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zeldaring said:
Doctor_MG said:

Right now you are complaining about gameplay aspects, not technical aspects. The comment that I originally responded to focused on your opinion of a lack of technical improvements from BotW to TotK. I'm saying there are technical improvements. Regardless of whether you wanted a bigger world or not, that's what TotK has. You cannot judge it's technical performance without considering the size and scope of the world in comparison to it's predecessor. 

That's not even considering the multitude of other technical aspects of the game, particularly the physics, which have been tweaked and expanded upon substantially. In BotW each item had it's own density, and moved based on it's form. In TotK each item still has that, and items can now be combined, so Nintendo had to account for how items might move when combined, what their density will be when combined, etc. Take shield surfing for example. You can easily surf on your shield, but if you combine your shield with, say, a rock you'll instantly fall off of the shield when trying to surf. But if you combine your shield with something that is flat and smooth, you can still shield surf and the surfing will be better or worse based on the traction you might have. That stuff isn't simple, and it takes a lot of playtesting to ensure that you aren't completely breaking the game in some way. 

If you don't like the gameplay, that's fine. But that's a separate discussion from whether TotK is more technically impressive than BotW on Switch. Which it absolutely is. 

Of course  Totk is doing more it coming 6 years later on more powerful hardware just saying it's not impressive after BOTW a game that came out on WiiU which was basically  slightly more powerful then 360. 

It's worth remembering that BOTW on Wii U ran at a much worse framerate than the Switch version and a lower resolution; 648p-720p on Wii U compared to 810-900p on Switch when docked.

That is where the extra power went for the most part. On TOTK they used what headroom they could gain through optimization to implement the extra physics calculations of Ultrahand, better draw distances, and better image quality.