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Luminous Engine

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422:?", broke down its basic components and used them, along with added unusual elements, in the demo. A focus during the demo's development was the creation of Agni, the central character. For the demo, as it was a work-in-progress, they optimized it for graphical performance. While the story and themes were created by the Japanese staff, many of the character designs were done by staff from their western subsidiaries. The technology to create the demo was all sourced from then-existing high-end PCs. An initial mock up of Agni's hair was created using a mannequin and wig styled by a professional make-up artist. Each character's face was constructed around mo-capped footage of live actors, then tweaked and expanded in post-production. The entire development process, from conception through development, took approximately a year. 323:(AI), which had previously been liable to become unstable or poor under certain conditions or with poor programming due to the large number of individual codes needed. For Luminous, the team created a single unifying flexible framework to control the scale of the AI while also making it intuitive. It was intended to be used in-house rather than licensed out to other developers, but that western subsidiaries of the company would have access to it. In addition, they also built in the ability to blend graphical assets designed for CG scenery with highly advanced real-time animation, making the two graphically similar. Luminous Studio was publicly revealed in 2011. 3270: 2696: 38: 386: 347:. Square Enix's western subsidiaries shared information about game engine development from their experience developing the CDC and Glacier 2 game engines and shared their source code with the Luminous Studio team. During 2012, one third of the final development team was from western subsidiaries of the company. Luminous was developed based on high-end 502:
re-reveal under its new title, the company used a specially-created engine environment named Ebony. In July 2014, Hashimoto left the company, citing personal reasons. While still working as an advisor for Luminous Studio, his position as project leader was filled by Remi Driancourt, a senior engineer
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series. There were many major factors that the team considered while building the engine, as they wanted to ensure the highest possible quality for high-end games. Some of the environmental factors included lighting, shading and modeling. A core feature of the gameplay was the artificial intelligence
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to create new engines for their products, including Luminous Studio. Talking about sharing the engine, Merceron said that he advised the company to avoid sharing between companies or internally between games until the engine had been finalized with the released game: this resulted in Luminous Studio
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in 2009 and became involved with development in 2011. Other key Square Enix staff members working on Luminous Studio include Takeshi Nozue, Akira Iwata and Hiroshi Iwasaki. While ground work was being laid for Luminous, members of the team traveled to look at engine technology being developed by
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in that it incorporated all the development tools needed from asset editing onward, as well as being "high quality, easy to use, flexible, high speed, compact, and supporting both manual and automatic ". The development team drew inspiration for this concept and approach from Unreal Engine and
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CGI. Development of the demo took approximately half a year. Unlike previous technology demos created by the company, which were based on pre-existing games, Square Enix decided to create something completely original. The demo was themed around the
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as part of a special presentation by Square Enix. As part of the presentation, guest speakers paused the demo and adjusted elements of the characters on the fly to show off the engine's customization features. It was also shown at
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is a tech demo created by Square Enix to show off the capacities of Luminous Studio. The demo was a collaboration between the cinematic Visual Works division—a section of the company generally associated with
530:. The inner hair for each character uses about 20,000 polygons, five times more than seventh generation hardware. The data capacity for textures is also much greater than before. Each character uses 30 2330: 2481: 2268: 526:
hardware. About 150 bones are used for the face, 300 for the hair and clothes, and 150 for the body. For the characters' hair, the team used the same technique as with the characters in
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model with body and wings, which proceed to merge to generate a summoned monster. Production for the demo began in June 2011, and was initially produced as pre-rendered
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cited the technology as a "hurdling leap into the future", and other reviews emphasised realistic 3D modeling of the human eye and real time rendering of graphics.
