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Final Fantasy VII Remake Runs on Unreal Engine 4




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Animorphimagi





PostPosted: Tue Dec 08, 2015 12:46 am Reply with quote
I'm shocked that they aren't using the FFXV engine. I believe it's called Luminose. I hope they rethink this decision if they can...Maybe it's cheaper but i don't think UE4 makes good open world environments. i don't really know much about this stuff compared to some other people though.
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Kurohei



Joined: 13 Dec 2010
Posts: 598
PostPosted: Tue Dec 08, 2015 12:50 am Reply with quote
Eh, the game looks awesome, and there have plenty of great games made on the Unreal Engine. As long as it plays well and lacks glitches and lag, I'm game.
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GEO9875



Joined: 09 Dec 2014
Posts: 202
PostPosted: Tue Dec 08, 2015 3:25 am Reply with quote
Incoming games using Unreal Engine 4

Shenmue III
Bloodstained
Kingdom Hearts III
Street Fighter V
Tekken 7
Summer Lesson
Psychonauts 2
Ace Combat 7
Disaster Report 4

and now... Final Fantasy VII Remake.

Plenty of games using the engine, i hope that the market doesn't become to stagnated and games start looking too much alike because of this. UE4 is a very flexible engine so i hope that most devs would be like Capcom with SFV and make the game look very unique.
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leafy sea dragon



Joined: 27 Oct 2009
Posts: 7163
Location: Another Kingdom
PostPosted: Tue Dec 08, 2015 5:01 am Reply with quote
How much does Unreal Engine 4 cover? Is it an engine that covers everything needed to make a game, or is it something more specific? I mean, you have the Havok Engine, which is purely a physics engine, so you get games with a huge variety of art styles using Havok, including Smash Bros., whose whole premise is visually clashing art styles. And on the other end, there's SEGA's Hedgehog Engine, which is purely a graphics engine, so games that use it will follow a particular look but can play totally differently from each other.
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enurtsol



Joined: 01 May 2007
Posts: 14893
PostPosted: Tue Dec 08, 2015 7:20 am Reply with quote
Unreal Engine 4 is very versatile, tried and tested in various environments, and well-documented. If ya want to do something on UE4, there's a good chance somebody somewhere has already talked about it.

Havok physics engine, one of gaming’s most popular middleware tools, used to be owned by Intel but now acquired by Microsoft. Developers enjoy using Havok because it provides a streamlined way to simulate realistic real-time physics such as the effects of gravity, friction, and other natural forces in games without having to dedicate a team of programmers and mathematicians to the job. Havok has long had a reputation for running on just about every platform known to man, from game consoles to PCs and even smartphones.

For the past decade, many of the most popular video games have used a common physics engine which is Havok. While it’s had some competition from competing solutions like Nvidia’s PhysX, Havok has powered Call of Duty, the Assassin’s Creed series, DOTA 2, Half Life 2, Left 4 Dead, Halo, Dark Souls, Destiny, etc.

Microsoft plans to integrate Havok's physics engine into Windows and Xbox game developer toolsets. Those include the Direct X12 suite of game programming APIs, the Visual Studio app development kit, and Microsoft's Azure cloud platform, which most recently was shown powering a stunning real-time destructive environment in the upcoming crime game Crackdown 3. In other words, cloud-based virtual reality that can't be done by console or PC alone - and not just for games but also for use in the defense industry, where it powers military simulations and highly lucrative defense contracts, which Microsoft might like to convert to the Azure cloud computing.



Many in the industry will likely breathe a sigh of relief that Microsoft still plans to license Havok. Nintendo, Sony, Electronic Arts, and many other companies have all implemented the tech into their games before, and they will probably want to do so again in the future.


Last edited by enurtsol on Tue Dec 08, 2015 7:27 am; edited 1 time in total
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SageModeKakarot



Joined: 15 Dec 2014
Posts: 302
PostPosted: Tue Dec 08, 2015 7:21 am Reply with quote
#846768 wrote:
I'm shocked that they aren't using the FFXV engine. I believe it's called Luminose. I hope they rethink this decision if they can...Maybe it's cheaper but i don't think UE4 makes good open world environments. i don't really know much about this stuff compared to some other people though.


i don't think it's a cost thing thing but a matter of time after all FFXV has been what 10 years in development
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residentgrigo



Joined: 23 Dec 2007
Posts: 2617
Location: Germany
PostPosted: Tue Dec 08, 2015 8:19 am Reply with quote
So much for all the money they burned on the Luminous Studio and even the Crystal Toll before that. I wouldn’t have been able to spot the Unreal engine as VII and XV looks nearly identical to me. I hope that Japanese studios will learn a lesson from SE decision to license a proven engine for VII and KH 3. Such a move can only cut down development time and money spend.
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Seska1973



Joined: 31 May 2015
Posts: 150
Location: Germany
PostPosted: Tue Dec 08, 2015 10:26 am Reply with quote
#846768 wrote:
I'm shocked that they aren't using the FFXV engine. I believe it's called Luminose.


Easy, this own Engine they created, needs specials Programmers to full understand it.

Unreal Engine is an "mass production" one. They do not need to wait for the Special Luminose programmers to be free again, to work on this new Project.

Workload reduction, more projects running and the Unreal Engine 4 comes with an "manual book" or with Unreal Company Programmers to help out

Mm.. i hope you understand it. Sorry for syntax
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jdnation



Joined: 15 May 2007
Posts: 2127
PostPosted: Tue Dec 08, 2015 9:17 pm Reply with quote
There are benefits to having your own in-house engine, in that for one you don't have to pay Epic royalties or license fees, and your own engineers can tinker and play around with the engine to give you the results you want.

That said Square Enix has dropped the ball pretty hard, what with the Crystal Tools fiasco, and now Luminous Studio is also not working out it seems.

It's still possible that Luminous could turn out once FFXV is done, and it would make sense that they wuld license another engine so as to keep their other projects going. But who knows?


It's not only Square Enix, but it sounds like Capcom themselves are encountering trouble with Phanta Rhei, so we've heard nothing about Deep Down for awhile. And even SFV is using UnReal.


It also figures that the one Japanese developer that managed to get their shit together and create an amazing open world versatile engine - Konami - decided to turn towards pachinko and mobile, and force Hideo Kojima and other console staff and FOX Engine technicians to quit. What becomes of FOX after this is entirely unknown.

Maybe if Kojima gets hired by Square Enix he can help them do what he and his team did right.


All that said Epic has done a good job on UnReal 4, so I think everyone will be pleased by how things turn out.
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The_MoonwalkeR



Joined: 09 Dec 2015
Posts: 4
PostPosted: Wed Dec 09, 2015 1:23 pm Reply with quote
I hope it will be good like XV :/
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Animorphimagi





PostPosted: Sat Dec 12, 2015 10:56 pm Reply with quote
thanks for the responses. I still would prefer Luminous to be fully operational and used in most SE projects from now on. they should have a guide for how to use it if they made it too. that's why i don't accept that only one team can use it even right now.
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