Game marketing is a commercial process; publishers want quantifiable low-risk returns on their investment.
As a consequence, the focus is usually on technology gimmicks (with exceptions) that consumers will buy to produce reliable return - these tend to be superficial visual effects such as lens glare or higher resolution.
These effects are reliable because they simply use increases in processing power - they exploit the hardware/Moore's law increases.
this implies using C/C++ - java is usually too abstracted from the hardware to exploit these benefits.