So let's just widen that "Uncanny Valley" into the "Uncanny Vast Expanse of Barren Nothingness" and create the most absolutely highest resolution, super-scenic totally boring and barren of compelling content pile of shit ever made. If I want reality and realism, I wake-up in the morning; I don't pay some game developer $60 to create a fucked-up version of it.
Game developers, please, please, please, stop this hell-bent focus on graphics and start learning how to make an actually interesting game. Any trained monkey can make a highly detailed, pretty picture, but only a true artist and craftsman can actually make something interesting and great, because the artist/craftsman understands that it takes more than just graphics.
I'm not going to deny that great graphics can a good game better, but, it should not be the focus. However, we have long passed the point of the graphics being "good enough" and the focus needs to shift to inventing better ways of constructing the actual GAME aspects of the game, like plot, pacing, puzzle and challenge design, challenge progression, balancing (for competitive games), game-mechanics, control schemes, basic game concept, AI, strategy, appropriate use of multiplayer, appropriate use of social features, and pretty much just about every other long neglected aspect of video game design and construction.
There an especially big gap in understanding how to meld the story of the game with the gameplay, game-mechanics, and pacing of the game in a self-consistent, coherent, and logical manner such the game is able to properly suspend disbelief. Creating realism is not necessary to create suspension of disbelief and, hence, immersion; all that's needed is to create a self-consistent game-world/platform that clearly establishes its rules and abides by them.