Even Amnesics Dream of Tetris | Science | AAAS
This was mentioned in the Tetris Effect Announce Trailer.
I really loved how The Witness explored a similar concept. After finishing the game, you just couldn't help but see examples of the puzzles out in the real world.
Kinda cool that it's not a memory that's causing it. That could be really scary for a person like that. All of a sudden they'd start seeing shapes and not understand why.
Not so much the sub surface scattering, but the scattering in general. Not just skinning. Since they did "anything" as they put it, for materials. If they brought the rest of their materials up to stuff (ala The Order), then you're going to see a huge jump, even if you don't touch the textures or geometry on the models. When I'm talking about the voxel cone rendering, I noticed a peculiar way of shading in demos. Plus the quality of the light itself. Ucharted 4's lighting looks amazing WTFBBQ good but it still looks like Uncahrted 3's lighting, but on steroids. That image you posted illustrates that. There's this "warmness" in the way light fills an area. The Last of Us kind 2 kind of loses that, but replaces it with something truly next gen. Like to me, Uncharted 4 looks like what they'd be able to do on their PS3 render farm. The Last of Us 2 looks "next gen". In my opinion anyways.
Uncharted 4 had new shaders and even used some techniques from The Order. I wouldn't argue that Uncharted 4 looked better than The Order, but I am saying that it's wrong to lump Uncharted 4 in with Uncharted 2/3 and say they only did minor upgrades to their shaders (and it's wrong to say that that is the reason that Uncharted 4 has a more artistic look than TLOU2). The anything they talked about in your slides was because this was back before most games even attempted to simulate any of these extra effects. For Uncharted 4 they switched to a PBR approach and had to use newer techniques.
Yeah proper indirect lighting can really make a scene shine. Like in the screenshot of Drake the blue filing cabinet should be pushing a blue tint into that area and the scene would have Drake's face feel less flat since it'd be getting different lighting compared to the wall behind him. Also you'd get much better looking ambient occlusion.
TLOU2 looks to have a standard lighting system though, as shown most clearly in this screenshot. The fire on the left has been simplified to a point light a few feet off the ground. It's giving off relatively crisp shadows and made a bright specular spot on the concrete wall.