I wish for there to be an algorithm that adds and subtracts not only ground clutter, but its detail as an observer moves away. Take trees for example:
Up close there would be dozens or scores of polygons in each tree, until you got to one with individually modeled branches and leaf-bunches with branches in them if you are within, say, 100 meters. They would form by procedural generation to eliminate repetition. All of this could be reduced or disabled by options that would simply render a flat polygon with branches drawn on.
As you move away, the polygons reduce their textures and disappear one by one until only one remains (it follows your camera).
Finally, the piece of clutter disappears completely
The trees would just be points on the map, and their specific details would be rendered client-side. It would also allow for seasonal changes (based on European seasons) like leaves falling in autumn or white, snowy landscapes in the winter. The immersion would be magnificent. No two trees would look alike, as the client would have several hundred to choose from that would be created and stored when not flying to reduce load. Everyone would have identical visibility and performance since the collision boxes, etc, would be rendered like they are today, but those who can afford to run better graphics would enjoy their rig more. Even low-end users would benefit from the procedural generation.
I also propose dynamic graphics settings that would change based on where the player is at any given time. If he/she is within a town, then A/C would be rendered at much lower resolutions, while tanks would get a boost. There's more to it, but you get the idea. This would also reduce the load for fire, as only a portion of it would be loaded if the player is in the gunner's seat. I also propose having opaque rubble to boost performance by eliminating extra rendering.
What do you guys think?
-Penguin