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had met with a disastrous launch due to development and technical problems. Faced with these issues, Square Enix decided to bring in former developers from
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was doubted, as those consoles did not support shaders. During this early stage, they were looking into the possibility of adjusting the engine for use on
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technique with memory usage prediction, an acceleration technique to efficiently generate lightmaps for fast global illumination in large scenes
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technology. While designed for eighth-generation video games, it was said to also be compatible with any console and hardware that could handle
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shown off at Tokyo Game Show and Jump Festa that year ran on Luminous 1.4, which combined Luminous with components created for Ebony. The
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Hair simulation, for hair and beard, including hair simulation shader, GPU accelerated hair simulation, software to render hair using
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demo. The demo renders over 63 million polygons per frame, uses "8K by 8K" resolution textures, and her hair is rendered with over 50
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The head of the project was Yoshihisa Hashimoto, Square Enix's Chief Technology Officer, who had moved over to the company from
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per frame, with approximately 300,000 to 400,000 polygons for each character model. There is a scene where 100,000 illuminated
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have five million polygons per frame, with character models made up of about 100,000 polygons each. Character models for
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described the graphics of the game engine preview as "jaw dropping" and "stunning", and called it a real competitor to
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in the early 2010s, the concept for the new engine was born in 2011 while he was in the final stages of working on
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used lighting technology from Luminous along with a purpose-built proprietary gameplay engine. For its
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via rasterisation, bidirectional sampling, and artifact suppression technique for glossy surfaces
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during development, while other major next-generation titles would use other outsourced engines.
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game demo ran on version 1.5, and the developers plan for the final game to run on version 2.0.
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Preview of the gaming engine while editing after a showing of "Agni's Philosophy" at E3 in 2012.
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textures. For the Microsoft Windows port, Luminous Studio was upgraded using technology from
244:. The aim was to create new AAA video games for a global audience using the Luminous Engine. 3829: 3794: 3605: 3175: 3036: 3031: 3001: 2991: 2966: 2905: 2900: 1854:
PC版『ファイナルファンタジーXV WINDOWS EDITION』の発売が決定! 2018年発売予定、4K(最大8K)解像度をサポートし、HDR10にも対応する“究極の『FFXV』”
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The existence of the gaming engine surprised many critics when it was unveiled in E3 2012.
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was hitting technical barriers as it transitioned to open-world environments its original
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affecting environment (such as grass) and characters (such as clothes), and GPGPU support
1587:"[CEDEC 2012]メイキングオブ「Agni's Philosophy」。スクエニの次世代ゲームエンジン「Luminous Studio」を使った技術デモ,その開発秘話" 779:
Fast global illumination baking via ray-bundle tracing, including radiance exchange via
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revealed a new real-time tech demo developed by Square Enix for the engine, called
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to be compatible with next generation consoles that their existing platform,
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were constructed with 600 bones, estimated as roughly 10-12 times more than
