I agree that general architectual textures for the game don't really require an increase to 8192. However, I think there could be some benefit for LOD and tiling...
- Distant texture tiling effect would be reduced
Well the texture would tile exactly the same amount of times, Any sort of feature in the texture would still be just as apparent, because it would be repeated the same amount of times...for example a slightly lighter area or a stain or something, for example this texture you can see tiles 4x on that wall just by seeing the light and dark features in it
http://www.dieteralvarado.com/Personal/08%20-%20Tiling_Texture.jpg
However, with increased texture size, you could edit UVs and textures so as the texture doesn't tile so many times, To do so, you would actually make the bricks smaller(on the texture sheet, not scale wise as they appear on the mesh itself) and fit more of them onto the texture. Not exactly defeating the point of higher res textures, but pixel density would be closer to smaller texture that did tile, or the same if you went from tiling 4x to 0. So you don't actually gain detail in the texture, in terms of pixels/area of mesh coverage, but you have much more unique features that don't repeat as often.
So in that case you will not be increasing texel density of the texture on the UV space, but just eliminating or removing tiling.
But never would work on any landscape as the grid and UVs are precomputed and not changeable. It'll always tile x amount of times over x amount of terrain regardless of texture size. And any features or detail that repeats will always be apparent.
Anyway, I just thought of a really cool way to check if the game is always using a mip level of a large texture..All you need to do is create the texture with a full load of mip maps, but then go back and hand edit the mip maps, (or the inversely the highest res of the texture) just paint them red or something, If at some point the texture fully loads without the red, (or at really close up with the red) then you know for 100% certain that the full texture actually gets rendered. also a good idea might be to use a different color on the top 3-4 mip levels just so you get a rough idea how far away the mesh is when the different mip levels are shown on screen
I would make the texture for everyone to throw into Ob to test, but I won't even be able to compress a 8192 on the 2gigs I have on this machine. Windows just runs out of mem. <_<
Really? Think about it. What details would a beautiful scenic vista with 8192 textures convey that one with 4096 would not? If you doubled (or rather quadrupled, as JDFan pointed out) the texture size in http://tesalliance.org/forums/uploads/1298236270/gallery_470_10_28803.jpg, what would be improved? Not even the textures on that close-by post are blurring, and I'll bet they still won't blur if you walk right up to them.
Depending on the size of the texture I bet it's still using a mip level, You do have to be really close to the texture to get the highest one to render. I've messed with this sort of thing.
You're probably better off really studying filtering and sharpening the mip levels, either in the dds save dialogs, and or creating the first 2-3 by hand.
like I mentioned before you can't get more pixels on screen than your screen resolution allows, any more than that and you are just texture filtering those extra pixels out!
for example 1080p is like 2mil pixels right? well do the math on how many pixels are in a 8192x8192 texture.