Hardware hasn’t changed for several years, and fewer and fewer games ship even at 720p. One reason for this is that more and more games are multiplatform, so you cannot cater everything in your game to one specific platform, as often you have to make certain concessions in order to get the game to run at acceptable framerates on both platforms.
http://forum.beyond3d.com/showthread.php?t=46241
The good news is, during this cycle of hardware, a ton of techniques have been developed for fast and efficient anti-aliasing, image sampling, engine structure, so why the resolution of games hasn’t gone up for the most part per se, pixel for pixel, you’re getting a better quality image with fewer examples of aliasing, moiré patterns, etc. due not only to rendering but also to more logical art creation techniques. :):
As for how game resolution effects us, the higher the resolution, the stricter we have to be in shader creation, art creation, etc.
For example, modern GPUs operate on the concept of pixel quads. In effect, pixels are grouped into quads, and then processed. However, triangle size on screen influences how many pixel quads have to be processed in the GPU, as if triangles on screen are smaller than a quad, for each small triangle, you have to render an additional pixel quad. In a worst-case scenario, you could literally render 4x the actual resolution if you do not manage your art content well enough.
Also, as tech artists we have to know how our engines manage batches/drawcalls, how we use the hierarchical Z pass to minimize overdraw, how to find out when and why the GPU is stalling on texture fetches, how to know when you can afford more ALU operations in certain scenarios, etc.
That’s a little bit of the stuff we need to know for content, image resolution, etc.