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with the Luminous Studio engine, using the same assets as the CGI version.
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solutions, including ray tracing approximation and fake ray tracing shader
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by Visual Works before Square Enix attempted to reproduce it entirely in
447: 432: 360: 267:. This was a difficult period for Square Enix: the project then known as 188: 94: 1401:"西川善司の3Dゲームファンのための「Luminous Studio」講座 スクウェア・エニックスが開発中の次世代ゲームエンジンの秘密に迫る!" 503:
who had worked with games featuring Luminous technology. The version of
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accelerated particle system, particle effects, independent particles,
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can use about sixteen times this amount on the PlayStation 4 console.
4163: 4148: 4138: 4062: 3967: 3754: 1933: 1186: 856:, specular reflection, hair physics, tessellation, strand smoothing, 717: 588: 576: 558: 363:. Its compatibility with Nintendo's seventh-gen hardware such as the 352: 318:. The name "Luminous" was chosen to reflect the crystal theme of the 311: 1055:
Water reflection, including screen-space reflection and cube mapping
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According to Julien Merceron, the Worldwide Technology Director for
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support, including GPGPU acceleration and GPGPU support for AI and
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In April 2015, Square Enix announced that the engine would support
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department, Advanced Technology Division, with a goal to create a
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series: during discussions, the team asked the question "What is
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movie production for the company's video games—and Square Enix's
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was established by Square Enix as a new subsidiary studio dubbed
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initially, and has since been used in two of company's titles—
1683:"Why is Final Fantasy Versus XIII Using the Luminous Engine?" 601:. The tech demo took a year to produce, and was running on a 2269:"Fast Global Illumination Baking via Ray-Bundles (sap_0046)" 409:
tech demo that has a quality coming as close as possible to
2531:"That Stunning New Final Fantasy Tech? That's Not For Sale" 2609:"E3 2012: SQUARE ENIX PRESENTS THE LUMINOUS STUDIO ENGINE" 2331:"Adaptive Ray-bundle Tracing with Memory Usage Prediction" 1322:"Julien Merceron revient sur sa carrière chez Square Enix" 872:
based geometry for hair and beard, including NURB curves,
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Dynamic day-night cycle, including time of day cycling
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The construction of Luminous was similar in concept to
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Dynamic cloud system, including full cloud simulation
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VG24/7 called the graphics "drop dead gorgeous". 120: 108: 80: 62: 44: 1657:"FFXV Luminous Studios Developer Interview Part 1" 1613:"Square Enix lifts the lid on its next-gen engine" 2402:"Square Enix shows off Luminous tech demo on PS4" 1395: 1393: 1391: 1344: 1342: 2080:"Tech Analysis: Final Fantasy 15 Episode Duscae" 1389: 1387: 1385: 1383: 1381: 1379: 1377: 1375: 1373: 1371: 583:, featuring the character Agni from the earlier 462:-like insects appear on screen, each one a full 2263: 2261: 2259: 1769: 1767: 1765: 164: 145: 2202: 2200: 2198: 2196: 2194: 2192: 2104: 2102: 2100: 1776:"Final Fantasy XV further detailed in Famitsu" 1542: 1540: 1538: 1536: 1534: 1532: 1530: 1528: 1427: 1425: 1423: 1421: 1048:, including isoline tessellation and B-spline 158: 139: 3298: 2722: 2309:"Publications - Advanced Technology Division" 199:. It was conceived during the development of 8: 838:computation, for particles, hair, cloth and 797:Adaptive ray-bundle tracing, using adaptive 30: 2073: 2071: 2069: 2067: 2065: 2063: 2013: 2011: 2009: 2007: 2005: 2003: 2001: 1456: 1454: 1403:. Impress Watch. 