The pipeline is actually quite straightforward! Textures are indeed point filtered, and indeed in most circumstances only diffuse maps are used, as well as emission maps when needed. There are some exceptions, such as using reflection maps for reflections or normal maps for distortion effects such as water, but generally speaking, on a texture side of things it's a very streamlined setup.
There's of course plenty more to the entire stack, in particular on the post processing side of things - which also helps a lot with material definition and overall immersion!