I expect it's some kind of dramatic upgrade to the current engine, rather than a whole new one. Though as others have said, I'm not sure what limitations they face in this area.
The thing is, Crystal Tools is not an engine. It is a set of tools used by multiple graphic engines.
Both FFXIII, FFXIV and Versus XIII use Crystal tools, but they also have their own graphic engines modified specifically for each (white, black, and for XIV... let's call it Grey engine).
This is mostly due to the fact that it is no longer financially and technically feasible to create a new graphics engine for each game you make (like Square did back in the 90's) and their solution to this when coming to the current gen was to create a set of tool to make the development of engines more efficient.
That concept failed in execution, but nevertheless what they have today is three graphic engines and XIV is using one of them. This is the upgraded version of said engine, and still probably using crystal tools.
It's not a fact this is the case of course- just an informed opinion based on multiple sources.
Last edited by Betelgeuzah; 10-14-2011 at 08:59 PM.
Just wanted to point out the following:
I am not saying this is going to happen BUT I am seeing this as a new game purchase, not a patch. Is it possible that we may need to purchase the game again?
* September to October 2012 - Begin distribution of version 2.0 software for PC
* Begin distribution of PlayStation3 system beta version
They said we wouldn't somewhere amongst all the text.
They also said it would require a lot of downloading so, Im guessing digital distribution, in the form of a massive patch.
They need to replace the client. They need to distribute said client to us somehow. Nothing to do with selling the game.
Just all sounds very reminiscent of the release of Rise of the Zilart![]()
"Among our new plans is the fundamental reworking of in-game maps. As part of this process, there will be a period required for switching over to a new client and new servers, after which there will be a large transfer of data when service is brought back online. After the new client is completed, new software for the PC version will be distributed online, and can be acquired free of charge. Character data and progress for players already playing the PC version will also be preserved, allowing those players to continue using their in-game avatars."
so custom engine...great...Gamer Escape: 2.0 is going to be a new client, new servers, new engine. Is this still a form of Crystal Tools? Is this the Luminous engine? What can you tell us about that? Is there going to be support for Direct X 11?
Yoshida: First of all.. the current engine like Crystal Tools or the Luminous project, are made more for console games where they’re able to show the greatest level of graphics in a passive environment whereas an MMO is an active environment where, while you still want it to look beautiful, you also have many many people coming together in the same world. You have something like MW3 where the graphics are beautiful but what would happen if you had like 3 or 400 people on the screen at once. Would the engine be able to handle that? So what we wanted was something that could handle more of an active gameplay that we’re aiming for but also be able to provide beautiful graphics and landscapes. We found that Crystal Tools and Luminous would not be the optimal solution for this so that’s why we’re going to develop our own.
One of the reasons we had some trouble with the original launch of FFXIV was because we went through Crystal Tools and it was an engine that wasn’t really optimized for an MMO and so we’re currently working with technologists that are working on Luminous to make us a custom, optimal engine that will work for FFXIV.
As for DX 11, the first thing the dev team feels we have to do after the release of 2.0 is have a graphics engine that can accommodate the high-end computers and let those players have the highest quality graphics, smooth playability and a lot of different characters on screen- not the 40 we have now but having lots of characters displayed without having performance lag. But we’re also looking at the users with lower end computers as well and being able to create a system where you don’t have to have a high end PC to play. It also means having a system that will also handle the PS3 hardware as well that you have and just because it’s on the PS3 doesn’t mean it’s going to have lower quality. Maintaining quality for all three platforms- for high-end, low-end and PS3 and having an engine that will support this is what we’re aiming for with 2.0 and once that’s completed, and we hope to have that completed for 2.0, the next step will be to get the game ready for DX 11. So it’s in our schedule but we decided to make sure we had those three things covered by 2.0 and pushed back DX 11 for now. It’s not off the table thought and definitely the next thing we do after this.
Aion Zwei - Masamune
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