Starting back in the 70s you had the early text adventures specific to various computer platforms, certain strategy/tactical games (including several sci-fi themed ones), followed by graphic adventures (especially Sierra's), RPGs (especially Origin's), more/expanded text based games (especially Infocom's), Infocom's Battletch series of strategy/sim games, various flight/space/etc simulators (mostly flying -be it realistic or fantasy -but a few things like Mech Warrior and Stellar 7), and you had Lucasfilm's increasing presence in the late 80s too (especially with the rise of their graphic adventures).
By the beginning of the 90s you saw a continuation from nearly all of those (and a few others popping into significance -like Apogee, Epic Megagames, and id) with graphic adventures (including the ride of high quality Lucas Arts titles), RPGs/dungeon crawlers, flight/space sims (especially with the WWII themed Lucas Arts games and Wing Commander), among other things. (more RTS type games and world simulators/god games appearing too -Sim City, Populous, etc) And at the same time, VGA and Adlib/Soundblaster support had become the defacto standard (aside from some really low-end targeted shareware games), and significant use of the SB's PCM capabilities was starting to occur. (of course, you also had many gamessupporting MT32 sound for really high-end users -or musicians who liked games

)
In the early 90s there was the rise of multimedia features in games, starting with significant use of animated cutscenes and speech (Wing Commander II and several Lucas Arts titles did that -some of Sierra's began using it too, among others) . . . It also seemed like multimedia got big for edutainment stuff perhaps even faster than mainstream games.
Then you had the introduction of CD-ROM multimedia games, especially the FMV stuff and graphic adventures heavily relying on FMV and detailed still BGs (like Myst, 7th guest, Uninvited, Return to Zork, etc), Day of the Tentacle and Rebel Assault was a big one too among the many CD (and some multi-floppy) major multimedia releases of 1993/94. (along with a lot of edutainment stuff too)
Then you had the 3D/pseudo 3D stuff . . . from the various polygon and scaled bitmap games rising from the 80s and a few ray-casting based games as well, but 3D really exploded in the early 90s and started pushing into the mainstream with the likes of Wolf 3D in '92 and X-Wing and Doom in '93. (X-Wing also featuring considerable multimedia aspects -with the cutscenes and such, though the original floppy release had very limited speech/sampled SFX use -part of that almost certainly related to the 1 MB RAM requirement . . . actually interesting they catered to such low-end systems when Doom was pushing 4 MB minimum -as well as several other '93 releases- given X-Wing was undoubtedly a higher budget game than Doom or some of those others)
1994 was really significant in general, marking the release of many of the aforementioned CD/multimedia games, the CD re-release of X-Wing (with gouraud shading, an improved music engine, and much more speech/SFX, though the CD itself was mostly empty at 74 MB -also a 4 MB RAM requirement vs 1 MB of the original), plus the release of Tie Fighter (floppy version), and among others, perhaps one of the most significant is Wing Commander III.
WC III is notable in so many areas from the use of fully texture mapped polygonal 3D to the quality use of multimedia, but among those it marks one of the first really high production value games produced . . . and not just an FMV game (or graphic adventure loaded with FMV/multimedia), but a "conventional" game of the 3D space sin genre using cinema cutscenes and semi-interactive multimedia rich "overworld" (ie onboard the carrier ship -outside of in-game/mission play) with a rich and engaging story and high quality acting/directing/costumes/makeup/effects (including big name actors and tactful use of CGI where it was most fitting -ie with the limited CGI of the day, best fitting some BGs and space scenes, leaving the rest to conventional live action and special effects).
