Concerning hrtf I see what you mean now, by its technical term it is just a fixed function. Would the correct term be 3d spatial audio? Then yes, I absolutely would love that. (CSGO implements 3D audio and they call it HRTF mode)
The mix of 5.1 to hrtf is surround sound, not 3d sound. Unless I'm missing something, 5.1 does not account for sounds on the Z plane. There are losses in fidelity there. I would say audio adds huge immersion benefit. Our audio stimulus is much faster than visual. I realize marketing says visual sells more but I'd love a game 3d spatial audio, with environmental processing. Head tracking for audio is something that hasn't been implemented outside of VR, and is also something I'd like to see implemented in our games.
So if we were to add enormous amount of texture swapping the PCIE is able to keep up? And yes I'm talking about increasing the texture of up close objects. Obviously objects more than 20 feet away look fine but crawling in grass or walking in corridors the texture looks ass. Of course the weapon texture model looks great but then you look at the other characters and it looks much lower resolution. And the fact it is flat. Fauna has volume.
The fact that texture is unnatural and repeats... Our eye is very good at recognizing patterns. The game world, by design is very inorganic. We notice the repeating grass polygons, textures, that walls are the same. If you ever seen an ancient building, you wouldn't expect all its stones on place? And that the walls are at perfect 90 degree angles? Perhaps use those AI cores to insert imperfections.