2011-08-26. Archived from 776:and real-time glossy indirect illumination 750:Eye shader, including specular reflection, 3876: 3388: 3305: 3291: 3283: 3104: 2941: 2729: 2715: 2707: 2303: 2301: 2299: 2061: 2059: 2057: 2055: 2053: 2051: 2049: 2047: 2045: 2043: 1999: 1997: 1995: 1993: 1991: 1989: 1987: 1985: 1983: 1981: 1847: 1845: 514:With Luminous Studio, real-time scenes in 36: 29: 1923: 1921: 1919: 1817:"Why Final Fantasy XV Has Fantastic Hair" 1810: 1808: 1806: 1804: 1501: 1499: 1497: 1495: 1493: 236:. In early 2018, the development team of 27:Multi-platform game engine by Square Enix 2427:"FFXV - Quelques détails sur son moteur" 1580: 1578: 1106: 925:per-pixel order-independent transparency 3228:Localization of Square Enix video games 2691: 2484:from the original on September 14, 2021 1651: 1649: 1647: 1645: 1643: 1641: 1639: 1434:"Square Enix Luminous Studio Interview" 1250: 677:, and Yebis 2 image-based anti-aliasing 454:data per frame, and pushed ten million 2235: 2233: 2231: 2229: 1966:from the original on November 12, 2020 1108:Games developed using Luminous Engine 286:being restricted to what would become 2476:Valentine, Rebekah (March 18, 2021). 2111:"Square Enix Details Luminous Studio" 1038:coordinate system, shadows, and skin 230:franchise, and an original IP titled 7: 212:The engine powered the tech demos 25: 2581:Nunneley, Stephany (2012-06-05). 2160:McWhertor, Michael (2015-04-30). 1461:Corriea, Alexa Ray (2014-07-25). 175:developed and used internally by 3269: 3268: 2694: 1258:Sherman, Jennifer (2018-03-31). 1061:: 2048x2048, 4096x4096, 8K by 8K 2671:from the original on 2016-03-07 2645:from the original on 2016-06-10 2619:from the original on 2016-06-01 2589:from the original on 2016-09-19 2563:from the original on 2015-07-17 2537:from the original on 2014-12-23 2511:from the original on 2014-12-29 2458:from the original on 2015-04-18 2433:from the original on 2015-05-05 2408:from the original on 2015-04-27 2215:from the original on 2015-04-27 2178:from the original on 2015-06-10 2142:from the original on 2015-09-12 2117:from the original on 2014-12-24 2086:from the original on 2016-06-03 1940:from the original on 2015-04-30 1905:from the original on 2015-05-29 1871:from the original on 2017-08-23 1831:from the original on 2015-02-19 1790:from the original on 2014-12-22 1751:from the original on 2014-12-21 1717:from the original on 2014-09-20 1663:from the original on 2016-05-24 1625:from the original on 2016-03-03 1593:from the original on 2016-05-12 1585:Zenji, Nishikawa (2012-08-21). 1514:from the original on 2015-05-18 1506:Van Duine, Erren (2012-06-28). 1479:from the original on 2014-12-23 1357:from the original on 2015-12-23 1328:from the original on 2015-12-23 1302:from the original on 2018-12-17 1270:from the original on 2018-11-12 932:, such as for skin and clothing 783:, ray direction sampling, fast 187:-compatible platforms, such as 2663:Hillier, Brenna (2012-06-06). 2529:Toshi, Nakamura (2012-06-07). 2207:Gantayat, Anoop (2012-06-13). 2109:Gantayat, Anoop (2011-08-26). 1815:Ashcraft, Brian (2015-02-19). 1681:Gantayat, Anoop (2011-09-21). 1432:Donaldson, Alex (2012-06-25). 716:, animation, game editing and 637:screen space ambient occlusion 1: 4023:Lightweight Java Game Library 2637:Plunkett, Luke (2012-12-16). 2555:Narcisse, Evan (2012-06-06). 2452:"Key new features of YEBIS 3" 2078:Linneman, John (2015-03-21). 1288:Parish, Jeremy (2018-08-08). 1023:Shadow generation, including 787:baking via tessellation, and 484:Prior to its rebranding from 275:engine could not handle, and 4232:Global illumination software 3369:List of visual novel engines 2136:"Post-process Anti-aliasing" 1685:. Andriasang. Archived from 1349:Makuzawa, Red (2015-12-22). 888:High-dynamic-range rendering 644:system, including character 442:tech demo was running at 60 3335:First-person shooter engine 2503:Yoon, Andrew (2013-01-13). 2242:"Luminous studio tech demo" 1078:based exposure simulation, 1029:percentage closer filtering 1008:with real-time adjustment, 165: 146: 68:; 12 years ago 4258: 2400:Prahl, Kyle (2013-02-20). 1889:Romano, Sal (2015-04-30). 1774:Romano, Sal (2014-12-22). 1735:Romano, Sal (2014-10-30). 1611:Graft, Kris (2012-06-05). 1436:. RPG Site. Archived from 997:Physically based rendering 809:bidirectional path tracing 693:(light pre-pass rendering) 490:eighth-generation consoles 378: 3325: 3266: 3135:The Game Designers Studio 1928:White, Jay (2015-04-30). 534:of texture data, and ten 486:Final Fantasy Versus XIII 269:Final Fantasy Versus XIII 159: 140: 35: 2607:Nix, Marc (2012-06-05). 2404:. PlayStation Universe. 1853: 1320:Skypirate (2015-12-22). 