So, very cool, looks great and fluid, I'm not sure how the aiming system works but it's fast and tense. I've been waiting a while for one of these body cam games to release and love how much shakeycam adds to the impression of realism.
However, for those saying this puts other pro developers to shame or sets a new next-gen graphical bar or that there's no reason to criticize because it's the best-looking game ever seen, try to calm down. This isn't a revolutionary work that will upset graphical standards forevermore. I'm not a developer, but with a little tech insight, you can see what the game is working with if you know about what it's doing and what's been done with similar techniques. Most of it doesn't even come down to bleeding-edge UE5 features or "next-gen power", it's more the nice quality of the photogrammetry snaps and well-mixed Quixel assets plus a good mix of first-person effects and nicely detailed animation with sweet IK blending. Reactions from pros, for example, is a lot of, "Oh, nice work, that looks a lot like... huh, I guess nothing comes to mind that's shipped with this stuff, but I've seen this here and there over the years." (Makes you wonder why game developers haven't jumped on the body cam bandwagon if it makes such an impression, right? Condemned 3, where are you!) Whether or not the assets or effects are at/beyond what you've seen before, the overall impression of it in motion is a top-flight experience. People like Cherno here can run through what's special and what's normal about this project so far, and help put it in perspective.
Photogrammetry has been increasingly used in games, going back into the PS4/X1 generation with Star Wars Battlefront, Vanishing of Ethan Carter, and Death Stranding. (I believe P.T. also used photogrammetry, and if we're talking photo-realism combined with body cam motion effects, P.T. is one of those so-real-it's-unreal game projects which gamers still talk about as the best of its gen even though all the individual pieces are outdated or simple if you had to stop and look.)
First thing which came to mind for me when I saw this was Farm 51's work in photogrammetry over the last decade. They never did a body cam viewpoint ultimately and they had to push across a full game into a level of scale that lost the intimate detail (they also didn't get a framerate nearly where Unrecord is demoing at,) but if you're interested in photogrammetry use in games, you may want to check out the two games Farm 51 has shipped, Get Even and Chernobylite. Farm51 also did a great breakdown of photogrammetry usage in game design, with lots of plus/minuses and tips, in the
Farm 51 Photogrammetry Content in Modular Level Design talk at Unreal Fest Europe 2018.
Again, none of this takes away from the achievement or excitement for the Unrecord demo, but do try to keep things in perspective when you're making judgments about what this is and what it says about other games.