> So until game developers will completely ceise to target the powerful dedicated GPU of today and limit themselves willingly to technology 10 years in the past, we won't see the death of dedicated GPU.
I think that one of the problems is that a lot of game developers go for a baseline level of graphical quality and don't allow the users to customize the game/engine towards anything less than that, instead trying to use as much of the graphics budget as they can.
For example, a game called Vigor recently came out (https://store.steampowered.com/app/2818260/Vigor/) and was initially optimized to run well on a Nintendo Switch and that also meant that by the time it finally hit PC it was optimized better than most recent releases! I can play it on my Intel Arc A580 with a stable framerate and essentially no stutters, which I cannot say for a lot of modern games, even if it got bad reviews for other reasons.
Probably most of the current games could be played on integrated graphics, if the users had the ability to customize which shaders and effects are on, what resolution of textures and shadows is used, all of the models had LOD levels that go lower with a customizable LOD bias, in addition to upscalers being supported in every title (DLSS, FSR, XeSS). I'm not saying that integrated graphics would always get smooth 60 FPS, but 30 might be doable.