Just wandering around for some reason and found this thread. On my "personal research" which I'll keep the fine detail about how I found these out outside this official forum.

I've found out that SE intentionally limited the size of texture of player character to be very low. Even in recent patch where they have higher detailed texture version, They scale it down when it's used with player character. A good example is mounts, Gabriel A and Ramuh (Eden) were both use the same model when we fight them compare to when they're player's mount. But the texture got scale down by half. The engine itself seems to be able handle the higher resolution texture just fine, But they intentionally keep it low maybe for constant performance over wide variety of supported platform and also for crowded area situation like Limsa, Alliance Raid or Frontline. There're even tested by Digital Foundry released today that "Every" PS version including PS5 never have constant 60 fps on their max setting on each console. We known about PS3 and it's been drop. PS4 Pro on high 1440p setting got as low as 30-50 and rarely hit 60. While PS5 4K also has the same fps range as that. Only constant overall 60 fps you could get from console is PS5 with PS4 game backward compatibility play on 1440p or less. Keep in mind that non of these run at 60 fps in Limsa. So, Character's texture limitation are really matter. At least for consoles that's also SE selling target.