This gen its definitely PBR that is the new standard, and other new ways to do more accurate rendering. Some games already have GI or light bounce, which is pretty expensive in open world games [ they managed to squeeze it in on my last project ], but it can be easily achieved in corridor shooters.
Basically game engines over time are just integrating tech thats been around for a while from non real-time ones like Vray, as the hardware gets more powerful.
Also draw-calls were a big bottle neck last gen. Thats going to be largely a thing of the past now that many shaders/objects can be rendered in one pass. Releasing much overhead from the cpu.
On the asset side, photogrammetry is going to be a growing trend for realistic games.
Here is something for the interested:
http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/







