I don't believe that gameplay will ever look like fancy prerendered cutscenes because gameplay has certain needs that cutscenes do not, and cutscenes have certain needs that gameplay does not. Here's what I mean.
When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? Usually what you want to see is Spider-Man doing some amazing, spectacular action. Something like this:
Note how closely pulled-in the camera is, so that you can see all the details of Spider-Man's body and posing. The camera zooms in to see him narrow his eyes. Look at how the camera movement can barely frame him, conveying how fast he is moving. You're not looking for where to go next, because it's all pre-planned out for you - the purpose of this short cinematic is to tell a story - Spider-Man has to get out of here quickly.
Let's compare that to what you see on screen when you are playing Spider-Man:
See how the camera is framing everything very differently? Spider-Man takes up a very small amount of the screen. The vast majority of the information being conveyed here is showing the player exactly where Spider-Man is going and how fast he is getting there. We're seeing him move acrobatically through the air, but we're not seeing his emotions or his face. We're focusing on what matters - navigating through the city to wherever we (as the player) want him to go.
The needs of gameplay are different than the needs of cinematics. Even if the technology improves to the point where everything is beautiful and gorgeous, it still won't look the same because the purpose of regular gameplay and the purpose of cinematics is different. Gameplay visualizes the things the player needs to see and engage with at any given time. Cinematics visualize the aspects of the story that the designers want to tell. Even if the tech can do it, the purpose of the visualization isn't the same so it won't happen.
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