There is a difference. It is not a game. It is a cinematic non-interactive scene. All resources were put there. It is almost like directing a movie but in real time. The aim was to show as much detail ass possible to demonstrate the engine's capabilities in an ideal scenario. Also the human character was most likely scanned for accuracy. If it was sculpted, I doubt companies making a game with tight budgets and deadlines would expect every artist to realistically and painstakingly manually sculpt and recreate every imaginable detail on every asset.I thought much the same with TLOU2 - but now TLOU1:RM has upped the ante again, especially with Ellie and the subsurface scattering (?) on her skin giving it a far more realistic reaction to light whereas with TLOU2 looks 'flat' now by comparison.
The Unity Enemies demo shows though there's still room to improve.
TLOU exhibit elements were the characters and the other assets were manually sculpted by an artist.
Remember the PS4's Dark Sorcerer tech demo? That also looked too real. We barely got games looking like that. And that was a generation before.
That looks better than the Dark Souls Remake on PS5.
When Quantum Dream made their actual game characters looked like this:
I am sure Naughty Dog could pull off these graphics too for a tech demo. I mean...this is how Drake's model looks in ideal lighting conditions with all the artist's detail retained. Once he becomes a game character in a game environment where a shitload of other things are going on he looks detailed but not that detailed:
More on artstation:
In the game he looks like this:
Still looks amazing but he starts looking gamey