In my mind, it sees that as AAA gaming has risen over time, the level of unique detail in the environments has dropped, mainly because of the time involved in creating that detail vs. the sped up production cycles and asset bloat AAA games have required. When you need albedo, normal, spec/metalness, gloss/reflectivity, dirt/cavity/occlusion maps on every damn thing in the game to get your ‘realism’, of course you sacrifice the idea of unique detail for speed in production- thats why procedural generators like NDO/DDO/Substance are gaining traction, they do it even faster, but at what cost? If I put the same settings into Substance or another generator and you do the same, it’s going to generate the same thing. I am willing to bet, however, if I give a good PS artist a folder full of base photo sources and tell them to make me a building with them using just a single diffuse texture or two, we are each going to come out with two different interpretations, even given the same basic concept. Hell, I was playing The Vanishing of Ethan Carter, walked into the church, looked down and realized that they used the same base photo for the floor that I used in my schoolhouse (thanks, CGTextures!), BUT the unique work they did to alter that base photo was totally different from mine so while there was some base similarity, their interpretation of that floor was utterly different. Just a thought.