>>37430353>Now compare Sun & Moon in Citra in HDSure, bro. No matter how far you move the goalpost, it's not gonna help your case here. Sun/Moon on the top running at native 1080p via Citra. Pokemon Let's Go Eevee in portable mode running at native 720p.
Should I spell out the differences in graphical complexity or are you capable of understanding it for yourself? I'll list just a few of the most major ones just in case:
- Top has extremely low detail textures. This applies to the character models of both the player character and Greninja, as well as the tall grass and clouds in the background. Just look at how goddamn pixelated the assets are despite being rendered natively at a higher resolution than LGPE.
- The absence of proper Ambient Occlusion on the top leaves the models looking stark as fuck. Look at how much extra depth and shading there is on the bottom, in particular around the contours of Charizard's body, the player character's model, in addition to the lushly shaded foliage in the background.
- Top uses flat billboards for many of the background assets: tall grass, rocks, clouds, trees, etc. In other words, they are 2-dimensional sprites, not geometrically rendered like in Let's Go. This is not to say that LGPE never uses any 2D background assets, but when they are used it is in extreme moderation as opposed to the absurdly liberal use exhibited in Sun and Moon, as well as all the other 3DS titles, for that matter.
- Geometric complexity of the character models is much lower on the top compared to the bottom. When the number of polygons within a 3-dimensional model increases, the result is smoother, more rounded shapes. For a good example, compare the blocky construction of Greninja's model to the more organic, rounded out shapes composing that of Charizard's.
- Hitting the character limit so I'll just list the last two I wanted to touch on:
>lighting system is superior >inclusion of depth of field