(Also runs on Xbox Series X and PC, before we go too far...)
So, I think it's better to understand the pieces of this demo (which is the purpose, to showcase a number of Unity's different tech studios in one project) and why this demo is actually interesting from a developer's or designer's perspective (and hopefully gamers care too, but it is a tech demo, not a playable game.) There's a great breakdown of the team processes on the blog post.
https://blog.unity.com/technology/n...-in-action-and-the-future-of-weta-digital-for
Ziva Dynamics is probably the most exciting tech here, and the tech that's most relevant immediately to games you have played or will play: they did the ML muscles for the updated Spider-Man next-gen patch, and also were key to simulating the giant in the most recent Hellblade 2 demo. Ziva RT uses machine-learning systems to build moving humans and creatures trained for muscle definition and expression. It's used for full-body characters as well as faces and also clothing. This tech has been used a lot in movies and TV, and now is making its way into game development.
Speedtree, we all know, they're mostly known for trees of course, but they do all kinds of vegetation now. Their vegetation-growing system is in games all the time.
Wētā Digital's Wig is the groom system for hair (which IMO looks really great in realtime here). Wig is still new (AFAIK it's not been used in games until now?) but Weta is known for its movie effects quality, and the hair system is in particular cited in the blog post as "actually the fastest grooming tool that I’ve ever used," which is good for design and hopefully is good for games if it holds up in interactive (or at least realtime cinematic) use.
SyncSketch, that's not so much of interest to us gamers, it's just part of how they made it; this is a collaboration tool which "provides the ability for real-time production reviews and intuitive iteration."
And of course
Unity Engine itself, which is showcased here in its next-gen 2023.1 Tech Stream iteration, with Unity's High Definition Render Pipeline (HDRP) system with their Global Illumination (GI) / Adaptive Probe Volumes (APV) lighting tech.
This is a demo for Unity Engine of course, but its also a look at its larger tech services (as well as tech that's being developed widely across game development and engine production studios, with Unity and Unreal leading the way in showing their work since they have tech to sell.) You already know games which use technology shown in this demo, and they're not even Unity Engine games. Whether it's a Unity Engine product or something else, the tech seen here is part of the ever-developing future.