What you're seeing here is my own weed/gravel/uncut grass/lawn etc textures applied with some of my own structures and Marc's Scaleroads and Rural Landscapes vegetation as well as RSDL Foliage pack.
In this pic I zoomed in on the gravel which wasn't meant for roadside gravel but it could be. From my perspective as a developer the one thing I can't tell when I'm processing a texture like this is just how well specifics within the texture will match up proportionally with my scaled objects in the sim. So in this case this gravel does okay but I may resize it to be smaller. There's a trade-off here as the smaller the specifics in the textures become, you lose that detail as you move farther away from the gravel. I would also like to note that this gravel texture is the standard tiling texture spoken of previously.
There's nothing special in this shot except as an overview with my gravel being placed everywhere but where its suppose to be. I have textures setaside for doing roadside/ballast that I haven't processed yet.
Let's talk optimization. Using the default terrain textures was pretty frustrating in one important aspect. Theres so much versatility in RS/RW its incredible. What the default didn't include was a flora/non flora version of each texture where flora was included. By creating my own terrain textures now I have flora/non-flora versions of the same texture so I can appropriately apply textures with flora where its most needed. In this picture I'm using a lawn texture with flora. This is the more complicated terrain texture at work.
Looking at the dirt road and the dirt texture around it, that's not dirt, that's my riverbed texture. I needed to give it a look so I put some around the dirt road. I think it works good for dirt as well but I have a dirt texture I also plan on using in the next pic.