I was making an example, DOOM Eternal reaches a better compromise than DOOM and Wolfenstein, still that was not the point of the example.
They have the (bigger) budget, higher target price, the technical chops, and more people on it too, but they still pushed for a target that prioritised visual parity with much more powerful HW and what they cut was IMHO more core to the experience than what the tiny Raw Thrills studio did: DOOM cut framerate to unstable 30 FPS from a game designed to be played at 60 FPS and the resolution cut is severe too (being able to navigate the environment and targeting enemies also being affected).
We’re you to give this game an additional year or two of development and more artists, developers, and testers they could reach a higher target, but so what? You cannot blame it on Raw Thrills, more on gamers who would have not wanted to pay $49-59 for it. Also, not sure they could have spent more money and delayed the game, so it would have been on Nintendo to invest more.
I think you misread what I was saying (hopefully it is clearer now) and you did not finish reading my post. One thing I did miss, adding now, was a nod to the content they added.