P.S. - Also learn the facts dude, i know for sure that Splinter Cell Conviction have real time global illumination on pc, and perhaps on xbox (but not sure about it), its noticeable and thats was one of the reason SCC never appeared on PS3 - they said they would have difficulties to port their global illumination technique to PS3. And please dont start flame about SCC here.
And some ambient color of nearby object is really not that important as paralax mapping and high res textures, you know.
You obviously don't know the difference between REAL TIME and pre-computed. Learn about that then come back to me about REAL TIME global illumination.
Secondly lighting plays a greater role in render quality than texturing. After all lighting directly affects the way a texture looks (rendered on the screen). Trivialising something that important is clear demonstration of ignorance but I have grown acquainted with the high level of ignorance on this forum.
As I have mention before, there are parts in the game that could benefit with the use of POM as in the screenshot you have provided. But the game uses quite alot of normal maps to give the illusion of depth. Just like in Crysis most POM require the gamer to get very close the surface to really see POM in action.
Also stop behaving as if Crysis lacked low res textures for it did and it had alot.
As for GI. Take a look.