Quiboid, how many times in the game are you going to need to be this close to the face? This is perfect for talking head close ups, and then lower resolution fall backs can be used in crowds.
Btw NOIR I actually belive was a 3d digitized face. That is, the face was recorded with 3d cameras and so each polygon mesh of the face was determined and pre-recorded. I think it came out pretty good if not just a little uncanny, but the tech use useless for any on the fly animations. Also the texture rendering is half the work of being belivable. It was just awesome here. I noticed they did transluscent scattering on the ear lobes. Anyone else hate how light scattering has been around a few generations now (dx 10?) and no one uses it? They will make all kinds of glass refractions but anything more opaque then glass and they make it a solid.