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FFXV E3 Q&A - DLC Plans, Resolution/FPS For PS4/XBO, HUD, UI, Controls & More

Credit goes to Gematsu for full transcript.

http://gematsu.com/2016/06/final-fantasy-xv-director-answers-16-fan-questions-e3-2016

Is there an option to turn off the HUD to create a more immersive experience?

There is an option. Players probably want to take screenshots while playing the game, so this option has been enabled.

Will there be a camera mode, theater mode, or coliseum mode?

Camera mode: yes. Fans are probably aware that Prompto is always taking photos, but players can take manual photos as well. Prompto gradually gets better at taking photos, but if you don’t want to wait for that, you can just take your own.

Theater mode: no. There’s too much to tackle there, such as loading times.

The coliseum question is probably based on the Altissia video. There’s a mini-game at the coliseum in Altissia. It’s not a coliseum mode where you enter and fight against an enemy, but there is a battle coliseum there where monsters fight against each other, and you participate by betting on which monster you think is going to win. So having a coliseum mode in there allows us to, perhaps post-launch, do some extra stuff with it. Over the last three days, we’ve gotten a lot of questions about downloadable content and post-launch plans, so we’re thinking about that.

Will there be an option to adjust the camera distance?

Currently, there is no option. Right now the camera moves automatically depending on the situation (if you’re close to enemies or far from enemies). We’re using as much time as we can to fine tune the camera controls, but at some point we’ll need to decide whether we should let users manually control the camera.

Since Final Fantasy XV has an action-based battle system, how does strategy come into play, especially during boss battles? Will it be too easy if you level up too much?

If you do level up enough, there will be situations where you can one-hit enemies. Personally, that’s not a negative aspect of leveling up. One aspect of RPGs that I think people enjoy is that when you’re faced off against a tough boss or tough enemy, you work your way towards leveling up so that you can beat him, and when you finally do beat him and beat him easily, I think people enjoy that. I personally enjoy that. But in this game, one way you can enjoy it, is that when you’re fighting a boss that is stronger or a higher level, you can counter it with your player techniques or actual skill. For those that don’t want to level up too high or want to set a cap for themselves, there is actually an item that will help with that. This item is specifically designed and implemented for players that want to do low level clears.

Regarding the recent UI, I preferred the UI from Episode Duscae. It felt more intuitive to defend using LB/L1, as well as using RB/R1 to manually lock-on to enemies. Will there be different control layouts that we can choose from?

The UI design will be renewed once more. We’re currently working on both the functionality and aesthetics of the UI. In terms of the development state right now, the progress of the UI and NPC elements are not as far along as some of the other stuff, so right now we’re still using some placeholder stuff that aren’t what we envision for the final game. In terms of control layouts, we have the normal layout and the one from Episode Duscae, and we may also have a third layout planned. But people can choose between those two at any time. A lot of players have gotten used to Episode Duscae controls, so we want to give options to the players.

When does the final scene in the E3 trailer take place? It looks like they were weawring what the glaives are wearing in Kingsglaive.

The last scene in the trailer is towards the very end of your journey after you make your return to Insomnia. And you’re right on the money in terms of the costumes for the glaives. The four characters are wearing what the glaives are wearing in Kingsglaive, but we won’t explain why because that would obviously be a spoiler.

Is the Shinjuku area an explorable town in the game?

Insomnia is not in the game as an explorable town. But it is a field for battle. It’s not just the area in front of city hall that we’ve been showing—it’s actually a wider, wider area. It’s not an explorable, full-fledged town like Altissia is, per say, but it is a location where you’ll carry out battle. It will make sense and everyone will understand as they watch Kingsglaive and get a sense of what that environment is.

How many hours of gameplay will there be? Aside from the main story, are there a lot of side quests?

In terms of clearing the main story, we’re anticipating about 40 to 50 hours of gameplay, so there will be that at the very least. But there are a lot of side quests and extra stuff. With that alone, we’re looking at about 100 hours of gameplay. So if you count all of that, we’re looking at about 200 hours total if you clear everything. Fans have been waiting for quite a while, so we want to make sure there is a lot to enjoy when it’s out.

Will we see a stable frame rate and anti-aliasing improvement in the final game? What kind of optimization is being carried out to maximize visual quality while preventing frame rate dips?

It’s hard to give a definitive answer about the final version now since we are constantly optimizing, but we can tell you the specs of the E3 demo. There’s a slight different with Xbox One and PS4.

