I'm not sure how the quality of surfaces can be better improved at this point, though I think a few ways could work. Here's a comparative image between Nexuiz, UT and the new Xreal regarding texture quality.

From my understanding there could technically be 3 ways to improve texture quality:
1 - Replacing all textures with higher quality textures, most of at least 512x512. That would be a ton of work and would cause big file sizes and loading times however... I don't know why I even thought of this

2 - Implementing detail textures in Darkplaces, the easiest, most performant and highest quality way imo. My vote is totally on this

3 - Implementing some other filter in Darkplaces which can make textures look sharper one way or another, though this probably wouldn't solve seeing textures blurred when looking from way up close like detail textures would. A possible technology could be mipmapping of textures.
I think it would be wonderful if detail textures could be implemented and their scaling, distance and depth adjustable from cvars. All that the engine needs to know is how to blend a grayscale image over a texture on a single surface, and of course shaders to be defined for each texture owning a detail. This is a close up example of what a big impact detail textures have in UT2004.

I'd like to hear more opinions and thoughts on this. If everyone agrees with detail textures I can try to photoshop a few and make some shaders, if someone could add this type of texture rendering into the engine (not sure if a shader can already do that, DP knows to blend a grayscale image but not to render two separately mapped textures over the same surface afaik).