Any guesses on when we are able to play actual games with this amount of detail in them?
Editor video + lots of high-quality images:
https://www.artstation.com/artwork/qeeX5z
I mean, the counter is, "Why would we want to?"
It's a tricky thing because part of me has a hankering to wander through photorealistic landscapes - I still remember the thrill of cresting a hill to see a beautiful sunset vista in Oblivion (the closest to photorealistic at the time, especially in terms of distant views).
But on the other hand, I'm conscious that gameplay can often be hampered by photorealism. I've gone over this before, but the reason we can pick our way through a "photorealistic reality" (so to speak) is because we have binocular vision and can selectively focus on various distances, so it's relatively easy to pick out salient objects at various distances quickly. Our visual systems are designed for it.
But with photorealism on a flat surface, a 2-d image, your eyes are baulked of that faculty.
All of which means that for games, until that problem is solved (and Carmack said it's a really difficult problem even with VR sets, while "holotanks" still seem to be a long way off too) you still need an element of stylization, simplification and colour-coding.
The good thing is that if the stylization is arty, well-done and consistent you can still get a sense of "realism," enough to immerse yourself in the game world and get a sense of presence (CP2077 did it fairly well, you quickly get used to the "code" of what types of objects are interactibles and what types are just static furniture.)