some stuff looks realy good, others- not so much. fancy shaders,cloth physics and tessellation would fix this.
bethesdas texture artist,s arent doing a good job either. look at the quiver- bethesda should do what bungie did in halo 3 and slap a load of "detail" textures over their regular ones (seriously, that game used 512 x 512 textures for things such as tanks, and then used some other form of witchcraft to add scratch details to make it look like they were 4k in size textures, the same thing could easily be done by bethesda for leather,wood,fur,rocks,terrain,steel and cloth) bethesda have also never made a decent looking rock,but anyways
1: cloth physics help immersion and levels of awesome greatly- think of gears of war- therons,kantus,butchers and the boss skorge would have looked boring without it. gears of war is on the 360- so all platforms can handle it .
i do not want a static robe- i want a robe that FLOWS in the wind and to my movements, aswell as a beard and hair that similarly moves. every piece of cloth and hair should move!
2: tessellation- it has no downsides (aside from perhaps moders making lower polly models in the hope of them being tessellated) tessellation simply divides the triangles in a model into more triangles so they appear less blocky . dx 11 tessellation also allows for completely new geometry to be made http://www.youtube.com/watch?feature=player_detailpage&v=zdvZPIQpsQo#t=30s - and so long as this is put into the engine modders can use it too . tessellation would also help with the cloth physics . consoles might not be able to have the level of tesselation the pc has (the 360 has tesselation but it isnt used much, it is used in halo reach's water- i have no idea what the ps3 has) but as evil supermarket empire tesco says- "every little helps".
3: detail textures
i cant find a good example in an image . imagine a high res texture of translucent fur. now imagine a brown bear. as you get closer to the bear you can see that the translucent fur texture has gone over the bears main texture giving the appearance of a bear with every strand of hair visible. this would turn the graphics up to eleven. what Bethesda may try to do is possibly have a "wet dur detail" texture to give the appearance of a wet bear when the bear is wet. this "fur" texture group could be applied to everything furry (fur armour,deer,trolls etc) and thus save lots of memory space.
4: colour shaders (or "color" shaders) for making clothes,hair,fur and whatnot different colours without needing a new texture would be nice- one because it saves memory, two because it means you can have a red shirt,blue shirt, green shirt, brown shirt, yellow shirt and whatever shirt from one model or perhaps make dogs have randomized fur, two or three textures and a few items in the cs. it would also be nice if a person could make it so that all of the tiles in his cave could change to any colour the designer wants!
the solution to the grass problem is to model it better :nope: