the people most invested in this idea typically have a poor grasp of interactive design, so they miss/deny that the true difficulty of a digital actor isn't capture or animation or shaders or degree of "photorealism" (a problematic term in many respects) it's that it's a deep dark pit of design with few objective best practices, just constraints you must choose & live within, and that takes some of the luster off it as a pure tech problem which is largely what interested them in the first place.