The gaming market is still very console driven. Many developers won't take the extra effort to port a console game to PC and make full use of its potential. It's simply too expensive and the market with people who have strong enough PC's to play games with such level of detail is very niche. I wouldn't expect such level of detail in games until at least the next gaming generation. And like you said if a game isn't pretty aesthetically it ain't gonna be pretty with 63 million polygons per NPC. Nintendo games are the living example. New Super Mario World has a low level graphical fidelity but the aesthetic makes it look beautiful and the game runs at 1080p60 on a very outdated hardware. Not to mention games that focus less on graphical fidelity are cheaper to make and companies can't stop whining how expensive games are to make nowadays. It's almost like people want to push boundaries but at the same time whine because of boundaries being pushed.
Scaling on both the higher and lower ends is a lot easier for developers now that console hardware architecture is essentially unified and a lot more similar to PC hardware architecture. This benefits all three next-gen platforms, as porting from the PC to consoles and vice-versa is also made much easier. After a "settling in" period of three years or so, developers are going to be able to make games on both consoles and PCs look incredible without impacting performance much.
AFAIK the XBOne will also be using DX12 when it's released in full. Consoles won't hold back high-end gaming PCs this generation, and every generation of consoles that follow will become more and more similar to gaming PCs in their functionality and hardware.