The closer rendering comes closer to underlying physical principles, the more game engines will become world simulation engines. Various engine parts commonly seen today will converge towards a common point, where, for example, we'll observe less distinction between physics and rendering layers. I wonder if this trend can be traced to some degree even today. Several orders of compute growth later, we'll look upon current abstractions in the same manner as on the 30 years old state of the art, shaped by technical limitations of the yesteryear, obvious in hindsight. Love the perspective this puts the things into.