Another consideration is the gpu's role which is to push pixels in greater numbers. People wanted higher resolutions, 2k, 4k etc. The cpu load changes very little while gpu demands increase significantly. Looking at nvidia, it wasn't so long ago that the gtx 970 was a solid 1080p gaming card. It wasn't the best, the 980 was capable of handling more eye candy at 1080p so the 970 hadn't yet pushed the limits of 1080p.
If the 970 and 980 were working decently at 1080p and were near the top of the heap for gpu performance, what were users going to use to run their 1440p monitors? What about 4k? If gpu performance had slowed or stagnated everyone would be stuck using 1080p or struggling at 20-30fps at 4k. Enter the higher end gpu's like the 1070 and 1080 which are much more capable. The 960's replacement 1060 now performs similarly to a 970/980 used to and is a good 1080p card. Middle of the road gpu for middle of the road resolution, 1080p isn't king of the hill anymore. Gamers would be in a poor position if top end gpu's were peaking at middle of the road resolutions.
That could explain some of the leaps and bounds with gpus. The more noticeable push forward aside from vr isn't the game complexity itself but the shading, shadows, detail and screen resolution and those fall on the gpu. Those going the vr route will want better performing parts but so far vr is more gpu dependent than cpu dependent. Vr games are a bit different in how they're designed given the 3d environment but companies like occulus suggest a min cpu of a locked i5 4590 while min specs for gpu are around the gtx 970/980 level. Overall gpu min suggested requirements are higher for vr titles than they would be for most other 2d pc titles.