Point is, the pc version will probably be a getting an extra shiny feature or three relatively on the cheap (for Bethesda) thanks to this. Which brings up the question of: when they come in, what do you want them to do?
Well, I created several categories, with examples down below, and a poll up above. So vote for whatever you'd most like to see, and then secondary choice, based off the examples below.
First off, we'll cover what you might want but don't need to vote for. A is, "Make it run faster" they always do this, so no need for a choice there. B is settings Bethesda really should just put in themselves, stuff that will take maybe a week of attention from one guy. Examples are: Having most lights cast shadows, which depending on a few things may be as simple as ticking a checkbox on a light in the editor that says "casts shadows". B, higher "Level of detail". As you should now, the more distant something is the less detailed it will be in a modern game. A few settings in the configuration file and suddenly more distant things will have better quality models and textures, done. C, Higher res shadows/More cascades. What does this mean? Well the higher res they are, the less blocky they look. Second, you know shadow draw in, how a shadow will suddenly appear as you get closer to something? Well that's an easy thing to change on the pc, a few settings, make sure they work right, and shadows could be cast on everything, to everything.
Categories:
"Global Illumination": http://www.youtube.com/watch?v=B-_pnqXLIg4 not actually that expensive, obviously it's the light bouncing off the colored tapestries and onto nearby surfaces. http://www.youtube.com/watch?v=nYoGJP5z_U4&feature=related another cheap and common technique that makes corners dark and objects seem more "attached" to the world.
Overall this would improve how the game looks pretty much no matter where you were.
"Tessellation": http://www.youtube.com/watch?v=zdvZPIQpsQo a great new way to get games to look far more detailed than before. The basics of it is that the hardware takes a normal model, adds however many polygons you want too it, then moves those polygons around (ideally) based on a texture or "displacement map". This is great since you can add polygons exactly where you want too (they're far more noticeable on edges and etc.) and textures take up a lot less memory than a model with a lot of polygons. So tessellation could add a lot of detail, either through making distant objects and land more detailed for cheap and eliminating "pop-in" and/or through just making nearby things a lot more detailed (the normal maps already created for in game models can be converted to displacement maps, and used by tessellation hardware).
Materials: Different materials in the world obviously reflect light differently, like skin, metal, mirrors, etc. Screenspace subsurface scattering is a relatively new, cheap way to make skin (and a few other materials) look more natural and not so hard edged. http://img26.imageshack.us/img26/520/screenshot0209c.jpg , http://img855.imageshack.us/img855/6825/screenshot0208w.jpg obviously the face is brightly lit to highlight the difference, http://img96.imageshack.us/img96/9995/screenshot0204.jpg For other materials such as metal and etc. pretty much all games use a model called "Blinn-Phong" which is cheap, and relatively bad and plastic looking (why so many games look like plastic) a new "BDRF" or Bi Directional Reflectance Function such as http://jbit.net/~sparky/academic/mm_brdf.pdf could make the entirety of Skyrim look more real and less plastic, http://www.physicallybasedrendering.com/wp-content/uploads/2009/11/materials.jpg
"Direct" Lighting: Obviously you need light to see :confused: which would include things like http://www.youtube.com/watch?v=RKHABmrTIn8 (the beams of light coming in through the trees), Cloud shadows (the clouds casting shadows, I don't think a visual example is needed :biggrin: ) http://www.mpi-inf.mpg.de/~ritschel/Papers/TemporalGlare.avi and better shadow filtering (edges, softness) in the form of http://media.giantbomb.com/uploads/3/34023/1728980-percentage_closer_soft_shadows_super.png which is probably the best looking and "most correct" way to make soft shadows at the moment.
and finally... Water! http://www.youtube.com/watch?v=QLu8DyzoVMs, http://www.youtube.com/watch?v=s3ou65tURHw&feature=player_embedded (http://www.gamedev.net/blog/715/entry-2249487-ocean-rendering/), and of course some actual reflections would be nice :goodjob: (notice they aren't there in any screenshot so far)