For the Xbox One E3 demo, dynamic resolution ranges between 800p to 900p, usually closer to the 900p range, and at a constant 30 frames per second. So it is performing at a more stable and higher level than Episode Duscae and the Platinum Demo. There are times when it still dips, and that’s usually when you call on your ally commands, like when you call on Ignis to mark an enemy it dips to 26 to 27 frames, but it won’t deter from the experience. But since we’re able to achieve this for the E3 demo, we have a positive outlook on the final version of the game.

For the PlayStation 4 E3 demo, it’s a dynamic range between 900p and 1080p. Most of the time, it’s about 1080p at a constant 30 frames per second. Sometimes, it will, just like Xbox One, dip a little bit when the GPU can’t process what’s happening on the screen so quickly, but it’s mostly 30 frames. But we will continue to fine tune and optimize the game for as much time as we can.

Don’t worry about the frame rate for the final version, we’re working on it. As far as anti-aliasing goes, there’s a lot of processing for constant anti-aliasing, so we implement it every few frames as not to overload the processing.

Will movement speed and sprint duration increase as the player levels up? Even with chocobos and the Regalia, I think it will be useful considering the sheer size of the fields.

To clarify, there is a difference between normal movement speed and the dash. Running doesn’t take up any stamina, but the dash does. The duration of how long your stamina lasts can be influenced by what you eat at camp. Just like in Episode Duscae where that stamina is influenced by what you eat, the same will carry over in the full game. Your level won’t matter. Right now in the E3 demo, the stamina gauge is constantly visible, but in the final version, we’ll have it so you can turn it on all the time, or off. We want to give users a choice—playing knowing when their stamina will run out, or playing without having any distractions on the screen.

“Stand by Me” is now the official theme song, but what happened to “Somnus”? Will the game still have expected tragedy elements like Versus XIII?

“Stand by Me” is now the official song, but “Somnus” is still in the game and used in a very important way. In terms of the second question, there will be serious moments, tragedy inspired elements, and we made a story appropriate for the latest numbered Final Fantasy title, but within the story of course we have all sorts of elements that appeal to a wide audience. It’s not a fun, upbeat road trip the whole way through.

How many Astrals (summons) are in the game, and how are they related to the story? Do they serve as guardians of specific nations?

In terms of sheer number, we don’t need to say the exact number. There isn’t a whole lot. It’s a relatively lower number. Some fans might feel that the total number of Astrals is underwhelming. But we’ve made each one so impactful that they all have a presence and that players will have a real connection with them by the end of the game. Over the course of the story, Noctis will need to borrow the power of these Astrals, so as you progress through the story, Noctis will face off against them. And there are some other Astrals, like Carbuncle from the Platinum Demo. So instead of focusing on the sheer number, we want people to focus on their personality and characteristics, and how we designed each one. Astrals aren’t guardians of specific nations, they’re guardians of the world.

In Episode Duscae, the only way to summon was to be in a critical state. Is this still the case in the main game?

There’s not just one condition to summon an Astral. There are Astrals you can use when Noctis is in a pinch. There are also those you can use when your allies are in danger. And there are Astrals that can be called upon outside of those two situations. And each Astral has its own personality, so their actions are kind of specific to different situations. For example, the Leviathan cannot be summoned unless there is a body of water near you. Or if you’re in a dungeon and summon Ramuh, he can’t do his spell inside the dungeon, so he’ll instead throw his staff from very afar.

Will the Airstep Sword, Engine Sword, or other weaposn from the Versus XIII days make it into the final game?

The Airstep Sword is already in the current build. The Engine Sword will make it into the final game as well. And it has special functions. The Engine Sword is its official name.

Are there are any plans for downloadable content? I’m curious about additional story content and costumes.

It’s probably because we announced the release date already, but during E3 we got so many questions about DLC. We’re in a state where we’ve pretty much finalized our DLC plans, and our concept for all of our DLC is to make sure that fans who bought the game and played it feel like they’ve made a great purchase. Looking at the DLC plan, there is a lot of stuff I myself am excited to play and give to fans, but right now isn’t the right moment to release those details.

There will be additional story content, costumes, as well as things that don’t fall into those categories that fans will be excited to see. I know we’ve showcased some of our PlayStation VR demos this E3, and those are some things we’re planning to implement and provide as DLC experiences. But obviously, we’re working towards getting this game out on September 30, so most of the priorities are on the main game. Only specific core members are working on the DLC right now.

Are you able to change your party members’ behavior during battle?

Party member behavior during battle will be affected by the weapons you’ve equipped and the abilities you have at that time. The weapons you’ve equipped will influence their actions in battle, and depending on what abilities you’ve obtained up until that point, that influences the AI of your party members.

