#FINAL FANTASY XVI ENGINE PROFESSIONAL#
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. Luminous Studio 1.5 Final Fantasy XV įinal Fantasy XV runs on Square Enix's Luminous Studio graphics engine. It also used 1.8 GB texture data per scene. The Agni's Philosophy tech demo pushed 10 million polygons per scene, including 300,000 to 400,000 polygons per character. The engine also incorporates Silicon Studio's Yebis post-processing effects middleware. The engine natively supports DirectX 11 and programmable shaders and was built to be future proof for use with the 8th generation of consoles while also supporting PC, Xbox 360, and PlayStation 3, and the developers were working on Wii, Wii U and Nintendo 3DS compatibility.
#FINAL FANTASY XVI ENGINE FULL#
3 Final Fantasy titles using Luminous EngineĪ demo of Luminous Studio was first shown in 2011.Ī full reveal was shown at E3 2012 in a video created by Square Enix' CG department titled Agni's Philosophy.It won't be a fully open world game, as Yoshida-san confirmed just yesterday.
He reckons the next game might as well feature pixel graphics and turn-based combat, since the defining feature of the IP is, after all, its ability to completely change between various installments.įinal Fantasy XVI is launching at some point in Summer 2023 for PlayStation 5. That doesn't mean Yoshida believes this is the end of turn-based combat in Final Fantasy games, though. And when deciding whether, 'okay, are we going to go turn-based or are going to go action?' I made the decision to go action. And so when making that decision, we thought that the direction of taking in that full action was the way to do that.
When asked to create Final Fantasy XVI by the higher-ups in the company, one of their orders was to fully maximize the use of the technology. I mean, if you have a character holding a gun, why can't you just press the button to have the gunfire – why do you need a command in there? And so it becomes a question of not right or wrong, but it becomes a question of preferences for each different player. But then, on the other hand, there are people that just can't get over it. They're fine with having these realistic characters in this unreal type of system. You have this kind of strange gap that emerges. As someone who was raised on turn-based, command-based role-playing games, I fully understand their appeal and understand what's great about them.īut one thing that we found recently is that as graphics get better and better, and as characters become more realistic and more photo-real, is that the combination of that realism with the very unreal sense of turn-based commands doesn't really fit together. I understand that there are a lot of fans out there that do wish for a return to the turn-based battle system but – and it pains me to say this – I'm really sorry that we're not going to be doing that for this iteration of the series.