![]() Maybe they had to cut a lot of corners when an ambitious lighting solution (maybe what the game was revealed with) didn't scale up, maybe the engine was a nightmare to work with and cut into productivity. That smells of some kind of dev hell for whatever reason. this tech review even says that FF15 was doing stuff 6 years ago that wasn't seen in Forspoken. That absolutely can be explained by bad optimization. I doubt those kind of performance issues can be explained with bad optimization. I've heard UE4, I've heard it's the same custom engine used for FF14 (so some unholy combination of Crystal tools, its years of iterations from FF14 development, and maybe small pieces of Luminous tech). And FF16 is still uncertain in its engine. Nitpick, but FF7R was always Unreal, even when CyberConnect2 was the developer. They already ditched Luminous for UE4 during the development of KH3 and FVIIR, and FFXVI has always been a UE4 game as far as we know If they change terms, businesses won't want to feel trapped. Hell, it's still not perfect in English.Īnd you never know as a business what Epic will do next. It should also be noted that while UE's documentation in japanese is leaps and bounds better than 8 years ago, it's still not perfect. Or whatever UE5's new terms are (I heard they are even more aggresive for AAA studios, but don't quote me on that). If you're making what you expect to be a multi-million seller, that 5% can add up quickly. Same reason why most other Japanese studios are still maintaining their own engine despite some using Unreal as well. ![]() What do they stand to gain from using Luminous at this point?Ĭontrol. I just wanted to bring some subtlety to the topic instead of "welp, the game didn't score 90, RIP luminous". That becomes harder to bargain with if they need to go between with Epic first, and I'm guessing those deals make some money too.īut this is all speculation. Remember that Luminous had deals with Nvidia for FFXV to show off GTX features and now AMD to show off their tech. It also has to do with external stuff too. The rest of the development talent is a cost no matter the engine. I highly doubt it has more than a few dozen engine programmers maintaining/improving it, and that would be cheaper to keep around than 5% of 100m in raw revenue (for very conservative numbers). But the engine is already there and "battle tested". If Luminous was still how it was in 2013, then that can be a strong point. The cost-benefit analysis for internal tooling has really shifted over the last several years and at a certain point it's cheaper to license a tool like Unreal than it is to sink your own resources into developing something of comparable quality.
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