For player abilities, by pressing the LB/L1, the UI at the bottom left, which is usually your weapons, will change to select abilities from your comrades, and from there you can manually select which ability you want each member to carry out. There’s a cool-down timer for these commands, so once you use one you have to wait a bit to use it again.

There are also automatic abilities and actions that your party members carry out, so what you have at the time will affect when and how they use those. We’ve shown a little bit of the magic usage, but your comrades can also use magic as usable items. I feel like we’ve obtained a good balance. Noctis is the main character, but by being able to command your party members, it feels like you’re able to control all of them.
 
Its rare to have someone talk about performance this early. I guess this is a good thing, hopefully they can increase resolution and improve performance more by launch.
 

Blizzje

Member
Nice to hear that the resolution for PS4 manages to stay at or near 1080p most of the time.
Still hoping we can buy the Neo shortly after (november?) FFXV releases, so we can play at a locked 1080p/30 with extra bells and whistles (or even 1440p).
 
Ok, but what about frametime ? Because Platinum Demo didn't only had a bad framerate but also terrible frametimes. So when the game was running at 30fps, it felt bad because of sttutering.
 
I think they are opting for Dynamic Resolution to keep the Neo/Scorpio support in mind since this will ensure native 1080p on PS4 for Neo and maybe they can add more AA along with it.
 
Ok, but what about frametime ? Because Platinum Demo didn't only had a bad framerate but also terrible frametimes. So when the game was running at 30fps, it felt bad because of sttutering.
He said this:

Don’t worry about the frame rate for the final version, we’re working on it.
so I'd say they can fix it since Duscae didn't had this terrible frame time because it was a more polished demo compared to platinum, which was rushed.

sorry for the double post.
 

valkyre

Member
The lack of any decent AA really kills the presentation of this game...

I hope they can do something about it...
 

raven777

Member
He said this:


so I'd say they can fix it since Duscae didn't had this terrible frame time because it was a more polished demo compared to platinum, which was rushed.

sorry for the double post.

Hoping Duscace will not be the standard of the good framerate cause it was bad. It was just Platinum demo was somehow worse.
 
Hope its better then the Platinum demo. Framerate in that sure as hell didn't feel like a stable 30.

30 fps with some dips during heavy special effects moments I can deal with.
 

wmlk

Member
Apparently the console builds shown this week perform a lot better. By definition, there are several months to go before release, but few months is a more politically correct.
 

Durante

Member
Don’t worry about the frame rate for the final version, we’re working on it. As far as anti-aliasing goes, there’s a lot of processing for constant anti-aliasing, so we implement it every few frames as not to overload the processing.
What?

That makes no sense.
 

Tyaren

Member
Really disappointed by the image quality of this game. Dynamic 800p-900p resolution with just irregular implementation of antialising is why this game looks so rough. IQ-wise probably the roughest looking game this gen. At least the roughest looking IQ that I saw. And this really needn't be. Other open world games like The Witcher 3 have a very clear image in full 1088p on PS4 and the game is big and gorgeous looking.
 

wmlk

Member
What?

That makes no sense.

:lol

welcome to ffxv in a nutshell

During the live stream, the interpreter clearly had difficulty translating some of the technical stuff Tabata was saying. Tabata did say it was temportal AA (we knew this already).

Unless you know Japanese you won't be able to get the answer from the source.

kill me

stella standing in the city at night.jpg is now completely dead

You can still stand in the streets. Just don't expect to go into any shops to buy Phoenix Downs or whatever.
 

BONKERS

Member
Don’t worry about the frame rate for the final version, we’re working on it. As far as anti-aliasing goes, there’s a lot of processing for constant anti-aliasing, so we implement it every few frames as not to overload the processing.

And this is why the AA in this game looks like utter d00mp and makes IQ even worse than already how poor it was without it.(Thanks to designing a game that goes beyond the visual scope of what the hardware is actually capable of. FFXV is probably the poster child of why Neo needs to happen. But then again, i'm sure they'd find a way to pull of the same crap instead of focusing on getting things actually balanced..) If you aren't going to put 100% into making TAA work it's best it can. Then just dont' bother and use some crappy basic PPAA method instead. Even if that still looks like crap.

Half assed TAA with all the problems that brings with it along the normal TAA problems, is worse than no AA at all.

I'd rather you just get the performance,texture filtering and frame times in line than waste time and rendering time with a half hearted effort to get worthless TAA that does more harm than good.
.
 
I really hope the allow the option to move the camera back even more or do it themselves before launch. The behind the back pseudo-Uncharted angle was a pain in Duscae and Platinum Demo.
 

iMkh

Neo Member
He said this:


so I'd say they can fix it since Duscae didn't had this terrible frame time because it was a more polished demo compared to platinum, which was rushed.

sorry for the double post.

