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Luminous engine last game
Luminous engine last game












luminous engine last game
  1. #LUMINOUS ENGINE LAST GAME HOW TO#
  2. #LUMINOUS ENGINE LAST GAME SERIES#

Of course, just like the recent Unreal Engine tech demo, this kind of intensive graphical fidelity is unlikely to make it into a fully formed game. It also used 1.8 GB texture data per scene. Using a single nVidia GTX 680 graphics card with 16 GB RAM, it pushed 10 million polygons per scene, including 300,000 to 400,000 polygons per character. But it’s not all that the Luminous Engine has brought us, in 2012 we had Agni’s Philosophy, a tech demo designed by the Visual Works division, the arm of Square Enix that was usually responsible for pre-rendered CGI alongside Square’s R&D team. What was established as something the company could use as a staple for each of their first-party games and was planned even to be liscenced out to third parties when the time came has had a staggering one game coded for it in all that time: Final Fantasy XV.and we all know how turbulent the development of that game was. I’m just trying to educate y’all, since majority of the people on the sub don’t know any of this info.Did you know that Square Enix’s luminous engine first started development in 2011? That’s nine years ago. If you got to this point, you know the rest.

#LUMINOUS ENGINE LAST GAME HOW TO#

They had to train themselves on something unfamiliar, so to make it enjoyable they held challenges to build basic objects, to robots, to just about anything so they can learn how to work with something unfamiliar.Īll of this was just to learn how to create the art work, backgrounds, object and world building that they did the first year of Luminous. Now the KH team needs something to work with so they went to Unreal, knowing that’s the universal standard at this point. Leaving the KH team with the E3 2013 release trailer and dead in the water in terms of development tools. Which results in SE took Luminous Studio Engine, scrapped Fabula Nova Crystallis, which wasn’t making as much money as they projected, and turned it into FF15. The KH team had a lot of documented issues with Luminous Studio Engine. This is when SE realized their issue: Luminous Studio Engine was built only for Versus 13, not for any other game. This is normally done within the first year. KIngdom Hearts benefited from this, because KH3 was the next slotted game to be made after Versus 13.Īt this point, KH team started working on KH3 with Luminous, doing art work, backgrounds, object and world building.

luminous engine last game

So they created Luminous Studio Engine to create Versus 13. SE knew of the issues and the development of Versus 13 was hindered by Crystal Tools. During FF14 development, it constantly crashed. After that game, the Crystal Tools Engine was consider antiquated. FF14 used the most out of this engine and was released in 2010. SE created FF13, FF13-2, and FF14 with this engine. They created their own game engine for it too, which was called Crystal Tools. Think Marvel Cinematic Universe before it was a thing. The was for Final Fantasy 13, 13-2, Versus 13 and Agito.

#LUMINOUS ENGINE LAST GAME SERIES#

This is what SE was calling a series of games, with a shared world. Most KH players don’t know Fabula Nova Crystallis. I’m gonna give you guys a history lesson real quick. I’ve seen a lot of questions regarding what was possibly missing from the new game after the switch and what not. A lot of us read the excerpt from an interview saying a year was lost in development by switching engines.














Luminous engine last game