see TLoU ingame models in different lighting conditions below:
It's funny you bring up Last of Us because many people claimed the
Last Of Us announcement trailer was running in real time. We now know it was a prerendered render using the engine. The scene never appeared in the game. Naughty Dog used the same language in the Uncharted 3 e3 teaser as the Last Of Us reveal trailer. Why would it suddenly mean something different?
The models in realtime and the cinematics in Last Of Us Remastered were exactly the same, the lighting was not. The cinemas had to be rendered to a file and played back because the lighting was too complex to compute in realtime even for the Ps4.
The realtime models in Last Of Us Remastered are amazing (especially when viewed at distance), but sport lower quality shadow maps and lower quality shaders than the cinemas. For instance, look at the low-res step shadow on Ellie's neck.
Here is Ellie in real time on the Ps4 and a "capture" directly from a Ps3. The shaders and lighting is so much higher quality on the PS3 capture. Just look at the way the light envelops the model on the right.
This is very apparent while looking at the hair and the way that light enters through the skin illuminating it. Light doesn't appear to be going through the hair on the the realtime pic. In the cinema, look at the way that light enters through the ears, revealing the fleshy part of the ear.
The 60 fps E3 Uncharted teaser never dropped a frame while supporting superior lighting, unbelievable anti-aliasing, ridiculously high resolution shadow maps, and image quality. The gameplay footage dropped to 29 fps during a realtime cutscene.
That said, none of this maters. The game is going to look great. Perhaps Naughty Dog has a way of scaling the lighting depending on the scene.