Abstract
This research examines how advances in graphics processing unit (GPU) performance affect the spatial and visual characteristics of virtual landscapes. Technological capacity shapes the range of aesthetic possibilities by limiting the kinds of visual detail, spatial complexity, and compositional control within a virtual landscape. A chronological dataset of all released NVIDIA GPUs has been compiled, including performance metrics: transistor count, VRAM capacity, floating-point throughput, texture rate, and pixel fill rate. This dataset is aligned with a visual sample of Game of the Year (GOTY) award-winning titles. Screen-shots from these games were systematically classified using a rule-based yes/no decision system derived from established landscape architecture eras (MANN 1993). Subsequently, a double-blind evaluation was conducted to ensure consistency across classifications. The analysis reveals GPU development emerges as a structural driver of stylistic change in virtual landscapes. Furthermore, the research provides a replicable methodological framework for linking computational capacity to aesthetic evolution in interactive environments.
| Original language | English |
|---|---|
| Pages (from-to) | 331-339 |
| Number of pages | 9 |
| Journal | Journal of Digital Landscape Architecture |
| Issue number | 11 |
| DOIs | |
| Publication status | Published - 2026 |
Bibliographical note
Publisher Copyright:© Wichmann Verlag, VDE VERLAG GMBH.
Keywords
- digital games
- GPU evolution
- landscape architecture
- landscape eras
- Virtual landscape
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