Quote Originally Posted by R041 View Post
Why you comin' in hot? I thought we were pals.

We both don't know, so don't act like you know more than I do buddy. lol

I said as a hypothetical - that if I were to run a studio, knowing that I had to continuously pull from my previous team, I would focus on what my previous team knew and kept the tools consistent. 'Art' is a bit below what's fully required for a whole team to adapt to another game engine and especially a new codebase. You don't just immediately adapt from something like Unity C# to Unreal C++, neither do you immediately adapt from Legacy to PBR pipeline. (Okay, PBR is kinda easy actually)

Creative Business Unit III doesn't just immediately work on a completely new engine and pipeline with ease, especially within the timeframe they had, also knowing they need to continuously work on both projects. Could you just imagine having to train so many people on an engine you're not familiar with? https://mp1st.com/news/report-final-...uminous-engine

My bets are on it being an extension of XIV's Crystal Tools, which is why we're getting graphical upgrades.


I believe to answer your question it’s a little long winded but il keep it short. It’s not crystal tools at all that was scrapped for the mmo and just used for FF13 and it’s 2 sequels. It’s also not luminous, it’s a bespoke engine that shares similar properties to luminous because the lead engineer who made it went in and helped them on theirs but it’s bespoke basically. This extended into FF16 which uses the same engine as 14, a few years ago they had someone go in and build a physical based renderer for their engine and that shows in 16 and even in the character model previews of the graphics overhaul presentation (granted backgrounds hadn’t had the shader/texture work just yet so we haven’t seen examples there)

So yeah they did planning and pre production in unreal engine 4 for FF16 and found they weren’t getting the results they wanted so went back to the tools they knew and got someone in to expand their engines features. You can tell works been done not only for the PBR that was built but FF14 getting a dynamic resolution scaler now, something trivial now but actually wasn’t part of their older tools.