http://www.eurogamer.net/articles/digitalfoundry-2015-hands-on-with-rise-of-the-tomb-raider
much more at the link, please read the entire article.
The real standout point is her expressional range, with her eyes gazing realistically into the distance with a nice parallax effect helping to provide real depth. As the wind blows across the valley, we also see updated version of TressFX that deftly handles her hair as it whips around behind her. Even her mountaineering tools bounce around realistically as she runs - an effect first seen in Tomb Raider Definitive Edition.
Stepping back a moment and looking at the broader picture, image quality is based on a full 1080p presentation - something confirmed by game director Brian Horton for the E3 demo at least - but there are some points that compromise the quality of the overall presentation.
Throughout the latest demo, there are visible edges that appear lower in resolution than the rest of the image. These manifest in the form of thick, pixelated edges along a wide variety of surfaces, such as crates and cement structures. It doesn't seem as if the resolution is actually reduced, as single pixel-width edges remain visible throughout the image, but the issue is puzzling nonetheless. Perhaps a post-processing artefact of some sort?
Also, while we aren't able to include cut-scene footage in our analysis, it should be noted that these sequences give the appearance of operating at a resolution lower than 1080p - not unlike the Xbox One version of Tomb Raider Definitive Edition.
A relatively low level of anisotropic filtering is used, leaving many surfaces looking rather blurry at normal gameplay angles. This issue manifests primarily when exploring building interiors with lots of flat surfaces. Regular readers will know that this seems to be a really common issue on a great many current-gen titles and certainly isn't restricted to Rise of the Tomb Raider, or indeed Xbox One.
This is combined with a sub-optimal post-process anti-aliasing solution that produces plenty of shimmering and sub-pixel break-up. The frozen wilderness is a challenging scenario here, thanks in part to the simulation of ice frozen on tree branches that shimmers throughout the demo. More positively, we really like the implementation of motion blur used in Rise of the Tomb Raider.
On the other hand, ambient occlusion and shadows are handled extremely well in the new game. An in-house SSAO implementation, called broad temporal ambient obscurance provides quality on par or better than HBAO with a lower performance cost. Shadow quality is also excellent throughout without any noticeable artefacts detracting from the presentation. Rise of the Tomb Raider also makes use asynchronous compute to produce some impressive volumetric effects.
As far as frame-rate is concerned, this is an area where there is still work to do. Crystal Dynamics is targeting 30 frames per second with Rise of the Tomb Raider, and while overall performance is pretty close to the target, there are areas where frame-rate dips beneath, revealing tearing via an adaptive v-sync solution. When render times slip over budget, we see torn frames introduced along the upper portion of the image.
much more at the link, please read the entire article.