The relentless evolution of the PC was driven largely by PC gaming. In the 90's and early 2000's you could rely on the fact that a PC bought one year would struggle with games made the following year and be incapable of playing at least some games made 2-3 years later. As such, gamers eagerly adopted new hardware, overclocked, overspent by factors of 2 or 3 in the vain hope that it would buy them a few extra months (when in fact it was more sensible to buy a cheaper PC and upgrade more often).
Then a funny thing happened. The video game market outgrew the movie market. It started making financial sense to invest tens of millions in the development of a single game. The cost of the content (i.e. character designs, level designs, script, voice acting, motion capture, etc.) far outstripped the cost of coding the engine. It became a complete no-brainer to port games to as many platforms as possible to maximize your audience. The corollary to this is that it became necessary to design games such that it was possible to port them to as many platforms as possible. That meant that most developers stopped exclusively developing for one platform and instead started designing for them all. While you can always tack on some superficial eye-candy on when the hardware supports it, games could not be designed to have basic gameplay requiring more resources than the slowest platform was capable of. Thus, consoles became an anchor that brought the relentless march of PC game requirements to a screeching halt.
The Xbox360 and PS3, not to mention the Wii, are handily out-performed by today's desktops by a large degree. Mobile phones are poised to pass them within a couple of years! However, the games you can play on a PC are largely identical to the console versions. Sure, there are some improved graphics, additional content, etc., but these differences are superficial. In fact, if your hardware isn't the latest and greatest, most games can simply scale back the eye-candy to maintain performance. Even PC-only developers, such as Blizzard, have recognized that they must build games with conservative minimum requirements in today's market.
The end result is that PC gamers can run new games with only superficial inferiority to what the latest generation of desktop hardware is capable of. They no longer need to upgrade their desktops. At least, they won't until the next generation of consoles arrive. When that happens there will be many new games designed with greatly increased resources in mind and a big wave of desktop upgrades will ensue.
In the end, PC obsolescence isn't really dead. It's just quantized differently.
Then a funny thing happened. The video game market outgrew the movie market. It started making financial sense to invest tens of millions in the development of a single game. The cost of the content (i.e. character designs, level designs, script, voice acting, motion capture, etc.) far outstripped the cost of coding the engine. It became a complete no-brainer to port games to as many platforms as possible to maximize your audience. The corollary to this is that it became necessary to design games such that it was possible to port them to as many platforms as possible. That meant that most developers stopped exclusively developing for one platform and instead started designing for them all. While you can always tack on some superficial eye-candy on when the hardware supports it, games could not be designed to have basic gameplay requiring more resources than the slowest platform was capable of. Thus, consoles became an anchor that brought the relentless march of PC game requirements to a screeching halt.
The Xbox360 and PS3, not to mention the Wii, are handily out-performed by today's desktops by a large degree. Mobile phones are poised to pass them within a couple of years! However, the games you can play on a PC are largely identical to the console versions. Sure, there are some improved graphics, additional content, etc., but these differences are superficial. In fact, if your hardware isn't the latest and greatest, most games can simply scale back the eye-candy to maintain performance. Even PC-only developers, such as Blizzard, have recognized that they must build games with conservative minimum requirements in today's market.
The end result is that PC gamers can run new games with only superficial inferiority to what the latest generation of desktop hardware is capable of. They no longer need to upgrade their desktops. At least, they won't until the next generation of consoles arrive. When that happens there will be many new games designed with greatly increased resources in mind and a big wave of desktop upgrades will ensue.
In the end, PC obsolescence isn't really dead. It's just quantized differently.