re: new pokemon® product
My second observation is that the terrain geometry is all surprisingly low poly, with ugly stretched texturemapping that, once again, just like SwSh, looks like it came out of the PS2 era and got some normal maps thrown on it. There's no vertex painting to even try to blend intersections between rocks and sand.
Everything looks better than SwSh but still does not look like a game that will invariably be a best seller should.
re: new pokemon® product
@shaderphantom doesn't it not even have a release date? a lot could happen until then
re: new pokemon® product
@shaderphantom okay, I hadn't actually seen the trailer, that is some seriously botched color grading
re: new pokemon® product
@shaderphantom one thing that a lot of people have noticed with Switch games lately is that ports, at least, have ditched their anisotropic filtering. I don't know if this is a limitation of the graphics processing on the Switch or is just to save room. whatever it is, the same pressure might be at work here, yeah?
re: new pokemon® product
@yaodema anisotropic filtering has no added storage cost, but it still is relevant for gpu bandwidth on the switch I think
re: new pokemon® product
It's 2020. Realistic lighting is not really hard to design, nor is it technically difficult anymore. Environment artist have much more tools at their disposal to make nice looking terrain than just modeling software and seamless repeating textures. Is the industry regressing? What is going on?