If you're relying on the same resources to calculate gameplay critical components of the simulation, then there could be a direct tradeoff.
Currently, this does not seem to be much of an issue as graphics are largely GPU limited (AC:U aside) and gameplay calculation is largely CPU dependent. Graphics' negative impact on gameplay is likely to be due to someone fearful of fanboy rage pushing resolution before gameplay-nurturing visual refresh rates.
As GPU compute becomes a significant factor in gameplay critical simulation, then there will be a tradeoff between mechanics and graphics fidelity. No doubt leading to the massed chimps of the fuckwit army to try and confusedly masturbate over two things they don't understand at once. Angrily.
Currently, this does not seem to be much of an issue as graphics are largely GPU limited (AC:U aside) and gameplay calculation is largely CPU dependent. Graphics' negative impact on gameplay is likely to be due to someone fearful of fanboy rage pushing resolution before gameplay-nurturing visual refresh rates.
As GPU compute becomes a significant factor in gameplay critical simulation, then there will be a tradeoff between mechanics and graphics fidelity. No doubt leading to the massed chimps of the fuckwit army to try and confusedly masturbate over two things they don't understand at once. Angrily.