"Game developers stop the exponential increase in scene complexity, fidelity, draw calls, shader complexity, etc. I don't see this slowing down at all; if anything, game developers are making their games heavier and heavier at a faster rate than the GPU manufacturers can keep up. There used to be a time when you could buy a single discrete GPU of the highest make/model available on release day of a game, and you'd be able to run it with the maximum detail settings. Now, you either need SLI/CrossFireX, or lower your resolution beyond what's "standard" for the present day. Unfortunately, if texture size and scene complexity continue to climb, it won't matter if the options menu has a detail slider -- if your GPU can't keep up with the required number of pixels per second, it doesn't matter whether you're using big textures or tiny ones."
At one time, games were what pushed the hardware makers to keep innovating. There were games that, at top detail levels, exceeded the existing hardware capabilities of what was once considered state-of-the-art. ( As recently as 2004 actually. See Doom 3 or Everquest II for examples )
As a result, one wasn't able to run the game with all of its settings maxed out at all. Was just a fact of life then.
Some used texture maps that just flat out exceeded the Ram capabilities on the GPU. I think both games I mentioned required a minimum of 512MB Ram on the card to run the top tiers of textures. ( If memory serves me correctly ) At the time of their release, no GPU existed with those specs.
If you want better / more powerful hardware, then the game developers don't need to stop what they're doing. They need to do quite the opposite. Keep pushing the limits so the hardware folks will have a significant goal to work towards.