xyz All them gigs of vram yet you're using monotonously repeating textures without any visual variation like it's freaking 1996.
it does look like a 2003 VR game that they play in doctor house or the x-files. it's the flat high quality assets.
but this is an early version and he could add some PBR textures later, or better models.
I haven't tried the demo, but here are some hints:
if your target platform can handle it, add SSS (subsurface scattering) to the model (for organic materials), it look so much better with it.
the makehuman hair is low quality, try to replace it with one of your own. one with different strands and a normal map.
makehuman assets waste a lot of geometry and have very tiny parts, removing them in blender is a good idea, or baking the textures into a lower poly model. this however will add more work.
combining dithering with upscaling is an alternative to alpha transparency.
use bigger, higher quality textures. textures that cover a bigger area instead of a single tiny repeating texture. you can find free CC0 PBR materials in ambientCG. polyhaven also has some good ones but are smaller.
add an HDR sky, or any sky at all. it will improve the ambient lighting.
reduce sky contribution and add some form of GI, like voxelGI or enabling hdfgi.
add volumetric fog, even if faint. it will add atmosphere to the scene.
set a physical camera, this will give you a dynamic form of DOF.
use linear or ACES color.
look for the physical values of the materials and set the roughness to something other than 1, or use PBR materials.
enable SSAO.