- the screen space reflections are broken in the left-hand 10% or so of the screen
- early in the clip there is some weird z-buffer error where reflections from the boat’s roof are showing in front of the car windows
- although the water surface has reflections that make it appear not to be flat, its geometry cuts off along the side of the boat in a pure straight line
- there are tearing artifacts a couple of times where we are seeing the top of one frame and the bottom of another (may be a screen recording artifact rather than a rendering one though)
I don’t think these are merely being ‘nit picky’ - these are clear ways in which the render is a long way short of ‘realistic’.
As I say, great modeling and texturing with environmental PBR clearly does a lot of work convincing a viewer a place is ‘real’. But it seems a bit sad to present that in an engine which has such glaring flaws and ignore them. Other engines exist that do this better.
I just watched it again on a bigger screen, and I didn't really notice any of the details you mentioned. It's clear it's a render from the slightly artificial look many things have, which is especially the case for people. But the city scene in general looks absolutely fantastic. If you know games that look more real than this, I'd love to know which.
The only thing that makes it immediately obvious that this is from a game, is the clunky movements from the people. They should really start putting some effort into that.