I guess the frametime is still terrible in the E3 Titan Demo since several sources said the framerate is still pretty bad and the game doesn't feel smooth at all.

As for the AA... I've honestly reached the point where having the same performance as in Duscae for the regular PS4 version would be amazing to me.

That's a shame because the rest of the answers seems to augur only good things (especially excited for the control layout of Duscae).
 

pottuvoi

Banned
During the live stream, the interpreter clearly had difficulty translating some of the technical stuff Tabata was saying. Tabata did say it was temportal AA (we knew this already).
Indeed.

In my opinion interview had wrong question.
It should have been 'Can we turn off that God awful sharpening filter?'.

It's hard to judge the AA quality with it on. (It might be half decent.)
 

Javin98

Banned
What?

That makes no sense.
LOL, I was thinking the same, almost as if he had no idea what he was talking about. At this rate, using even FXAA will be better than the crap they are using. On the bright side, unless it's not the full truth, good to hear that the PS4 version is mostly 1080p at a constant 30FPS.
 

Madchad

Member
800p on XBONE what! Damn man thought they would at least limit it to minimum 900 on the XBONE. Screw console parity i guess lol
 

Go_Ly_Dow

Member
800p on XBONE what! Damn man thought they would at least limit it to minimum 900 on the XBONE. Screw console parity i guess lol

Weaker hardware is weaker harder.

We've moved past the stage of console manufacturers keeping their head in the clouds and not acknowledging resolution/fps and graphical differences between different hardware.
 
It feels like everything from the 4chan rumor thread becomes reality.

The plot stuff certainly seems real - the E3 demo showed them collecting the old Kings relics, which is something they hadn't mentioned before, but the 4chan leak did. And the stuff they leaked about the ending fits with the Plague of the Stars/World of Ruin stuff.

I doubt the stuff about rewrites/technical aspects is true though.
 

Vashetti

Banned
Refreshing to see such openness regarding res and framerate. Reminds me of the comparison vids Kojima/Konami did for MGS V.
 

Wagram

Member
Blows my mind that they spent all that time fine tuning the PC version by spending every waking second on the little details. However, the console version image quality looks like absolute shite and will not run at a constant 30 fps.
 

CHC

Member
The UI design will be renewed once more.

But at some point we’ll need to decide whether we should let users manually control the camera.

The progress of the UI and NPC elements are not as far along as some of the other stuff

Don’t worry about the frame rate for the final version, we’re working on it.

They do realize the game launches in September....? I'm half-expecting either a technical disaster or a delay, but we'll see.

Good thing that optimization is the focus now though, at least. The E3 demo and the playable thing on PSN are pretty rough.
 
dude knows what up with leveling, when you work your ass off leveling you want to feel like a GOD. and so glad they will implement level caps or level scaling via potions or whatever for the people that like that shit
 

Geg

Member
I still think those 4chan rumors are just someone who had insider knowledge of what was being shown at E3 and then made the rest up
 

benzy

Member
The plot stuff certainly seems real - the E3 demo showed them collecting the old Kings relics, which is something they hadn't mentioned before, but the 4chan leak did. And the stuff they leaked about the ending fits with the Plague of the Stars/World of Ruin stuff.

I doubt the stuff about rewrites/technical aspects is true though.

We already knew you had to collect phantom swords around the world. They even made you do it in Episode Duscae.
 
Or just use FXAA even at this point, it'd still look cleaner..less sharp but cleaner.

I'm pretty sure that Duscae just used a straightforward 900p with FXAA approach on PS4. I'd gladly take that over what they're doing now and what they had in the Platinum Demo.
 
Regarding the recent UI, I preferred the UI from Episode Duscae. It felt more intuitive to defend using LB/L1, as well as using RB/R1 to manually lock-on to enemies. Will there be different control layouts that we can choose from?

The UI design will be renewed once more. We’re currently working on both the functionality and aesthetics of the UI. In terms of the development state right now, the progress of the UI and NPC elements are not as far along as some of the other stuff, so right now we’re still using some placeholder stuff that aren’t what we envision for the final game. In terms of control layouts, we have the normal layout and the one from Episode Duscae, and we may also have a third layout planned. But people can choose between those two at any time. A lot of players have gotten used to Episode Duscae controls, so we want to give options to the players.

YAY!!!!

I actually REALLY got used to the controls in Episode Duscae
 

Philippo

Member
So we can get both the UI and the control scheme from EP Duscae?
Does this mean we can use triangle for skills again?
 

Genio88

Member
Such a shame this game won't release on PC too this september, i hope they'll be able to push the Xbox One version at least to stable 900p/30fps
 
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