I don't think it would have to look the same. As a matter of fact, I could target maybe 5 years for them to come up with something that looks good enough but that's the point. They might have a real world of UO in 5 years that could not be matched, where the game we're playing will only have the down view.
I mean, we're talking about a real world environment, not really the textures or detail but the ability to look up at the sky or tunnel down into the ground.
When you look at the way UO is now and the way that IRIS thing looks now, it's just big squares with textures pasted on them. Resolution is defined, I believe, by how many squares are on a grid. So, if you look at the texture as a graphic, it has a resolution but i'm not sure of the resolution of the square itself. Like, when a character moves from the center of one square to the center of the next square, or when you drop an item.
You would think that also would have some type of grid so that if you were going to roll an object for example, it would be like a movie with more frames and you would have more options of where to place an object or an affect.
What I don't understand though, is why it's not easier for players to create whole shards. For example: If you look at Battle Field, you can create a whole map, drop objects, create spawns, adjust game play options and within a week, be working on details, such as, small gaps with terrain.
With UO, it seems to be much more complicated, where you needs teams of people working on all different parts. I just don't think it's as mod friendly as it should be.