The screenshots all seem to feature the area around Olympus base (south of Olympus Mons) which is fairly featureless, and is also not densely covered with HRSC data, so it's really difficult to draw any conclusions from these.
You said you compared with the imagery in the youtube clip, so could you post some screenshots of the areas featured in that clip? (Valles Marineris, Noctis Labyrinthus, or Hebes Chasma are good candidates). You could for example try to recreate
this view.
Before taking the screenshot, could you wait a few minutes without changing the camera angle, just to make sure that the tile loader thread has finished loading the quadtree (in case something on your system is slowing down the tile loading process).
Make sure that the
Tile resolution bias (for inline client) or
Texture bias (for D3D9 client) is at least at a neutral setting, maybe even slightly positive.
If you are using the inline client, you can also enable the "Render statistics" display on the info bar (right click on main menu) to see how many surface tiles are loaded for a scene (I don't think this feature will work for the D3D9 client).
Yes.
Surface elevation box is checked and it is Orbiter 2016. MD5 Checksum matches the files I downloaded.
1. Is there some particular altitude that shows the hires textures?
2. Strangely, my last screen shot shows the same ground only more textured. I don't know what I did to get this.
1. No, but obviously the render resolution does depend on camera distance from the surface.
2. This actually doesn't look like MOC or HRSC at all. It's more like the THEMIS IR data that was used to enhance the contrast in the old Mars textures. Are you sure you are not mixing the two texture sets somehow?