We are getting better. Like snow deformation in RDR2, for instance(works even in a PS4).
But random bits of debris that can get kicked around - and subsequently inspected - no. That's a problem.
> No video game will let you inspect the leaves of plants to look for little bugs, the way reality will
That's an easier problem than tracking all the debris. Before you inspect, you have no idea what will be there - the computer also doesn't have to and it can be optimized away until there's an observer.
Think heisenberg uncertainty principle but for virtual worlds.
You could implement little bugs without all that much trouble, true. Maybe a better way for me to think about it is more like, the real world has an incredible diversity of appearances at a small scale, that's hard to reproduce in a video game. The bug isn't the part that causes trouble, it's the fact that every leaf looks different, some leaves are oddly discolored, some leaves have bug bites on them, some got a little torn up, et cetera.
Sounds like a fun project for the next generations. Something to play when I am older.
Now suppose I want to take some fruit from the trees. And I want to slice and dice the different fruits. Peeling the skins when appropriate.
Or I want to plant a new tree. Or I want to remove it, with say, a lightsaber.
That's a couple generators more. Now add birds, dogs, insects, moss, moist surfaces, and so on. Hence, my point on needing several generators.
There are lots of things to be improved in games, but what you're describing are improvements to a real life simulation.
Why not? With procedural generation and LOD rendering it's not impossible. Not that it's easy, but not impossible?
Also, some games are intentionally cartoonish as an artistic choice so photorealism isn't always the goal.
We've probably reached the point where human cost exceeds computational cost, which is to say that developing and QA testing such a feature would probably cost more money than it's worth. How many users of software would gain from such minutiae?