No, it is not "in different veins" - hardware demands in games increase as time passes, thus what was great hardware wise 7 years ago is barely cutting it today. I really don't see what's so hard to understand about it.
And while there are always rotten apples when it comes to coding (always have been, always will be), alot of people are making it out as if the increase in vram demands in alot of recent AAA titles is purely down poor optimization, rather than coming to the realization that the games are simply being developped for the new consoles first and foremost, and that the hardware demands reflects that.
But sure, be my guest and continue to just blame it on coding, while giving nvidia a free pass on skimping on vram with their planned obsolescence strategy.
I think maybe your reading comprehension needs to be tested. Let me go back to an example that I quoted, and let's look farther into it.
Warframe is the game Digital Extremes released in the last decade. Before that they worked don Unreal...and a handful of other games. Now that we've established their pedigree, let me suggest Warframe was played on an old core 2 quad, running windows xp x32. Literally the same game is running now, and over time its requirements have increased. You will, in a short while, require a 64 bit OS, a card capable of DX11, and a processor made in the last decade. It has the options that most AAA games tout as visually appealing. All of these features absolutely chew into RAM and VRAM, and you can set them to the moon at 4k and get a 470 to cry and give-up...but even a 470 can run it today at 60 Hz 1080p. It runs without the idiotic extras on a card that is...4 or 5 generations out of date...I'm trying to remember here, so I might be off.
Now, your premise was and is that because games are getting bigger they need more. I am cool with that when the features are genuinely improving. Warframe can adequately demonstrate this, and I think the above makes it clear that more requires more is pretty obvious of a conclusion.
Now...let me also hammer home how bad DE sucks at coding. I'm hammering them because it also highlights how bad code can increase requirements without any improvements. Their DX12 renderer is listed as optional, and you can select it from the launch window. It's been experimental for years now...and it's a rollercoaster. One mainline gives us the DX12 renderer pumping out 1080p 60Hz without issue, then the next they decide to turn on filters for wet surfaces and certain areas are 30-40 Hz (using Hz as a rough analog for FPS). Literally the only listed change is implementation of code for wet surfaces...and it took two more patches to first get performance back to 50+ Hz, and then get to 60 Hz. This demonstrates that garbage code sunk performance when a new feature was implemented, code was patched, and patched again, and we got a feature that added new stuff while demonstrating it didn't need much as far as extra resources, but could absolutely tank performance.
So...why do I still think you're wrong? Basic logic. Games are shipped as a beta, we pay for them, and if they're successful they get updates to make them better. That's basic practices for consumer software...and if you think otherwise provide a single example of a recent AAA or even AA release that doesn't have at least 2 patches before it leaves the 2 month profitability window.
Other companies that have demonstrated that poor optimization is the source of many high overhead experiences include Warner Brothers (Batman), Epic (Fortnite and the game corrupting skin purchase), CD Projekt Red (Cyberpunk), and basically everything else.
Thing is, I see other people stating that this is port syndrome. The PC doesn't matter, so it gets the junior or outsourced dev team to run it. I think that's true to come extent, but it's not an excuse. It, putting this in terms of cars, is like installing a racing engine on a geo metro to get it to go 60 mph because the drive train you decided to buy is about 7% efficient instead of the 15% of most options. That's not an excusable situation, even if I understand why. What it is, is coping out to doing a good job to meet fiscal targets and putting off doing well until later...if at all.
I say this looking at my Steam library.
Turok - N64 - 0 patches from Nightdive and none possible on the original hardware
Red Faction II - 0 patches for the same reason as Turok
Psychonauts - Not updated by Doublefine and running like a champ
Painkiller - Don't remember updates, but there is an HD rerelease with changes
Bioshock 1/2 - Updates, HD rerelease, and still beautiful today
Hmmm... Seems like this (highly curated) selection of games indicates the requirement to release good because you can't update, combined with the selective choices to make the art style more important than the latest ray tracing garbage can create games a million times more visually enthralling than the latest idiotic semi-open world with the best bells and whistles...and AAA/hardware vendors hope we don't understand this and accept the increased requirements without question to both decrease QA investment and sell the "need" for upgrades.
If you don't agree I'm fine this that. How is the Tress-FX going for you? You remember, the unique tech that made hair seem more real but cost a huge amount of performance. That tech that people immediately disabled, because watching a young reboot of Laura Croft get brutally impaled in a cutscene was so much more viscerally memorable than the fact that her hair was slightly more life like while ganking a bunch of hardened mercenaries as a near teenage girl who sopping wet might tip the scales at 90 pounds. Yeah. Most people kinda tend not to need the goofy bells and whistles...which is why we're debating something like minimum VRAM requirements. Programming is hard, choosing substance over ray tracing is harder, but most difficult of all is coming to the realization that poor code drives most of the perceived need for new hardware. Not all, but most. This is directly because people buy games at release, play to completion, and by the time they're patched good they are already well into the next buggy launch.
Care to argue, then my examples are going to be simple. Anything Bethesda, anything Ubisoft, Halo of all things, Cyberpunk, and Atomic Hearts.
A little on that last one. In 2023 it released without an FOV slider... That's not next gen features...
Steam Update List...this is basic features that we should be able to alter. If you can't support basic features on day one, and have to patch it in almost a month later, then maybe it should be obvious that you weren't really ready to ship...or your MVP is so low specification that any bug is tolerable so long as you can still boot the game without a crash...even if it performs like a visual pile of hot garbage.