batteries. They're more likely to burn up, they lose the charge a lot more quickly, they're bigger, heavier, can't be constructed in flat sheets, they deteriorate on the shelf, they have a lower charge at more variable output. Etc. They're not very good compared to synthetic batteries (though a lot of "science" says they are, which is utter hooey). And eventually, in the last few years, actually, they started to become so cheap to manufacture that phone and laptop makers have generally just moved on to replace the lithium ion batteries with lithium polymer based batteries.
But many manufacturers still use the organic batteries, because they are easily available and the production lines for these batteries already exists. In the same way, the support cycle and support deals constructed around batteries that have to be consistently replaced, how batteries need to be primed at a specific time before shipping, and things of that sort actually make out a fairly large part of the ecosystem. So changing to something that actually will produce a more pleasing (and potentially cheaper) result for the customer would remove a part of the ecosystem the laptop and phone-manufacturers have, remove jobs, etc. So resisting that change isn't necessarily about greed, but about how the existing ecosystem works so well.
In AAA games development, you have the same thing with art assets, engine development and effects programming. When you organise a full production, then the more predictable things can be, the easier it is to figure out how many work-hours you need on art before you can start to implement without placeholders. And how much of this can be done concurrently, and so on. And with the method many of these companies employ, the costs are actually very large - so you want predictability in the production cycle. Activision has had hollywood blockbuster budgets on Call of Duty, for example (even if most of it went to promotion). And large parts of that went into constructing static art assets that are used once in the entire game. A lot of other companies do the same thing, and have artists construct amazing models - that then are rendered in much lower detail in the actual game, after they've been reduced properly to fit with the polygon budget. With output very often that I know the artists at least in some examples knew they would have been able to do better if they knew what the output was going to be, and how the model was going to be displayed - this is where really good artists are worth the money, when they can magick out something that is more visually pleasing than the polygon count suggests. But a more efficient solution was chosen, that wasn't necessarily the cheapest by any means. But it was predictable.
And the same goes for effects - if you structure out effects in a separate production line, then you can get people to spend a lot of time on the effects while other things are done in the production. But the effects are never going to be generated with an engine that can place these effects behind objects, or between characters, etc., without causing pretty massive performance issues. So you have these kind of invisible constraints to how the output of the game is going to be from the beginning. In order to get the production time and costs predictable.
And changing that could perhaps save the production costs by a lot. You can see indie-titles now that look extremely good in spite of not having the specially made static models designed to be seen in one specific angle in a cutscene, for example. So in many ways it's not that the publisher and the studio are greedy, it's that they've ended up with a method to create something specialized, that is supposedly top of the line -- that costs a lot of money, and that people apparently want to have. After all, like I said, people do like these super-detailed cutscenes, and don't care all that much if practically everything in the game either looks like a blur, and all the action invariably happens at a very specific distance from the player, with predictable amounts of enemies, and a selection of effects triggered in static one-shot animation sequences. And that can be constructed fairly quickly, and it's easy to document when it's finished and how the progress is going, etc.
But that's what AAA-development is - serial-produced titles with predictable output, cost and production time. And that's worth a lot of money, and jobs, and so on. And the studios that make games like this aren't going to start promoting the limitations of the engine tech here. That'd make no sense.
So when a studio develops something amazing by having two guys fiddling around with an engine for a couple of years, that, say, can manage to dynamically generate the detail from a very complex model in run-time, so there's no need for scaling. And it essentially removes the need for anti-aliasing, and allow any amount of high and low resolutions to be used for the actual output without loss in graphical fidelity. And you get more predictable framerate, you get better overall quality, etc. Then you're sort of having an industry with lithium ion batteries looking at someone with a lithium polymer battery in their phone, who are really happy, and don't see what all the fuss is about.
Or like an auto-industry that is going great. That suddenly has someone deploy a vehicle with a Wankel-engine. If the point was to create something functional that is more dynamic and easier to maintain - then this is superior in so many ways. But the truth is that "the market" doesn't want the product (because the cutscenes are great, and the 400w graphics cards seem awesome! Etc). And it cuts off large parts of the money-making industry as it exists, if that alternative solution became more popular.
Perfectly analogous to the auto-industry - you drive a Toyota at the speed-limit to work 5km away. But you still like the idea of a v8 and having top-speed at 350km/h enough to think a four-stroke is definitely the best. And sure, a lot of really good improvements have been made on smaller engines, to make them ridiculously more efficient and maintenance friendly than before. But a rotary engine from the 60s would still kick their ass. And we're not considering that as an option as either customers or manufacturers, for all kinds of reasonable, and not so reasonable grounds.
So in the AAA games industry, you now have:
1. Increasing costs in production make larger games with a lot of content untenable. You want shorter games with less content to justify the production at all.
2. Effects become really expensive hardware-wise, and the graphical fidelity is not improving as much as you would want. Increased popularity of dust effects and physics-based effects start to become impossible to put into a AAA title.
3. Resolutions increase on TVs and monitors. But the console resolution targets do not increase.
So something is slowly forcing itself up here. Then again - normal "TV broadcast resolution" is still 640p or something like that. It's completely possible to change it. But it means redeploying a lot of the existing infrastructure to do it. And in that example, TV broadcasts basically were replaced with internet on-demand, or a different service altogether, rather than the original one being changed. And I think that's probably what's going to happen to AAA-games development as well. It probably isn't going to disappear. But alternatives that the industry collectively scoffs at (not just in marketing, but also artists to programmers who owe their jobs to the ecosystem - same as games-journalists who exist there as well) are actually good enough to replace them, and there definitely exists a market for it.