Photogrammetry (together with a physical based rendering pipeline to get the lighting just right) probably deserves all the credit in this. I remember first reading about it in 2014, in an article about an indie game for that matter. The Vanishing of Ethan Carter. Here's an article: https://www.pcgamer.com/find-out-why-the-vanishing-of-ethan-...
Since then, every game that embraced it for photo realism looks basically perfect in terms of world geometry. Doesn't even have to be crazy high-res or high poly, as long as you don't stick your virtual nose directly in front of stuff, you can easily fill every pixel on screen with one that's ~95% there from where it should be in a real-world photograph.