Re: the lighting - AAA games are migrating to use something called physically-based rendering.
It's very difficult to understand unless you have a degree in computer graphics, but the essence of it is this:
Last generation, texture mapping generally involved a few different maps: diffuse, bump, normal, and specular.
The problem with this pipeline is that "diffuse" maps, intended to be a "base color", actually generally had a lot of lighting baked in already. For example, if you had a piece of metal that was dark under most lighting conditions, it was assumed that this was because the metal's base color was pretty dark. Often times, however, it isn't, and the color was actually dark because a relatively saturated base color had a very low ability to reflect light.
So the new hot thing in texture mapping is stripping ALL pre-baked information from the diffuse map, leaving something called an albedo map, which represents a fairly "pure" color that then depends heavily on several new, additional maps in order to appropriately lighten or darken the material.
Specular maps have also been split up into gloss/metalness/roughness maps. It turns out that in the real world, something like water is not actually highly reflective (believe it or not), but it IS highly glossy.
That is a child's explanation of it, which depends heavily in its more technical form on "surface microfacets" and a lot of calculus that makes handling Schrodinger's triple integrals look like a viable pleasant afternoon by comparison. Those interested can read more here:
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-conversion
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