...that now it's the actual quality of the models themselves, and even more of character motion, that are going to have to be the next steps in better graphics.
I'm stunned by the lighting and detail, absolutely stunned.
But at the same time, especially when you get into the architectural rooms, everything's far too "perfect". No grime, no crumbling edges, the motion of the ceiling opening is far too smooth, no vibration or catching, etc.
Likewise, the character's ponytail isn't bobbing like real hair at all. Sometimes her movements seem to be anti-gravity and bizarrely robotic. The leather over her shoulder seems to float rather than rest, and twists as if it were made of gelatin rather than stiff cowskin.
Not that these are criticisms at all -- I'm well aware of how hard they are. It's just fascinating to me to see, once rendering is basically "good enough", how the flaws in modeling come to the fore.
And so where are those advances going to come in? Are there going to be procedural-generation advances in creating realistic grime and imperfections and irregularities? Or deep-learning advances for realistic bodily movement? And why is it so damn hard to get clothing to actually fall on the body right, instead of always looking like a stretchy foam skinsuit?