not the guy you're replying to, as I think some video game work is good and it doesn't have the same requirements as film, but>real-time rendering is the future
I mean, it's definitely getting better, but if you knew more about the subject and especially what is required to create film-level content you would realize this is far from a universal statement. first of all, the UE4 kite demo is far from what kind of quality is needed for many applications, and the Unity adam demo, while closer, obviously relies on a lot of tricks anyway and is definitely benefited by the fact that they're all machines. Even then, it still falls short quality-wise.
second, if you knew anything about film pipelines and what is needed, like corrective blendshapes/shot sculpting, muscle/skin sims, very high fidelity like with displacement maps, and much more advanced shading than is currently possible in a game engine, then you'd realize real-time rendering's applications fall very short in many areas.
but I can see it being good enough for some things with lower standards/reqs.>faster; closer to real life
rendering faster and getting closer to real life are opposites, though; the problem is that video games must push speed/optimization which prevents them from getting close to real life