After looking at the comparison pictures I think I've found out the main reason behind the downgraded look : parallax (or something similar). Here is an example of what it does :
parallax mapping does not play well with open world games where you blend multiple textures together. the transition areas look muddy and disjointed so I don't think they would use it here.
In my experience its better to have world displacement map combined with tessellation when blending textures. However, as soon as you have general tessellation used on water and terrain (the way they are using it in the Witcher 3) you cannot use tessellation to get the kind of detail that you get from the images people are posting of DA:I. it takes too much computing power at that point unless CDP Red have found a magical way of optimizing it that I have yet to discover. In the end a good normal map goes a long way and is probably what they are using most of the time.
As much as I love talking tech this is probably a discussion for another thread.
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