I was going to say that the overlaps between one lock of hair to another, between hair and background/hair and skin, and the edges of lips and teeth looked a little poorly keyed, like the objects had high resolution textures but the surface map/motion rig was low-poly...which would be annoying but probably easy enough to ignore in an indie film.
But live? On a single (hard to get) consumer GPU? That's seriously impressive. It makes me wonder how much of this is hand-tuned rigging and how much is physics based; if you tried to shake hands with this digital human using a game controller or VR rig, how would that look?
Wait till you see Unreal's Matrix demo running live on a PS5 (even with interactive parts) instead of just some hand-crafted marketing material from Unity on YouTube yet again.
Yes, and did you actually take a look into that? I made the point in another comment: What they provide is either cherry picked assets, doesn't even work properly until you do quite a lot of plumbing or it shows how much is actually "hand crafted" and not using engine specific things. For example you import a captured model and animation that is basically just keyframed vertices, while they claim how cool and procedural their animation toolchain is ... That's not how this works. Unreal does this kind of specific customization for demos, too ... but on a much lower scale. Unity demos barely show actual engine features but are just made to impress the general layperson.