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FFXV Main Story Takes 50 Hours, Airship Implementation Determined

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benzy

Member
Wow, that's interesting to hear but shouldn't that be in a new thread?

Guess I'll make it then.

I can't tell if they just licensed it recently or if they already had it integrated into Luminous for a while now and it's just now getting announced. The wording makes it sound like the latter.

Umbra and occlusion culling is pretty common in most modern games. Witcher 3, Destiny, Arkham Knight, Quantum Break, and the new Deus Ex also uses it.
 

Famassu

Member
Judging from how SE handled their own engine (Luminous and Crystal Tools), they are anything but competent.
Their handling of Luminous hasn't been incompetent. It hasn't been problem free, sure (when is engine development ever? Even Epic has clearly had some setbacks with UE4, considering what they promised in regards to certain feats and what is actually possible nowadays), and one can argue whether it's wise to develop proprietary engines or not, but all-in-all they seem to have done a pretty good job with it, considering what they are able to achieve with FFXV. They began working on it well in advance of this current generation like they should have (vs. White Engine development only beginning around 2005/2006, several game originally having to use it and then deciding to go multiplatform with the change to Crystal Tools later on to complicate things even further) and ultimately they made the somewhat wise decision to not force Luminous use for all of their big games when the tools weren't quite done (which could have been disastrous, much like pushing Crystal Tools on games when they weren't done), instead opting to integrate the Luminous team to the FFXV team to not only help make FFXV the flagship title SQEX needs it to be, but also to help improve & make the Luminous Studio into something that is fully developed & fleshed out for game development. Whether Luminous is a total waste of time or not will really depend on what happens after FFXV. Do they still keep using Unreal Engine 4 for (almost) everything and FFXV is left as the sole Luminous using game or will their future big games start using Luminous going forward.
 

djtiesto

is beloved, despite what anyone might say
50 hours is a good amount for an FF main quest, I'm just hoping they keep the grindy sidequest stuff out of this, after Xeno X I've had enough of that for a while. FF titles generally have some good sidequests - rare summons, interesting weapons, learning more about characters' backstories, minigames, optional superbosses... so here's hoping it's more of that and not just stuff to pad the game length and faux-justify the large environments.
 

ackl

Member
Guess I'll make it then.

I can't tell if they just licensed it recently or if they already had it integrated into Luminous for a while now and it's just now getting announced. The wording makes it sound like the latter.

Umbra and occlusion culling is pretty common in most modern games. Witcher 3, Destiny, Arkham Knight, Quantum Break, and the new Deus Ex also uses it.

That's true but I think with news like this can give people some confidence on the graphical /technical side of XV.

Also, I think Kagari doesn't like it when new news get buried in old threads.
 

brau

Member
50 hours is a good amount for an FF main quest, I'm just hoping they keep the grindy sidequest stuff out of this, after Xeno X I've had enough of that for a while. FF titles generally have some good sidequests - rare summons, interesting weapons, learning more about characters' backstories, minigames, optional superbosses... so here's hoping it's more of that and not just stuff to pad the game length and faux-justify the large environments.

This.

As long as there are interesting character you can work with, interesting rewards for exploring and tons of optional bosses and what not i'll be a happy camper.
 

Famassu

Member
50 hours, compared to the 300+ hours Xenoblade X though.

Still very excited for the game, hope it comes to the NX.
300+ hours is to 100% Xenoblade X. This is just the main story for FFXV (+ probably some additional stuff on top of that, but not obsessive completionist type gameplay of trying to find every chest & checking every nook & cranny). Xenoblade X's story wouldn't last more than 15-20 hours if it wasn't padded to hell & back with forced arbitrary requirements that need to be filled before you can move forward.
 
50 hours, compared to the 300+ hours Xenoblade X though.

Still very excited for the game, hope it comes to the NX.

Just the main story... there will be plenty of side stuff


Also, this isn't directed at you necessarily, but it seems that way too many people equate game length to game quality way too much now
 

benzy

Member
That's true but I think with news like this can give people some confidence on the graphical /technical side of XV.

Also, I think Kagari doesn't like it when new news get buried in old threads.

There are some things I don't find to be worthy of a new thread but obviously other people are free to post it. I'm sure Kagari won't ban me for it though 💞 Lol
 

Koozek

Member
Do I hear well? They're going to show ONLY the japanese dubbed new trailer in an american event supposed to be for the world? My god this company can't even realize an english dub is mandatory if u want to take the game out of the niche -.-'

Huh, where did you hear this? I understood it as "we'll also upload a Japanese version of the trailer we show next week".
 

benzy

Member
This is what I find interesting and I'd make a new thread for it, but there aren't any official translations yet so I'll just post it here.

New blog talks about the day-night cycle.

http://mypage.member.jp.square-enix.com/18/blog/detail/319356/

sCLb.jpg


tCLb.jpg


uCLb.jpg


vCLb.jpg


wCLb.jpg


xCLb.jpg
 
This is what I find interesting and I'd make a new thread for it, but there aren't any official translations yet so I'll just post it here.

