Honestly, I think the screenshots you chose just prove my point. =/
Looking at
the first one, the yellow glow around the sun looks more like a post-processing bloom effect than a Global Illumination effect (probably because W3 doesn't really have real-time GI) -- it looks to be applied evenly as a gradient around the sun without regard to what it's affecting. When compared to the way the lighting is handled in
this FFXV screenshot, the difference is immediately apparent -- the pink lighting on the distant mountains is clearly applied based on proximity rather than as a gradient.
Furthermore, even beyond the bloom effect, the way the fiery lighting reflects off of different parts of the W3 image can vary greatly. Geralt's hair and shoulder, for instance, appear to be reflecting
white light, as do some of the lighter-colored background elements (like the white birch trees). The bluish fog, in contrast, doesn't reflect the yellow light at all, and there's something weird going on with the edges of the bushes that make their appearance inconsistent with the grass on the ground.
FFXV, in contrast,
applies its lighting much more consistently, even on objects that are indirectly lit. That's got nothing to do with HDR (which can't actually be shown in screenshots on most people's monitors), but rather
PBR. FFXV's implementation of Physically-Based Rendering is one of the best thanks to its use of photogrammetry, which is why it's able to show near-photoreal food and why it looks so close to VisualWorks' style when shrunk down.
(W3 uses PBR, too, but it's kind of inconsistently applied. It looks really good on leather and metal, but it doesn't work as well on stone or living things.)
Well, remember, Leide is mostly desert. Duscae is a more appropriate comparison, since the vegetation density is much, much higher -- I just don't have access to proper screenshots at the moment.
And I wasn't saying that using AO tech is automatically better. My point was that the lack of AO in W3 makes the foliage that is there look faker. AO differentiates the colors of individual grass blades and makes them pop more -- just look at
Episode Duscae vs.
a more recent build of Duscae, and you'll see how the grass changes from a bunch of indistinct green to properly-shaded tufts of grass. (Actually, looking at the newer screenshot, I think they added a specular component, too, which increases the effect even further. W3 doesn't have that, either.)
*shrugs* This is probably just a matter of preference. The amount of pixelation I've seen in release build cutscenes is nowhere near high enough for me to prefer last-gen hair geometry.
How in the world is it biased to give poly counts sourced from the creators of each game? o_0; The W3 infographic was CDPR boasting about the improvements they made to their game. The FFXV image was Squenix BD2 boasting about their high-quality character models. Any bias I might or might not have could not possibly have influenced either of those things.
But, seriously, character modeling is Squenix's wheelhouse. FFXV's main character models are absurdly detailed -- the studs on Noct's shoulder clip things are individually modeled. There's nothing strange about Squenix having a big advantage in character modeling over everyone who isn't a big first-party spectacle shooter (e.g. Uncharted, The Order 1886, Quantic Break) dev.
What, visual spectacle
isn't a big part of overall visuals? Getting carried into the sky is a lot more striking than standing on the ground shooting a crossbow even if there are a few more tufts of grass showing during the latter.
Besides, W3 and FFXV are attempting different things with their environments. W3 uses a lot of larger plants to create the illusion of greater coverage without increasing the technical requirements, while FFXV's Duscae has mostly shorter grass (which is harder to fill out). FFXV's use of wildlife is a bit different, too, since it's more interested in being able to throw tons of megafauna at you simultaneously than it is in having a lot of background critters with no gameplay purpose. It's also got non-wildlife to be concerned with, especially since the fight takes place next to a road, and while I didn't see a car drive by in the clip I linked, I've seen cars drive by during footage from other hunts, so I'm pretty sure they can do that at random. (Note that the the quality of vehicles in FFXV is such that I'd be shocked if a single car wasn't more taxing than a couple dozen far-off birds.) I also wouldn't be surprised if the Griffin hunt could be interrupted by a Niff carrier or some Daemons if the fight dragged on into the night.
It's also worth pointing out that -- while I seem to have lost the link for the version of the Griffin fight where Noct uses crafted fire magic -- FFXV appears to have more environmental interaction, since Geralt's fire magic doesn't affect the foliage at all.
Games don't need to be made using magic to have significant advantages over their competitors. Trade offs are always going to be necessary, but it's possible for a trade off to be along the lines of man-hours-for-quality or equipment-cost-for-quality rather than quality-of-X-for-quality-of-Y. Naughty Dog, for instance, is able to do what they do largely because they develop for a single spec and can take full advantage of quirks of the PS4 that multiplat devs might not have time to take advantage of.
Squenix, from what I can tell, had a number of costs that CDPR didn't. Squenix has a ton of CG R&D costs unlike CDPR, but that allowed them to roll R&D done by VisualWorks into making a game that can mimic VisualWorks' style (at the expense of the number of VisualWorks-made cutscenes in the game and in Kingsglaive). Squenix had nearly as many people working on FFXV as CDPR had in its entire company, and they paid internationally-competitive salaries to draw in US and Western European developers instead of relying on local talent at Polish prices like CDPR. Squenix also sacrificed most of their cinematics in favor of party banter and limited animation NPC interactions in favor of better combat animation, which seems to have been a top priority for them.
Under those circumstances, it's only natural that their combat animation would be in a completely different league, really.