Illusion games are pretty rough graphically. Even the best ones like Pale Carnations have many rough edges and horrendous male models.
What rough edges? Sure, the relative limited customization of males models is a known criticism, but I'd happily contend that some of the best looking games here are Illusion based ones (Pale Carnations, Eternum, Now & Then, The Interim Domain, Crimson High).
Pale Carnations looks fantastic, and not because of the high resolution renders, or the smooth animation, or because the dev has a beefy GPU. It looks fantastic because they know what they're doing with the tools they are using, resulting in supremely solid shot composition. They know how to light a scene (ray-traced or not), how to pose characters (both bodies and faces) for emotional depth, how to build a scene and make it look believable and lived-in, and they generally know how to use the visuals to tell and enhance their already fantastic storytelling.
Want a master class in dynamic character reactions, especially in group settings? Look at the group dialogue sequences in Crimson High, and watch as other character are constantly reacting non-verbally to what other character say and the general flow of the conversation. There's easily way more renders per conversation there than you'd typically see, because the dev isn't just using the same shot/reverse-shot over and over again for frames on end. They've mapped out the flow of the conversation, and take the time pose every character in every scene in sequence. It is that attention to detail and dedication that really makes it stand out from other Koihatsu Party based games, no RTX GPU or ray-tracing required. That dev is doing so much more with so much less, everyone should take a page out of their playbook and learn from it.