There’s no end in sight for demand for better graphics which means faster hardware.
Yes, but beside that, it's also about economy, which is more important in the end.
So i believe the conclusion across game devs will be like so: We want further growth, and we even need it to compensate increasing production costs. Thus we have to settle on a HW standard which is affordable and attractive to the masses.
Just my personal crystal ball.
On the other hand integrated FPUs very quickly became “good enough”.
Consoles are good enough as well. On PC we only need to solve the VRAM bandwidth problem. Either the same way as consoles do, or skipping over that and integrate memory into CPU, like M1 shows.
Personally i don't see a big downgrade at all. With unified memory we can do fine grained work distribution over CPU and GPU, and pick the better option without data movement show stoppers.
Additionally, we have to research and use more efficient algorithms. GPU power won't guarantee progress for free anymore. We have to work harder, which aligns to the trend of having less engines, so the costs remain the same overall.
Just saying. I do not really think majority of end users cares about top notch gfx anymore that much. Industry seems to target a broader audience, so the weight of expectations on high end visuals decreases from this growth.
The changes in game gfx of recent years seemingly were about two things: 1. Cartoony gfx. Fortnite, or mature / family / girly / retro games. 2. RT on high end. The former point seems to have more impact, outside our geeky interests.
So i don't think we have a choice if we target only 'just one' mainstream.
Fragmenting the market into 'high end core gamers' and 'occasional low end gamers' might be nice too. But then, maybe we can't serve all markets with the same games anymore. This could give us better games, but only possible if they can reduce production costs to compensate for smaller markets.