Sriram Veeraghanta.
Writing

From Dave to DLSS: Two Decades of Gaming


The first games I remember playing were Dangerous Dave, Prince of Persia, Road Rash, and Doom. A shared family PC, a CRT monitor that hummed when it warmed up, and a 3.5-inch floppy with the game copied off a friend’s machine. The whole experience fit in single-digit megabytes.

Three decades later I can stream a 4K open-world game running on a GPU in a data center two thousand kilometers away, and the latency is low enough that I can’t tell it isn’t local. The leap is staggering, but it didn’t happen in one jump. Two decades of slow compounding in hardware and software got us here.

What those early games actually were

Dave and Prince of Persia were 2D side-scrollers running in 320×200, 256 colors, on hardware with a few megabytes of RAM and no dedicated graphics chip. The PC drew every pixel through the CPU. The sound was PC speaker beeps until SoundBlaster cards became standard.

Doom (1993) was the moment the wall broke. It rendered a 3D-looking world using clever 2D tricks — raycasting, sprite billboards, BSP trees — because real 3D rendering on consumer hardware didn’t exist yet. id Software wrote a software renderer that squeezed pseudo-3D out of a 486. There was no GPU. There was nothing to accelerate.

The fact that Doom shipped at all is what put PC gaming on the map.

The hardware leap

Two decades ago, “having a graphics card” was a meaningful purchasing decision. Today, the GPU in a midrange laptop is more capable than the supercomputers that rendered Pixar’s Toy Story.

A rough sketch of what changed:

CPUs got wider, not faster. Clock speeds plateaued around 2005 at 3-4 GHz. Instead of going faster, processors went wider — 2 cores, then 4, then 8, then 16. Game engines had to learn how to use them.

GPUs became the real story. Programmable shaders (early 2000s) turned the GPU from a fixed-function pixel pusher into a general parallel compute engine. Ray-tracing acceleration (NVIDIA RTX, 2018) brought light-transport simulation — previously a film-rendering technique that took hours per frame — into real-time at 60 fps.

Storage stopped being the bottleneck. Spinning drives gave way to SATA SSDs, then NVMe, then PCIe Gen4 and Gen5. Game install sizes ballooned from ~600MB CDs to 200GB downloads, but load times fell because the bandwidth grew faster than the file sizes.

Displays caught up. CRTs to LCDs to OLED. 60 Hz to 144, 240, 360. HDR. Variable refresh rate. The window the game renders into is itself a generation ahead of where it was.

Memory and bandwidth. From a few hundred megabytes of system RAM to 32GB+ being standard, with GDDR6X on the GPU running at speeds the DDR-1 era couldn’t have imagined.

The software leap

Hardware is half the story. What software learned to do with the hardware is the other half.

Engines matured into platforms. Quake’s engine was custom code per shipped game. Unreal and Unity turned the engine into reusable infrastructure with editors, asset pipelines, physics, scripting, and animation systems. A two-person indie team in 2026 can ship a game that would have required a hundred-person studio in 2005.

Lighting became physically based. Early 3D games faked lighting with baked textures and lightmaps — the light didn’t change. Modern engines (Unreal 5’s Lumen, real-time path tracing) simulate actual light bounces, every frame, dynamically. The same scene at noon and at sunset is the same geometry; the lighting solver does the rest.

Geometry stopped being budgeted. Nanite (Unreal 5) made polygon counts effectively a non-issue. You import a film-quality asset and the engine streams whatever resolution the camera needs. A statue in the background and a statue you’re standing on use the same source mesh.

AI changed both directions. AI-driven upscaling (DLSS, FSR, XeSS) renders games at lower resolution and uses a neural network to reconstruct the higher-resolution output. The same GPU effectively got 2-4x faster overnight. Inside games, AI started showing up in NPC behavior — characters whose conversation responses aren’t from a script, but generated.

Distribution collapsed. Floppies, CDs, DVDs, Steam, then a Steam-shaped marketplace on every platform, then cloud gaming where the install is somebody else’s problem. The friction of getting a game into someone’s hands fell to almost zero.

Where we are now

The interesting thing about gaming in 2026 isn’t any single technology. It’s that the bottleneck moved. The bottleneck used to be hardware: can the machine draw what the artist imagined. Now hardware can draw basically anything. The bottleneck is asset creation, design, and the human-scale cost of building worlds big enough to fill the hardware.

Which is exactly why AI tools are showing up in game pipelines — generating textures, generating geometry, generating dialogue, generating animations. The next decade of gaming is probably going to be about how much game one person can build far more than how photorealistic it can look.

What stuck with me

Sometimes I install DOSBox and play Dave again. It runs at the speed my CPU lets it run (which is, frankly, too fast), and it looks exactly the way it looked when I was a kid. None of the technology that came after invalidated it. Doom is still played competitively in 2026. People are still making new mods for Quake.

The hardware kept getting better. The software kept getting better. But the part that matters — whether a game makes you sit forward in your chair — was solved a long time ago, and the rest has been a very long, very impressive exercise in raising the ceiling without abandoning the floor.