Environment lighting is one major problem with the game, most of the time open areas just look bland (maybe that was the artistic approach)
And as you've probably noticed in that picture geometry tessellation is not used for rocks or walls or objects within the game except for terrain (as seen in the nvidia comparisons), some examples
http://abload.de/img/riseofthetombraider046obnv.png
http://abload.de/img/riseofthetombraider043rlqf.png
http://abload.de/img/riseofthetombraider04euxr8.png
http://abload.de/img/riseofthetombraider04f5l38.png
http://abload.de/img/riseofthetombraider04jpbks.png
http://abload.de/img/riseofthetombraider04wtlba.png
Material shading is also inconsistent, sometimes producing very strange results (as in the DF article). RotTR is definitely a great looking game overall but it's very inconsistent to be considered truly great in my opinion. Battlefront, The Order, Ryse and even Batman AK all manage to deliver stunning visuals at a more consistent pace.
Give this a read when you have time (an example of an engine optimized for Ps3 ported over to Ps4 and how it couldn't actually work efficiently, even if the PS4 is clearly the best performer of the two overall):
http://www.benicourt.com/blender/wp...izing_the_naughty_dog_engine_using_fibers.pdf
It's less about specific programming techniques and more about building custom engines for specific platforms and specific games (like Remedy have done for Quantum Break for example).