>>58782981>which is damn shockingIt's not though. This is like when people see a polished 30 second commercial and don't understand why a feature film can't look just as polished.
Even if the project had just a third of the budget that SwSh had, nearly all that money went towards polish. Unlike BDSP, which was an 11th hour project, LGPE had 2 years to refine its systems in response to Go, and was an opportunity for GF to experiment with HD development within this very simple and pre-existing frame. You can do a lot of fancy hardware tricks if your game has a fixed perspective. There were no fancy set pieces or vistas like SM or SwSh, and no open world/open areas. But even then, we can look at Link's Awakening as an example of just how taxing those effects can be even when it's a fixed perspective Gameboy remake. In that case, the game chugged because Switch 1 struggled to render its depth of field effect.