The guy is also ignorant. Speedtree generates all sorts of photo-real foliage for a million games and film/TV CGI, has done for years. Even Forza Motorsport uses Speedtree for trackside stuff. Also, loads of materials are generated procedurally - fur and hair are the obvious examples. For games, MGS V uses lots of procedural stuff in its modelling. http://www.youtube.com/watch?v=QZFR4H4LORU is the GDC 2013 presentation. Has a lot of neat tricks and optimisations for content generation in general, all in search of the photo-real.
The other problem is research. Loads of people are working on dynamics, rendering and materials. Not very many are working on contextual object distribution to detail an interior so it has decent complexity and realism, or ways to procedurally create Skyrim villages. Even less are working on generating complex quests, but when these things get "good enough", it'll be a huge step forward.
The other problem is research. Loads of people are working on dynamics, rendering and materials. Not very many are working on contextual object distribution to detail an interior so it has decent complexity and realism, or ways to procedurally create Skyrim villages. Even less are working on generating complex quests, but when these things get "good enough", it'll be a huge step forward.