It looks nice gives depth even though they have to much 'wet look'/plastic effect. It's nice in Crysis and well applied. And if disable POM (for AF) you still get parallax mapping on many surfaces.
Heres some shots of Crysis POM.
http://img11.abload.de/img/2j935.jpg
http://www.abload.de/img/pom-crysis2i7ji.jpg
http://www.abload.de/img/pom-crysis3j7lh.jpg
http://www.abload.de/img/pom-crysis4x76l.jpg
http://www.abload.de/img/pom-crysisd7q5.jpg
http://www.abload.de/img/sp-pom-crysis3ii9q.jpg
http://www.abload.de/img/sp-pom-crysis4ac1m.jpg
http://www.abload.de/img/sp-pom-crysis5de2s.jpg
http://www.abload.de/img/sp-pom-crysis1g6f.jpg
http://www.abload.de/img/sp-pom-crysis2vdmb.jpg
Heres a shot from Stalker Clear Sky with different parallax methods shown.
http://media.bestofmicro.com/I/L/161373/original/Steep Parallax Mapping.jpg
Here is more from Stalker Clear Sky showing POM textures ingame.
http://i40.tinypic.com/14e51xt.jpg
http://i49.tinypic.com/2eanz1w.jpg
http://i49.tinypic.com/2cp99xd.jpg
http://i46.tinypic.com/207w4lc.jpg
For example look at this pic. Look at ground debris and see how horrible and flat it looks. POM would certainly have helped give depth to such kind of texture design and when getting closer to it.
http://www.gamereactor.se/media/27/uncharted2_192787b.jpg
Same with bricks here, POM would have made it actually look good upclose even though texture resolution is low.
http://www.gamereactor.se/media/27/uncharted2_192790b.jpg
Also parallax mapping gets good use for bullet hit decal marks. I am sure many fans raved about parallax mapping in KZ2 but it was mostly or only for bullet hit decals but still like FEAR and many other games makes for nice bullet hit marks with depth. Also for example GTAIV uses POM for tiremarks in sand to give depth to the tiremarks.
Thanks for sharing those pics with us -meaning me and fellow forumers-, it was definitely fun looking at those images to discern how it works.
Taking a look at those Stalker: Clear Sky bricks and their bump mapping technique reminds me of my PC gaming golden era. I remember buying a Matrox G400 Max graphics card with 32MB of RAM just because it was the first -at least known to me- card to feature bump mapping, adding to this it also featured 32-bit colour depth, when back then graphics cards only seemed to allow 16-bit colour depth.
I recall some graphics comparisons between the Voodoo 3 and the Matrox G400, and since the Voodoo 3 didn't feature 32 bit depth colour because of technical limitations, you could see colour banding in parts of the Quake 3 scenes, specially, for instance, in the orange sky of that map that had a big arch in the middle and two gargoyles, which name I don't remember now.
I also bought the Voodoo 3. Well, I must admit I remember the Matrox G400 fondly, 2D graphics -Window's desktop, for instance- looked great, a lot better than the Voodoo 3, and Direct3D performance was pretty decent. There was also the coolness factor of being my first AGP port card. But I must say that I used the Voodoo 3 a LOT more. My Voodoo 3 was PCI while the Matrox was AGP, so using both seemed feasible. I tried but there were a lot of memory conflicts between those two video adapters.
I switched both cards back and forth, back and forth. I opened my poor PC too many times back then, just to find out that the Matrox G400 wasn't a contest for the Voodoo 3. The difference was staggering, especially when games featured Glide support. Sometimes my Voodoo 3 3000 could run games at 5x the framerate of the Matrox.
Sorry for the essay, back on topic....
Watching the last two images you posted in your post, I realize that there isn't any AF applied to the walls. I always thought AF worked only horizontally, pararel to the ground, not vertically like in walls or anything similar. I think those two photos show quite well the limitations of current generation consoles, quite capable of decent graphics but game developers are challenged to choose the most convincing effects taking into account the level of performance they want to achieve, along with the overall look of the game. The debris in one of those pictures look really bad, and it's pretty common in console games to feature poor implementations of debris and rubble, even in top-notch games like Mass Effect 2 --plus many many others.
Some Parallax Mapping would do wonders for those games but still, it isn't applied -it's so bad to see a creepy, detestable rat, getting out of their lair (placed in a totally flat texture) when you approach the debris, that it misses the "disgusting thing" factor and then I feel repulsed but not only by the rat itself but how abominable bad it looks.
It would be fine with me having graphics settings to choose from, like on PCs, but I rather prefer developers tweaking the game to take the most advantage of the state of the art technology they want to show in a game. Sometimes thought this might go really wrong.... so it could be better if I tweaked them instead, maybe.
The rest of the games, I am okay with them and assume they are normal, and everything is hunky dory.