Both Xenoblade Chronicles X and Breath of the Wild make technical tradeoffs in order to achieve worlds as massive and detailed as they do.
XCX trades character model quality, collisions, and dynamic shadows.
With Breath of the Wild, the main concession seems to be texture quality.
It's a matter of prioritization. When you're spreading your rendering budget across an enormous open environment, processing time is at a premium, and you can't give every asset the same amount of fidelity that you can in a linear game. You have to pick your battles.
We can't accurately compare the two until we have the final versions of both; stacking a retail build against an E3 build 9 months out from release isn't really a fair fight.







