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I got the uncanny valley sense from the footage and had to watch it a few times to understand why. As you say, there are still subsystems whose fidelity don't meet the quality bar that the texture and lighting set.

Little things like the player model's hands interacting with an invisible flat surface above the incredibly intricate rock textures.

Yes, nits. With the player model acting as a locus for these uncanny interactions, I wonder if there will be a wave of first person games that can take full advantage of the photorealism.



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