Buck do you mean if the imagery contains houses you should be putting houses on top of it, or maybe texture over it like grass or something? Because placing houses all around the map is gonna do nothing but slow it down. I'm saying this also because scottsdale has so many periphary houses that it would be madness to fill them all with 3d objects, i certainly wont be doing it.
I mean that texturing should be used that isn't just laying down a low resolution sat image.
I really think, unless you can get a hold of the best of the best quality sat images ($$$), they should just be used to guide texture/foilage/buidling placement during design and construction and not actually be "part of the final design".
They're likely quite suitable for distance imagery however - if the coloring is correct/fixed.
People do this all the time in Flight Sim scenery creation and the "area" around an airport ends up being Ortho imagery that's just laid down. It's more acceptable in that context because you're seeing the low quality imagery from so far away (thousands of virtual feet of elevation) most of the time (save for landing/pattern ops).
In a golf game it sticks out like a sore thumb because the camera is always so close to it.