New blog talks about the day-night cycle.

http://mypage.member.jp.square-enix.com/18/blog/detail/319356/

sCLb.jpg


tCLb.jpg


uCLb.jpg


vCLb.jpg


wCLb.jpg


xCLb.jpg
Images don't load for me.

Their handling of Luminous hasn't been incompetent. It hasn't been problem free, sure (when is engine development ever? Even Epic has clearly had some setbacks with UE4, considering what they promised in regards to certain feats and what is actually possible nowadays), and one can argue whether it's wise to develop proprietary engines or not, but all-in-all they seem to have done a pretty good job with it, considering what they are able to achieve with FFXV. They began working on it well in advance of this current generation like they should have (vs. White Engine development only beginning around 2005/2006, several game originally having to use it and then deciding to go multiplatform with the change to Crystal Tools later on to complicate things even further) and ultimately they made the somewhat wise decision to not force Luminous use for all of their big games when the tools weren't quite done (which could have been disastrous, much like pushing Crystal Tools on games when they weren't done), instead opting to integrate the Luminous team to the FFXV team to not only help make FFXV the flagship title SQEX needs it to be, but also to help improve & make the Luminous Studio into something that is fully developed & fleshed out for game development. Whether Luminous is a total waste of time or not will really depend on what happens after FFXV. Do they still keep using Unreal Engine 4 for (almost) everything and FFXV is left as the sole Luminous using game or will their future big games start using Luminous going forward.
Everything that you have posted here regarding their handling of Luminous Engine is hardly what I call a good job. Even the fate of the engine is left in the air. Whether it is possible to churn out games after games of multiplatform nature from that engine, we have absolutely no idea so far. Every one of their major game so far is utilizing Unreal Engine 4.

Technically, it is a really impressive engine without any doubt. But in term of efficiency, it falls way way behind the Fox Engine and Unreal Engine 4.
 

antitrop

Member
Cutscene skipping is primarily for replays. Or if you died at a boss. Who did either with FFXIII? :)

I skipped the cutscenes in the second half of XIII, because the story, characters, and dialogue were so bad, but I just wanted to finish it because I liked the battle system.
 

Koozek

Member
@my FFXV brehs: are some of you planning on doing a group chat or something for Wednesday? Can you just create one on Twitch yourself? I once was in a Sony-GAF room during the E3 stream.
 

DKHF

Member
@my FFXV brehs: are some of you planning on doing a group chat or something for Wednesday? Can you just create one on Twitch yourself? I once was in a Sony-GAF room during the E3 stream.
I don't know how to create one but I would be down for being part of a GAF Twitch group chat for this.
 

DeSolos

Member
Looks awesome. Ocean needs work. At night it appears to generate it's own light. It should not be bright blue at night, it should be closer to the color of the sky.

*not a translation of the blog just explanation of the tech demonstrated*
Basically they're using image based lighting, and a special implementation of image based lighting called sky lighting.

IBL uses each pixel of a source image(specifically a cubemap) to create complex lighting. In the case of standard IBL they are using real world photos for the lighting, and in the case of skylighting they are using an image generated by capturing the current state of the sky and using that as the source image.

IBL is a really good/cheap way to fake global illumination but comes with some annoying side effects. IBL does not take into consideration what lighting environment you are in so you need to ensure the source image used matches your lighting environment. The problem with that really comes in when you go from one specific lighting condition to another. The way FFXV solves this is by using post processing volumes(large invisible cubes that determine post processing settings of a specific area) to customize the lighting and post processing of a specific area.

For example, at the gas station in Duscae. When you walk under the overhang and approach the door of the gas station, you pass through several different post processing volumes to transition the lighting to interior lighting. You can test this by having a look at the sky and outside objects as you walk inside. You'll notice how the objects change their lighting condition as you walk in. This works quite well, but requires artist placed post processing volumes with their own settings.
 
This is what I find interesting and I'd make a new thread for it, but there aren't any official translations yet so I'll just post it here.

New blog talks about the day-night cycle.

http://mypage.member.jp.square-enix.com/18/blog/detail/319356/

[mg]http://i.picpar.com/sCLb.jpg[/img]

[mg]http://i.picpar.com/tCLb.jpg[/img]

[mg]http://i.picpar.com/uCLb.jpg[/img]
[ig]htp://i.picpar.com/vCLb.jpg[/img]

wCLb.jpg


[imghttp://i.picpar.com/xCLb.jpg[/img]
That lighting is unreal
 

DKHF

Member
I'll be in the EZA one and this one lol Need Ben and Brad along for the ride
Lol I decided to watch the EZA stream after the event, I miss too many details in press conferences when having a reaction stream open at the same time jumping between them. But that will also be a good option.
 

Sub_Level

wants to fuck an Asian grill.
The jaggies on the spheres in those lighting are pretty noticeable, but if thats what it takes to help the framerate stay consistent I am all for it.
 
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