"Square Enix revealed the upcoming RPG uses neither Unreal nor Luminous Engine in a recent interview with YouTuber Skill Up."
https://gamerant.com/final-fantasy-1...engine-choice/
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"Square Enix revealed the upcoming RPG uses neither Unreal nor Luminous Engine in a recent interview with YouTuber Skill Up."
https://gamerant.com/final-fantasy-1...engine-choice/
From your same source "The company refused to elaborate on the matter." Safe to assume they're using modified Luminous but were/are still deliberating as to what to call it as its specifications and technology has been modified so much that it would be unfair to still call it Luminous.
If they don't want to reveal the name it's safe to take their earlier statement of "modified Luminous" as the most probable answer.
You just have to look for the twitter thread of Benchmark performance, there's a significant amount of people running this game in hardware worse than PS4.
Problem of this game is that 1.0 failed massively and 2.0 as a result was not as optimal as it could be (and to make matters worse they HAD to launch the PS3 version). As time went on, they had to build up on this foundation which was already compromised.
compare FF12's hair with XIV and you will understand why it looks the way it does. I don't mind them changing it slightly as it still keeps the overall aesthetic that they were going for when they originally redid XIV
The hair does not look like it does because the engine is not capable to render better hair. The engine itself can do it without any problems. I have seen some modded characters with much better hair. The reason for it is performance. It is a huuuuuge difference whether a game is a multiplayer game or not. You cannot apply many optimizations on player characters because you cannot predict the movements and actions of them. And you cannot predict how many characters you will have in one place. With NPCs however it is perfectly doable and you can reuse many things etc.
Cheers
incorrect, M$ wants full support for both the series X and S meaning if you support one you have to support the other (the only game to not do this fully has been BG3 when it came out). The S has the same amount of power as the Ps4 so don't count on them dropping either.
Compare screenshots of people who were able to run 4K (eg SLI configurations) in 2010 to those who can run 4K now. The irony is the Version 1.0 engine would have looked nicer once hardware caught up, but they couldn't wait for that. It was literately faster to build a whole new game engine that was purposely designed as a MMORPG first, and not some "single-player game engine (unity/unreal/crystal tools/source/etc) with retroactively glued on multiplayer"
Version 2.0 however is a lot LESS detailed than version 1.0. Just compare version 1.0 Thancred and Y'shtola to Version 2.0, even Version 5.0 (Shadowbringers)
What would be fun to do is see SE "bring 14" up to the quality 1.0 had originally, and backport the cinematic 1.0 versions of the class jobs that are otherwise the same as they are in 2.0. We don't need the belts to come back, but I'd appreciate seeing the original cutscenes come back where the job wasn't changed entirely with the new lighting system.
I think the biggest insult over time was the "grapes" incident.
https://i.ibb.co/L5jt129/lowpolygrapes.png
We went to that from this:
https://i.ibb.co/cbxw26M/highpolyflowers.png
Like, yeah, I get it, maybe don't spend the render budget on things people aren't going to zoom into more than once, but come on. No LOD? I know the game does LOD, could it not do that for things seen close up?