The big enemies of high resolution triangle mesh geometry are memory and aliasing.
There's also the pixel shader quad utilization problem and numerous authoring and pipeline problems too.
These factors are not even close to being fully solved even for next-gen.
The memory can be addressed via tessellation, but to drive that you need hightmaps or high order surfaces (B-splines, sub-D surfaces etc). I don't know of any game studios using these in their production workflow.
The aliasing and quad utilization can be addressed by moving away from the current rasterization methods, but that is also a long way from being viable for production games.
There's also the pixel shader quad utilization problem and numerous authoring and pipeline problems too.
These factors are not even close to being fully solved even for next-gen.
The memory can be addressed via tessellation, but to drive that you need hightmaps or high order surfaces (B-splines, sub-D surfaces etc). I don't know of any game studios using these in their production workflow.
The aliasing and quad utilization can be addressed by moving away from the current rasterization methods, but that is also a long way from being viable for production games.