Maybe ray-traced shadows? Don't see how ray-traced GI would benefit that much from this given the lack of dynamic tod and already really good baked lighting. I did spot a few instances where the shadows could use some serious work. Maybe reflections too.
I hope no RT personally in the already released TLOU games.
You're right about GI, and I'd go even further saying absolutely no GI as it's extremely likely it would only mess with the game. Also and especially because they already use extensively dynamic GI as well with its flashlight. No need whatsoever.
RT shadows, maybe not entirely useless, but not exactly necessary either. Part I Remake surprisingly uses PCSS shadows already and they look perfect close to the entire time.
And Part II still improves on the PS4 version shadows when needed, to the point I don't recall a single instance where I felt better ones were needed.
Reflections.. same story, no doubt they could empirically improve, but they put so much effort in their perfectly fine solution it would be a colossal waste of time for marginal difference.. I mean (PS4 Pro footage):
Whole different story for Uncharted 4. I would kill to get RT shadows in many Chapters of Uncharted 4, and to see them on PC as well.
The fact the
Legacy of Thieves releases didn't bother to use tech that was
already in the game in many Chapters and simply port it to those areas who couldn't afford it on PS4 is legit infuriating.
Most Chapters including open map ones have volumetric shadows on water, they look
insane to this day. In Chapter 17, shadows on the river are straight out of a PS3 game still on PS5 and PC. Absolutely ridiculous.
Real-time GI would still benefit this game, as in-game characters lighting never matches the scene.
In the cutscenes, the character models were manually lit, so they look great, but not in gameplay. Try looking at some NPCs during gameplay. The lighting looks flat.
This is true technically, for some portions of the game at least, however I'm not sure a totally realistic, non manually adjusted character lighting would be necessarily an improvement, as I feel there's a chance it could compromise a little, from a merely artistic point of view, the game at times. ND used hero lighting effectively in many instances.
Also, not sure it's fair saying it never matches the scene.
But I get maybe you're referring to instances like these:
Which I still find very pleasant to look at to be honest. RT GI isn't exactly perfect, for the time being, in vast majority of games using it. We still need way more rays imo.