Actually, I think that what we've arrived at as a conclusion is that the engine and the coding talent have very little to do with the richness of the game's graphics. Experienced and clever artists can sure make a difference, but that's also secondary.
The point is that it's the game's design that determines how the limited texture budget can be used. I'd just quote Betan here from earlier:
So no matter how big coding wizards ND's programmers might be, they can't overcome the hardware limitations. Should they decide to do a free-roaming game, they'd also have to seriously limit texture usage for the artists, just as anyone else.
The problem with most of the posts in this thread is that many people are emotionally attached to their preferred console and try to defy reality in any way possible.
It's also worth noting that id's tech 5 is exactly the right solution for this problem with regards to the texture budget - and since it's a compromise as well, the engine has to suffer at other points (mostly lighting and shaders).
The point is that it's the game's design that determines how the limited texture budget can be used. I'd just quote Betan here from earlier:
even for the most efficient theoretical streaming engine the available memory for current zone is always less than the linear case which only needs to stream one (or at most two) zones to the buffer.
So no matter how big coding wizards ND's programmers might be, they can't overcome the hardware limitations. Should they decide to do a free-roaming game, they'd also have to seriously limit texture usage for the artists, just as anyone else.
The problem with most of the posts in this thread is that many people are emotionally attached to their preferred console and try to defy reality in any way possible.
It's also worth noting that id's tech 5 is exactly the right solution for this problem with regards to the texture budget - and since it's a compromise as well, the engine has to suffer at other points (mostly lighting and shaders).