//in no particular order.
If you want photographic quality from the first image, you’d need to use photographic skybox of the real sky. But, It won’t be realtime.
If you want realtime sky, then you can’t use THOSE cutout trees, because they won’t react to the changes of the sky properly.
It is possible that there’s some experimental way to work around that, but in that case you’d waste your time experimenting and t hat’s the time you could’ve spent publishing your game.
You COULD add transparent trees on top of whatever you’re using for skybox shader, by hacking the shader.
In your scenario the picture does not look good, because background trees are blurry, and t hey’re blurry because they’re using low resolution textures. You could improve the situation by using higher resolution individual trees, and then pasting them around the area, BUT that will increase overdraw.
In my opinion what you could try to aim for is Richard Burns Rally quality of trees.
They used cutout trees without alpha blending, but the trees were photographic and they plastered a ton of t hem.
However, richard burns rally did not have dynamic sky system.
So maybe try to guess average sky color (based on sky parameters) and tint the trees with it.
Regarding realtime sky, that depends on what you’re trying to achieve. You could take a look at morrowind sky, for example, back in the day it was quite impressive.
P.S. If I rememebr correctly it is possible to use video stream for skybox.