>>42130867 All the character models in SwSh are much more complex, both polygon-wise and rig-wise, than anything we had in the 3DS games. Locations do clearly have alot more visual intricacy due to the fact that they have to be made for a HD game instead of a handheld.
Every single element in Sword and Shield took more work than it's equivalents in the 3DS games required. Simply due to the fact that it's a Console game instead of a game made for a 200p resolution handheld. The Pokemon themselves had to have new shadow-maps and lighting maps (as you can tell from the fact that the mods people are doing where they put Let's Go models in the game are clearly not reflecting light in the same way the SwSh models do) too, and that's a thing that while it sounds simple to do, it becomes much less simple when having to be tailored for a growing number of monsters.
SwSh is clearly a janky game that screams "their first true HD 3D Rpg yet", but you can see precisely why the dex cut was a thing that needed to be done. Look at the credits of SwSh and compare to the SM credits, the amont of outside help hired for asset development is much much bigger, because making Console games is just flat out harder in every way.
Like, I invite you to look at the datamine of both SM and SwSh, and you'll see just how much more complex every single character and asset is. Your player character (the most complex model in SM) has 5000-ish triangles in it's polygon model, while the simplest leader model (Raihan) already reaches 11 000-ish, plus has a model with fully rigged wrists, ankles, face and other body parts that were simplified in the 3DS games.