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CGI-Quality said:

The issue you take with the paintings and carpet is the lacking of ambient occlusion. This isn't in addition to, this is the issue in a nutshell. I can go back through those same scenes and brute force AO and get far better results, but I'd like to play through it on its own merits first. AO is also taxing in some instances, and while my system can power through it easy, I'd rather not sacrifice even a tad of performance just for the sake of better occlusion around objects. The game looks plenty great already!

It's actually a testament to how good it looks that we're even nitpicking those paintings. On top of that, because it is a small team that produced those visuals, they are magnified in their excellence. So, the few gripes one can throw at it are acceptable, as visuals are headed in the right direction.  

Another look at the same hallway produces better results because this type of game has better light bounce than games of the past and in stills often leave out subtle intricacies that bring the image to life! So, moving around helps lights and shadows in ways that previous gen's pre-baked solutions lacked.

Ah, my misunderstanding of AO in that case. I always thought that only did 'stuff' to corners :) Yep that pic looks much more balanced. (now the open door stands out, can't win haha)

Yet those Nanite shots, wow! That's a whole different ball park from photo grammetry in FS2020 (which is mighty impressive as well, from 800ft distance) Might I ask how much RAM that consumes. Photogrammetry data in FS2020 is very memory intensive. Depending on the draw distance of course, yet to have a clear 4K scene stretching into the distance you're looking at over 20GB commited system ram.

Here's me going in my head whether Death Stranding or Forbidden West has the best looking open world environments, then Nanite shows up :)