I think you&#x27;re right, that the question isn&#x27;t &quot;is this game photorealistic?&quot;, it&#x27;s &quot;in what contexts can this game achieve photorealism?&quot;<p>For a long time, the game industry focused on higher resolution, more polygons, and higher framerates.  I think now maybe there&#x27;s more emphasis on textures, lighting, and physics.  The trouble is, if you don&#x27;t have a physically-accurate global illumination solution or physically-correct reflection, refraction, and shadows, there are many contexts in which &quot;photorealism&quot; is unattainable.  For instance: shining a flashlight around a dark room, seeing your reflection in a shiny car, turning lights on and off and opening and closing doors in a dark building at night.