Where is that exactly? I can't see any example of that, half the biomes in the game look last so last gen it's actually embarrassing. See the post above.
It looks that way because the under shade is entirely done through indirect lighting, as per the tweet. And the lack of normals in that area combined with missing frequency on AO is what causes the flat looking. That clearly isn't direct lighting. And it's clearly not baked indirect lighting, because as cited earlier it's impossible to bake the indirect lighting for 1000 procedural worlds and 100 hand crafted worlds. Unlike all the other GI solutions you've brought up.
But if that isn't obvious enough then here is a DF video covering it:
What I find disparaging is this need to uphold some graphical standard of performance based on last generation techniques and then be upset that next generation titles don't meet that expectation. What I also find disparaging is that you want all titles to look and render the same? Should we not have engines that support different features to have support the various ways we can interact with games? Every game should not be reduced to just shooting, racing, or walking around looking at environment details.
Is this not a thread to discuss the _technology_ behind these engines, and how they work? Instead, in this thread, and many others, no discussion on pros and cons, no discussion on how this technology stack supports different gameplay experiences - absolutely no interest in the discussion of how well they were able to scale a solution all the way down to Series S. All I'm reading from the same group of individuals is some very select cherry picking a handful of environments that makes up less than 1% of the total time played or is available to see is not aesthetically pleasing. It's sad really.
The game is far from perfect, and no on disagrees that performance could be better (and ideally IHVs release new drivers to further improve on this) but the level of gas lighting of recent releases with modern rendering techniques (Real time GI, AO, and lighting) by the same people has hit new levels on this forum. Ray Tracing went through this exact same trend, when people couldn't see the 'difference', it wasn't worth the performance trade off. Now it's gospel. Well, there's no difference here for me, whether it's software or hardware based, this is where we are headed - away from baked.
This the cost, and even if it doesn't look like it, those calculations still need to take place; please get over it.