I just speak about your example, they don't use SSR and probably use RTGI too.
Yeah, i don't wanna argue either.
I use SSAO or noise artifacts only as a hint towards a probe based approach vs. a pixel based approach.
The stability but abrupt changes of Outlaws seems the former, while Avatar more looks like the latter. Time will tell.
Just to be clear about, i assume it's raytraced no matter what. I don't say RT is useless, but i do say a huge 4090 should not be needed to achieve those visuals, and it should not be needed for gaming in general.
And i assume any sane developer thinks the same, because we won't get such power for affordable prices anytime soon.
Thus i also assume they do only show visuals which (at least) feel doable on consoles too to them, within some margin of 'downgrade'. At least i hope so.
I think the animations are the big problem. Everything is super detailed while the animations and physics on the other hand are very stiff and stick out like a sore thumb in contrast to the realistic visuals. Thats why the gameplay segments look very bland and uninteresting.
Exactly what i think too.
I wish i could finish my work on lighting and geometry quickly, so i could continue research on robotic ragdolls more seriously.
If that's not the next big thing in gaming, then i don't know what else could help us.
Ubisoft does a lot of related research. They always get a lot of rant about their repetitive formula, but i believe in them. France often was a source of innovative killer games, so who knows...
Personally i have a phase of being bored from games every ten years, if i look back. And right now it's really bad.
That's usually the time before suddenly some killer game comes up, building up motivation and inspiration again.
The ship feels like sinking, but i expect the rise of a new one to fill the gap. And likely it's more than just being bigger and more of the same old things.