It also really depends on what time period we're counting as the "start" and if we value older games or periods of higher but simpler productions vs. now. For instance, I wrote quite a lot of code against NES, SNES, Genesis, Atari, Arcade machines, C64, and so on in assembler. 68000-based systems alone are such a huge chunk of sheer volume of games and most of us wrote quite a bit in pure assembler with regard to graphics.
On other systems that were faster or for different game requirements, we definitely used a ton of C, only moving to C++ later. In the case of C++, it's almost hard to even call things C++ at times. To be honest, most decent game engines I've worked on essentially use C++ to practically rewrite the language and go to great lengths to avoid some of the primary selling points of C++. It's sort of pick and choose some good things about C++ or at least powerful things while avoiding some of the burdens of C with regard to games. Obviously general C++ programming is different, so keep in mind I'm only referring to professional games programming. As things have progressed, people are indeed using more of what the newer C++ standards offer, but most of the same things still hold true. Where one has a tough argument with regard to graphics is the fact that so much now happens on the GPU, which one can argue is its own thing given stuff like shader languages.