And I believe that Vergil will look like this when the game comes out, and it will get there.
Well, I was mostly talking about the cloak being contributing to the dusty, low-contrast look of the scene. I think the boots, pants, and coat are spot on from what I can tell. However, the man who rendered that graphic you posted used several programs to get to that image, and Devil May Cry 4: Special Edition is clearly still using MT Framework if that teaser was anything to go by.
So, unless they're upgrading everyone's model, it's not going to look quite that good. As far as I know, MT Framework doesn't support physically based rendering or subsurface scattering. Quite honestly, if the existing DMC 4 assets were adapted to a PBR renderer, I'm sure they would look nearly this good already without many more polygons (the models were well optimized). Also, while I don't doubt the hair will look amazing in MT Framework, it will still look comparable to Trish/Lady/Nero/Dante/Kyrie levels of awesome, I think.
So yeah, he's going to look amazing! Just not that amazing. XD
On a separate note, if DMC 4: SE doesn't have as many updates and changes as DmC: DE, I won't be disappointed, because no one ever said it would and I have no reason to expect that it would. They're separate projects, and for me other features are secondary to Vergil being playable and maybe even having some significant portion of new story. An additional playable character with their own story is something DmC: DE cannot boast, and if you look closely at 'all those changes', from a programming perspective they are much more piecemeal and relatively easy compared to adding an entire playable character to a game.
If you can't tell that adding a bunch of modifiers, lock-on, and a survival mode is far easier than creating new content, I'm not surprised that you would value it so little.