Game graphics have always progressed in this way. Developers have been building bigger, more detailed worlds with more advanced lighting even if the difference wasnt striking for casual gamers. We would never have reached today's standards in game graphics if developers hadn't pushed the technology.
Here's the scale of the levels in Borderlands 4. Unlike Borderlands 3, you can travel to most of the places you see. Do you think this change doesn't add a lot to the experience and wasnt really needed?
The Borderlands series has always had a dynamic time of day (TOD) system and that's a perfect scenario for dynamic lighting. The volumetric lighting in my screenshot was rendered dynamically and cast real-time shadows. The lighting in previous games has never looked so stunning.
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This shows how the lighting changed in the same location a few hours later. Thanks to Lumen lighting always look pleasing to look at.
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Even if the scenery is simple, such as boxes on the screenshot below, Lumen makes that scene pleasing to look at. Similar scene in borderlands 3 would looked flat.
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The game also renders more objects on the screen, particularly vegetation, which isn't cheap. You can complain about the requirements as much as you like, but the fact remains that the graphics in Borderlands 4 have been significantly enhanced.
You'll need a five-year-old RTX3060 to play this game at around 45 fps at 1080p DLSSQ with the medium settings, which is already a playable experience on a VRR monitor — especially with a gamepad. Back in the '90s and early 2000s, a high-end PC was already struggling after 2 years and after five years it wouldn't be able to run new games. Borderlands 4 has higher requirements compared to other UE5 games, but it's nowhere near as demanding as PT Cyberpunk, Alan Wake 2 or Wukong.
Randy?