Lol. Reading that made me think of Project Cars shadow resolution for XBO. Lol *shudder*.
What I'm thinking here is that this could be the norm for dx12/mantle style games. We are looking at a multithreaded renderer with Async shaders and Async copy features that combined with the right technology should lower VRAM requirements and simultaneously improve texture quality if I'm not mistaken.
The large number of smaller draw calls could allow for better culling, if at the least provide better flexibility with respect to both shading, textures and culling. You also get bundling and all that good stuff together to really help with building complex foliage and shadows.
A move to forward+ rendering gets you back in the saddle for good 4x MSAA IIRC and you still keep your number of dynamic lights.
Perhaps it's not as far fetched as we believe, perhaps this is just the natural evolution to the newer technologies.
Perhaps this marks a pivotal time where we can say "next gen" starts around here?