i do also agree with the lighting causing a ton of issues. temporarily setting aside genuine shape changes for things like eyes, noses or lips for some, the fact older areas and (seemingly) portraits do Not have the updated lighting just creates a ton of unflattering lighting like we saw in the first benchmark. that 'triangle' highlight on the face causing the cheeks to look horribly sunk in is the greatest offender alongside the oddly prominent highlighting of the under-eye.
as i've said in previous posts i just think going for a more 'realistic' inspired shader on a more stylized game will create issues like this. real life shadows are not always flattering on real people, but i think when people play a game they usually want the characters to be lit in a way closer to a movie. while the nature of real-time calculated shadows is that you cannot and will not be able to account for every single lighting scenario, it just feels like there wasn't even an effort to do so? i don't care about the technical side of how hard my computer has to work to show me it, just put some thought into how it looks. insert pretentious comment about my personal preference being games that are technically 'worse' but heavily stylized to 'make up' for it
i have got to stop rambleposting but that's my onion