You seriously need to get devs to add support for gloss mapping ( simple specular highlight masked with texture ), it's cheap, and it'd fix metal surfaces looking dull on those screens. I'm just not sure if D3D allows to increase specular component on mapped surfaces, as OGL does, because without it, specular part of light is barelly visible.
EDIT: Agreed with guy bellow, just need to make some LOD so that there'd be something available for those without enough horsepower.