This was a difficult period for Square Enix: the project then known as Final Fantasy Versus XIII was hitting technical barriers as it transitioned to open-world environments its original Crystal Tools engine could not handle, and Final Fantasy XIV had met with a disastrous launch due to development and technical problems. Īccording to Julien Merceron, the Worldwide Technology Director for Square Enix in the early 2010s, the concept for the new engine was born in 2011 while he was in the final stages of working on Final Fantasy XIII-2. The aim was to create new AAA video games for a global audience using the Luminous Engine. In early 2018, the development team of Final Fantasy XV was established by Square Enix as a new subsidiary studio dubbed Luminous Productions. The engine powered the tech demos Agni's Philosophy and Witch Chapter 0 initially, and has since been used in two of company's titles- Final Fantasy XV, an entry in their Final Fantasy franchise, and an original IP titled Forspoken. It was conceived during the development of Final Fantasy XIII-2 to be compatible with next generation consoles that their existing platform, Crystal Tools, could not handle. The engine was developed for and targeted at eighth-generation hardware and DirectX 11-compatible platforms, such as Xbox One, the PlayStation 4, and versions of Microsoft Windows. Luminous Engine ( ルミナス・エンジン, Ruminasu Enjin), originally called Luminous Studio ( ルミナス・スタジオ, Ruminasu Sutajio), is a multi-platform game engine developed and used internally by Square Enix and later on by Luminous Productions. PlayStation 4, PlayStation 5, Xbox One, Stadia, Microsoft Windows The polygon count of the main character Agni was 11 million polygons, which includes 6 million polygons for her hair, 2 million polygons for the feathers of her dress, and 3 million polygons for her body and accessories.Short description: Multi-platform game engine by Square Enix This tech demo, which took a year to produce, is considered to have the most advanced real-time graphics to date. It runs on a powerful PC equipped with four GTX Titan X graphics cards. It portrays human crying at a level of quality never seen before with a real-time 3D character. The hair is rendered with over 50 shaders, and each strand of hair is rendered with polygons. It renders over 63 million polygons per frame, with the use of very high 8192x8192 resolution textures. In April 2015, Square Enix announced the engine's support for DirectX12, and revealed a new tech demo running on the engine called Witch Chapter 0, featuring the character Agni from the Agni's Philosophy tech demo. Tabata has said that there is a good chance the engine is used again in another game, but there is no solid plan at the moment, and, for example, the Final Fantasy VII remake will not use it. Thus there was the need to have a title based around it and developing the engine concurrently with the game, and the original Luminous Studio team was combined with the Final Fantasy XV development team. The first version of the engine was designed as a generic game creation engine, but it wasn't powerful enough to make high quality games. The engine uses a form of real-time global illumination, specifically fast global illumination baking via ray-bundle tracing, an efficient lighting technique capable of a performance of 200 million rays per second on a GeForce GTX 580 graphics card. Final Fantasy XV uses 30 MB textures for each character. The game uses an advanced hair physics engine rendered using techniques such as tesselation, NURBS, and a new technique where a professional hair stylist creates the hairstyles in real life using mannequins which are then rendered for an in-game character model.Įach character has 600 bones, twelve times more than the 50 bones used by most PlayStation 3 and Xbox 360 games. This is one of the highest polygon counts known for a video game.Įach character model uses 20,000 to 30,000 polygons just for the hair alone,, the same as the polygon count for an entire Final Fantasy XIII character. Overall, Final Fantasy XV uses 5 million polygons per frame, pushing 150 million polygons per second. Compared to the 20,000 polygons used for the Final Fantasy XIII characters, Final Fantasy XV uses 100,000 polygons for its characters. The Final Fantasy XV Episode Duscae demo uses version 1.5 while the final game uses version 2.0. Final Fantasy 7 Remake Intergrade Intermission Review - Half-Measureġ1 June 2021 Luminous Studio 1.5 Final Fantasy XV įinal Fantasy XV runs on Square Enix's Luminous Studio graphics engine.
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