We were talking before the interview about the poly counts for the cars in Gran Turismo 5 being much higher, but shader detail and lighting quality makes or breaks the overall look.
Yeah, I think that when you look at a rendered image of the game you do notice the resolution and GT's 1080p focus is clearly trying to get a very sharp, crisp, photo-esque, high definition sort of visual. But unless you're going to put your face next to it, when you're standing back and looking at the game you do really appreciate the whole image quality on the screen, but the quality of the image you're looking at isn't just resolution.
A huge amount of it is to do with the filmic lighting and the tone map and the dynamic range and the curves on the car and the transition between all the different layers; that counts for so much. You don't necessarily need millions of polygons. You can do an awful lot with the shaders and the lighting - and the lighting is a huge part of it. The majority of the look isn't the resolution.
Well, you know, we have high-definition video games but a standard-definition DVD movie obviously looks more "real". Clearly it's not all about the resolution.
A few of us were chatting about what would we do... what could we do if we used next-gen hardware at standard-def. What could we do? Interesting question. Lighting and quality of shaders and overall image quality that you get counts more than raw resolution or poly count.