Yep, and it kinda shows the difference between using an established engine vs making your own. The gen 4 remakes (Using Unity) run smoothly and look great as well. Freedom for artists, and they can easily hire new people as well since Unity is an industry standard.
Meanwhile, the recent mainline Pokémon games roll on their own engine. And guess what? Those games look and perform like shit. It's as if someone screwed up something while making the renderer and since they had no way to profile what's wrong, they'd end up making some crappy optimizations to compensate for it. Popping objects everywhere, low quality textures/shadows/LODs, low framerate on non-so-distant animations, etc. Chances are they use the same 10 shaders at best, since they can't easily make their own (No shadergraph for artists, and probably hard to justify new shaders since they must be native and they would decrease performance since for a high amount of shaders you'd have to code a strong shader warmup/compilation system first)
And no, this isn't because it's an open world game. All problems seems to be due to the engine. And somehow all of this usually happens on modern AAA console games as well, when they have to make a PC port.
Yep, and it kinda shows the difference between using an established engine vs making your own. The gen 4 remakes (Using Unity) run smoothly and look great as well. Freedom for artists, and they can easily hire new people as well since Unity is an industry standard.
Meanwhile, the recent mainline Pokémon games roll on their own engine. And guess what? Those games look and perform like shit. It's as if someone screwed up something while making the renderer and since they had no way to profile what's wrong, they'd end up making some crappy optimizations to compensate for it. Popping objects everywhere, low quality textures/shadows/LODs, low framerate on non-so-distant animations, etc. Chances are they use the same 10 shaders at best, since they can't easily make their own (No shadergraph for artists, and probably hard to justify new shaders since they must be native and they would decrease performance since for a high amount of shaders you'd have to code a strong shader warmup/compilation system first)
And no, this isn't because it's an open world game. All problems seems to be due to the engine. And somehow all of this usually happens on modern AAA console games as well, when they have to make a PC port.