That's not true at all. You can have snow accumulate in real time. Having billions of individual flakes rendered is obviously not going to work, you have to have displacement mapping and as the snow falls you have retroactive increase in the displacement mapping making it seem like snow is actually accumulating. You can have accumulating snow without actually having it accumulate, the thing in graphical design is to make things LOOK real and not actually have to be real.
To the "That's not true at all" remark: What I said is 100% true, you must be reading it wrong. Faking snow accumulation as you say is still separating the "ground" snow and the "air" snow into two separate systems, with no connection. In fact you agree with me in your third sentence ("obviously not going to work"). Making things LOOK real and being real is clearly different, you're correct, but note that the implied connection between the air snow and ground snow is what I was remarking on, since nearly every person without much knowledge of realtime rendering techniques makes this implication. ("We're going to get to watch snow fall and land on the ground!" ... No. you're not)
However, you say "You can have snow accumulate in realtime". Yes you can have a mesh which displaces over time, but it's still a crude approximation based on some arbitrary snow fall rate per hour. You cannot have snow accumulate
realistically in real time. Meaning taking wind, temperature, the convexity/concavity of the area and all kinds of other things, because I still think talking about accumulation in three dimensions implies something more than mesh displacement. I'm not trying to argue semantics, but if you state something like that as fact, you need to be aware of who reads it, and misconstrues it. But about semantics, *seeming* to accumulate != accumulating.
Furthermore, the actual possibility of them building up meshes over time to simulate "accumulation" is probably nil. Extruding the vertices of the kinds of meshes in game that have snow build up on them would be a nightmare. There aren't enough of them (vertices), this is a realtime video game after all, and polygon counts are super low. They would instead have to place a more even mesh over top of ALL objects in game, by hand, and displace these. A mesh with more edges toward the edges to help the snow "round" as it builds up. The meshes in game don't have this kind of edge detail to round the snow like that. And this kind of technique goes directly against what has been said about their new snow system, which was "we built a system that takes the surfaces into account and procedurally generates snow on them, with minimal artist direction to keep snow cover from being too even".
Plus I've only seen very poorly done tech demos of this kind of build-up, and it looks pathetic to be honest... Uniformly rising and uniformly falling. Sublimation of show should be very uneven. I haven't seen a shipped game do this, and I'm not counting the Sims 2, because I'm untrusting of a few pictures I scraqed up and the few claims in this thread. The tile-based system in Sims 2, and the fact that it probably only happens on the ground and building materials (roof, walls, shrubs, etc) tells me they probably created snow meshes by hand for only a handful of objects, that could then be applied to all the dozens of variations of those same building tiles. Also, note that it's completely absent in Sims 3, a newer game that is cross-platform. Not to mention their http://www.lillyblossom.com/wp-content/uploads/2009/01/sims2_seasons_winter.jpg from having good-looking snow.
Besides, talking about the possibility of 3D accumulation is wasteful. They clearly aren't doing this based on the photos, which already highlight the snow shading technique as described in the articles. I'm actually critical of the technique so far. It has http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-ImageFileViewer/CommunityServer-Components-SiteFiles-imagefeed-featured-bethesda-elderscrolls-elderscrollsv/dragonshoutfeatured.jpg_2D00_1680x0.jpg (look closely at the snow on the closest arch), which I think may be from the blocky DXT5 compression. I will settle for the Lost Planet/Uncharted "deep snow" terrain effect out in the wilderness. I don't care about watching the snow accumulate, I just care that it looks good once it's there.
I think the new engine will make this happen. They've said continously that the physics will be improved, ot something in that direction. I'm positive about this.
Be prepared to be disappointed. I haven't seen anybody who knows what they're talking about agree that the heralded "snow accumulation" is a physical effect. I also chuckled when I read a foreign magazine translation. It said "water physics". Yeah, no. Having the effect of flowing water (finally) is not a physical effect. I'm just glad they have fake water flow.