The 4 million dollar budget was surpassed rather quickly by even more massive high-end game projects of the mid 90s, but it's still quite notable. Though among those higher production value games was Wing Commander IV at some 12 million dollars with a massive amount of multimedia content and cutscenes. (also notable as including some actual interactive movie features -you had branching paths to choose within the cutscenes . . . I don't know if any other games did that -aside from pure interactive movies- let alone did it as well as WCIV)
That same year as WCIV (1995), Dark Forces, Full Throttle, and Rebel Assault II were released, among a few other notable titles. (and the CD version of Tie Fighter -fully expanded and nearly a full CD's worth of multimedia content at 515 MB vs the 74 MB X-Wing)
All of that predated use of hardware graphics acceleration . . . everything was done with software rendering in 256 colors (VGA or SVGA) . . . or CGA/EGA (or others for non-PC platforms) for some of the very early stuff (and text was text, of course).
The original Quake and Duke Nukem 3D releases of 1996 also lacked hardware acceleration, though accelerated versions of Quake soon followed.
The first major consumer level 3D acclerators appeared in 1995 (ATi's Rage, Nvidia's NV1, and S3's ViRGE -of which, only Rage had the greatest success by far with substantial evolution/expansion of the design), and all of those were combo 2D/3D accelerators (with conventional VGA/SVGA support, 2D acceleration, and 3D acceleration -though Rage also added MPEG-1 acceleration), while 3DFX's Voodoo didn't arrive until the next year and was an add-on card only (intended to be used in addition to a conventional 2D accelerator or simple VGA/SVGA card), though quite high-end and expensive at the time. (the RAGE II also arrived in 1996, with considerably improve performance and MPEG-2 support)
However, it really wasn't until 1996 that any games got significant 3D acceleration support. (Quake, Tomb Raider, and Mechwarrior 2 come to mind -and while the latter was out in '95, I'm not sure any of the accelerated versions were released before '96) I think Sonic CD in '95 may have had 2D acceleration support. (it was definitely an API/library programmed windows-specific game, though the original release didn't use Direct X -the slightly later re-release did)
There has been some other cases of accelerated games prior to that, but few and far between (and not really significant). Most 2D acceleration support was for GUIs and GUI/windos-specific applications . . . and that's also where most accelerated games came in: you had a handful of accelerated DOS games, but the vast majority supported acceleration in Windows, and did so in large part due to the API support in windows -from the "standard" Open GL and DirectX to the variety of hardware company specific APIs of the mid/late 90s (like 3DFX's Glide and Nvidia, ATi, Matrox, and S3's libraries -and a few custom APIs from game developers done for early accelerators that had low-level documentation available to facilitate such custom tool development -such documentation largely disappeared when DOS support died . . . Argonaut was notable for porting their own API to the PSX and some PC accelerators -I believe Rage was among them).
However, while game design and such may have been innovative and ahead of the bar on PC (for certain genres at least), the pre-hardware accelerated stuff still generally fell behind what the likes of the PSX and Saturn (or in some cases 3DO or Jaguar) were pushing. In particular, there was the issue that nearly all PC games were rendering in 256 colors (something that most software renderers continued well into the late 90s -Tomb Raider II doesn't support a highcolor software renderer, but supports highcolor and truecolor with acceleration), though several unaccelerated games still had considerable advantages in texture detail, polygon count, perspective correction, and/or screen resolution. (640x480 and higher res was particularly common to have from 1995 onward . . . Tomb Raider supported that without accleration as well as high-detail modes
with partial perspective correction -with significantly less texture distortion than the PSX game, and similarly fewer Jaggies from the higher res- but the texture colors and -especially- shading/lighting/translucency effects were much worse than the PSX due to the 256 color limitations . . . hell, Tomb Raider II, Quake, and Duke Nukem 3D supported
very high resolutions in software rendering -like 1280x1024 and 1440x900- in spite of no highcolor rendering modes in software -and Duke 3D was software only, like most/all ray-casting PC games)
Granted, you needed a fast PC (CPU, RAM, and PCI/VLB SVGA card) in 1996 to push Tomb Raider at max detail in software. (with hardware acceleration, more modest CPUs and slower RAM could be much more acceptable)