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I think it was just studios competing with each other in the 2010s to see who could make the biggest most ambitious game worlds. Leading to ballooning dev costs and then a feedback loop of higher production costs leading to safer design decisions.

There was also a heavy emphasis on games being "cinematic" which necessitates photorealistic rendering.

AAA games have been pretty artless for a while now baring a couple exceptions.

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It’s especially the “cinematic” bit that got me. It’s technically impressive, but isn’t as visually interesting as what lower budget games have been doing with less polygons and more inspiration.
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I'd it's more a convenient outcome of maximizing profits than premeditated. Not optimizing is cheaper for studios while Nvidia doesn't mind extra popularity for their DLSS feature.

Crysis 3 is over a decade old, still looks great and ran on hardware that wouldn't suffice for web browsing today. I haven't seen anything in games since then that justified a significant increase in system requirements.

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What about hardware that could run crysis3 wouldn’t suffice for web browsing?
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Well, it ran on my 9600GT, which I used in a desktop from 2016 and recently used that desktop with 16GB RAM for the last few weeks.

I was unable to see any site that used webgl, which is almost all games site and many charting and graphing apps.

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