The Luminous Engine wiki last edited by Jagged85 on 03/16/15 02:36AM View full history

Luminous Studio 1.0

A demo of Luminous Studio was first shown in 2011, followed by a full reveal at E3 2012 in a video created by Square Enix' CG department titled "Agni's Philosophy". 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 PS3, and the developers were working on Wii, Wii U and Nintendo 3DS compatibility. The engine also incorporates Silicon Studio's Yebis post-processing effects middleware.

The Agni's Philosophy tech demo pushed 10 million polygons per scene, including 300,000 to 400,000 polygons per character. It also used 1.8 GB texture data per scene.

Final Fantasy XIV Online: A Realm Reborn uses a scaled-down adaptation of Luminous Studio. Final Fantasy XV is the first game to use the full Luminous Studio engine.

Luminous Studio 1.5

Final Fantasy XV is running on Square Enix's Luminous Studio graphics engine. Its demo will be using version 1.5 of the engine, while the final game will be using version 2.0 of the engine. It will be running at 1080p with 30 frames per second. Compared to the 20,000 polygons used for the Final Fantasy XIII characters, Final Fantasy XV will be using 100,000 polygons for its characters (around the same as The Order: 1886, Uncharted 4, and Star Citizen, but slightly less than Ninja Gaiden 3: Razor's Edge and inFamous: Second Son). Overall, Final Fantasy XV will be using 5 million polygons per frame, pushing 150 million polygons per second. [ref] This is one of the highest polygon counts known for a video game.

Each character model will be using 20,000 to 30,000 polygons just for the hair alone, [ref] more than any other video game, and the same as the polygon count for an entire Final Fantasy XIII character. The game uses an advanced hair physics engine that is 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.

Each character will also have 600 bones, twelve times more than the 50 bones used by most PS3 and Xbox 360 games, and the highest known for a video game so far (more than Ryse: Son of Rome and inFamous: Second Son). Final Fantasy XV also uses 30 MB textures for each character [ref] (in comparison, inFamous: Second Son uses up to 28 MB for a character).

Comparison screenshots between Final Fantasy XV's real-time gameplay and pre-rendered CGI appear to show the real-time gameplay graphics screenshot coming close to the quality of the pre-rendered CGI screenshot. [ref]

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