>>41156865>since the 3DS could barely fucking handle double battles.It can handle double battles just fine, the problem is that GameFreak are immortal retards and didn't bother doing any LODs (level of detail, in other words, similar wireframes with reduced polygon count) for any of the full quality models.
The only time the full quality wireframe should've been used is during pokemon amie, when you're zoomed in on both screens on the one pokemon you're interacting with. Even in battles the LOD should be reduced, and the 3DS hardware would be able to handle the battles just fine locked at 60fps, even during the totem battle sluggishness in USUM. Again, the problem is they never implemented any LODs or code to load lower quality LODs on demand according to framerate or view-distance.
>But wait doesn't that mean they'd have to code like 6 models per pokemon!?No. 3D modeling software has tools to expand or reduce tri/poly count by math, it's not dissimilar to resizing an image in Photoshop, it's just an option under a menu.
Animation/Bone rigging is preserved, and the same texture(s) (or even lower LoD textures) can be used on the model, with possibly only minor tweaks needed for finer details that may get messed up when reducing tri/poly count too much. (Ex: take Suicune's ribbon like tail, if you drop the tri count enough, you could end up with ribbons that instead are represented with too few tri's and it'd appear somewhat blocky/"N64"y. So you may need to go back and undo that and reduce the tri count separately for the tail as opposed to the body.
We're talking REALLY FUCKING BASIC shit done since forever on 3D games after the N64 era or so, like with Half Life 1.