Attechnical analysis also from Digital Foundry Sword and shield Pokémon, visible in the video below and obviously with results that do not fully convince the celebrity column, which some malfunction too much in the new Nintendo Switch game.
Pokémon Sword and Shield is built on an evolved version of it the engine used in Pokémon Let & # 39; s Go Pikachu and Eevee, which allows for the construction of larger environments and a more specific structure of urban neighborhoods, closer to the Sun and the Moon than Let's Go.The video is sizedwild area and remarkable vegetation density, with a good bloom sample.
The use of a fixed frame helps in the game's performance and the shadows are improved compared to the Sun and Moon, present in full form even during combat. Speaking of celebrities decreasing ofalso Digital casting points out that about 400 Pokémon, Z-strokes, Mega and various other Internet options have been removed to improve overall quality.
However, settings though they have a good standard, they are mostly static and have a huge repetition of decorations and rooms, with low quality general textures that can be seen in closer shots. The dynamic shadow system is superb, but involves a bit of flicker, while a big problem is presented with pop-ups, which is very obvious.
According to Digital Foundry, human models are the best seen so far in the series, but Pokémon have not been so refined. Lighting and interactive materials have greatly improved with the Nintendo 3DS, but not enough to justify the sharp decline in Pokémon made. Overall, Pokémon Sword and Shield is far from the results obtained with Legend of Zelda: Breath of the Wild and Xenoblade 2 on the same console.
on resolution with the Nintendo Switch in the Dock it is fixed 1080p indoors and becomes dynamic, dropping to 864p outside, while in portable mode it goes to 720p dynamic with minimum peaks of 576p. No anti-relief system has been detected and in principle the frame rate is stable at 30 frames per second.