>>712719079The shadows use a relatively new approach called virtual shadowmaps which are effectively the megatextures of shadows, have 1 large 16k virtual shadow map where shadows are broken up into sections of the screen and resolution is doled out based on their size in screen, it's more costly but alllows for smaller things to cast shadows, you can also use rays to test distance to get variable penumbra creating far more realistic shadows, you will notice that every little thing on him casts a shadow and that's due to VSMs.
Look at any piece of cloth close up and you will notice lots of tiny fibers on it's surface, this creates a very distinct sheen that this game is working to replicate, I forget what this is called but it's becoming more and more common within games
Look at the skin under his nose light doesn't just hit skin and bounce off it penetrates it because skin is partially translucent, the quality of the SSS is existent and much higher quality
Is that even MGSV on the right? I swear the skin and cloth in that game was a lot better
A lot of other changes come down to better tools and more refined shaders overall, like MGSV used Physically based materials but the inputs for lighting and shadows weren't always accurate, and materials themselves were while consistent weren't always perfect either. MGSV would have used reflection probes pre baked into a scene probably using cube maps and dots them around the map, whereas MGSD basically recreates an approximation of the scene using ray marching and then traces rays into that scene, it uses this for reflections as well as the global illumination, it's cheap and error prone but does the job.