1230:Panta Rhei (game engine) 1034:Skin shader, including 681:Artificial intelligence 3347:Game engine recreation 3115:Beautiful Game Studios 2757:Square Enix Collective 2745:Video game development 2429:(in French). Gamekyo. 2375:. 2013. Archived from 2340:. 2013. Archived from 1958:Sato (June 19, 2017). 1324:(in French). FFDream. 866:shader for hair volume 807:, including real-time 656:(inverse kinematics), 390: 171:, is a multi-platform 4058:Platinum Arts Sandbox 3903:Adventure Game Studio 2788:Image Studio Division 2240:Yoshihisa Hashimoto. 964:facial motion capture 930:Subsurface scattering 774:indirect illumination 772:global illumination, 631:, including shadows, 388: 4227:3D graphics software 3704:Visual3D Game Engine 3359:Game creation system 3191:Square Enix Montreal 3145:Luminous Productions 3056:Frequent contractors 2797:Lists of video games 1210:List of game engines 1092:chromatic aberration 993:and other properties 858:spline interpolation 658:procedural animation 652:routines, full body 264:Final Fantasy XIII-2 242:Luminous Productions 226:, an entry in their 209:, could not handle. 202:Final Fantasy XIII-2 181:Luminous Productions 152:, originally called 56:Luminous Productions 3973:Blender Game Engine 3805:Pixel Game Maker MV 1353:. Nova Crystallis. 1168:Microsoft Windows, 1109: 1059:Texture resolutions 917:volumetric lighting 913:specular reflection 831:physical simulation 766:Global illumination 742:Environment mapping 660:, and muscle based 633:spherical harmonics 607:GeForce GTX Titan X 488:and full move onto 426:was first shown at 32: 4242:Video game engines 3978:Bork3D Game Engine 3211:Compilation albums 3012:Hironobu Sakaguchi 2838:Square Enix Europe 2804:List of franchises 2752:Square Enix Europe 2454:. Silicon Studio. 2138:. Silicon Studio. 1264:Anime News Network 1107: 1002:Physics simulation 983:collision handling 921:per-pixel lighting 909:diffuse reflection 789:ray-bundle tracing 687:Deferred rendering 524:seventh generation 407:real-time graphics 391: 307:Unity Technologies 195:, and versions of 4207: 4206: 4203: 4202: 4103:Wintermute Engine 3864: 3863: 3725:Amazon Lumberyard 3520:Zillions of Games 3280: 3279: 3199: 3198: 3155:Tokyo RPG Factory 3150:Quest Corporation 3096: 3095: 3027:Tetsuya Takahashi 1298:. Gamer Network. 1177: 1176: 1138:Microsoft Windows 1080:color temperature 969:Occlusion culling 852:, hair lighting, 702:Development tools 691:deferred lighting 629:Ambient occlusion 585:Agni's Philosophy 553:are used for the 528:Agni's Philosophy 444:frames per second 440:Agni's Philosophy 424:Agni's Philosophy 394:Agni's Philosophy 380:Agni's Philosophy 345:Eidos Interactive 278:Final Fantasy XIV 214:Agni's Philosophy 197:Microsoft Windows 132: 131: 103:Microsoft Windows 16:(Redirected from 4249: 3877: 3830:UbiArt Framework 3795:Nvidia GameWorks 3389: 3307: 3300: 3293: 3284: 3272: 3271: 3204:Related articles 3176:Crystal Dynamics 3105: 3037:Toshiro Tsuchida 3032:Hiromichi Tanaka 3002:Kazushige Nojima 2992:Yasunori Mitsuda 2967:Shinji Hashimoto 2942: 2906:Hiroshi Minagawa 2901:Yoshinori Kitase 2843:Crystal Dynamics 2771:Other industries 2731: 2724: 2717: 2708: 2699: 2698: 2697: 2690: 2680: 2679: 2677: 2676: 2660: 2654: 2653: 2651: 2650: 2634: 2628: 2627: 2625: 2624: 2604: 2598: 2597: 2595: 2594: 2578: 2572: 2571: 2569: 2568: 2552: 2546: 2545: 2543: 2542: 2526: 2520: 2519: 2517: 2516: 2500: 2494: 2493: 2491: 2489: 2473: 2467: 2466: 2464: 2463: 2448: 2442: 2441: 2439: 2438: 2423: 2417: 2416: 2414: 2413: 2397: 2391: 2390: 2388: 2387: 2381: 2370: 2362: 2356: 2355: 2353: 2352: 2346: 2335: 2327: 2321: 2320: 2315:. 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Archived from 1552: 1544: 1523: 1522: 1520: 1519: 1503: 1488: 1487: 1485: 1484: 1458: 1449: 1448: 1446: 1445: 1429: 1416: 1415: 1413: 1412: 1397: 1366: 1365: 1363: 1362: 1346: 1337: 1336: 1334: 1333: 1317: 1311: 1310: 1308: 1307: 1285: 1279: 1278: 1276: 1275: 1255: 1132:Final Fantasy XV 1110: 1006:cloth simulation 950:Materials system 946:software support 938:Levels of detail 848:technique, hair 662:facial animation 615:Final Fantasy XV 581:Witch Chapter 0 540:Final Fantasy XV 536:levels of detail 495:Final Fantasy XV 479:Final Fantasy XV 337:Crystal Dynamics 288:Final Fantasy XV 238:Final Fantasy XV 223:Final Fantasy XV 179:and later on by 170: 168: 166:Ruminasu Sutajio 162: 161: 151: 149: 143: 142: 76: 74: 69: 40: 33: 21: 4257: 4256: 4252: 4251: 4250: 4248: 4247: 4246: 4212: 4211: 4208: 4199: 4183: 4107: 4088:Thousand Parsec 4038:Open Wonderland 4013:Irrlicht Engine 3956: 3891: 3871: 3860: 3856:Unreal Engine 5 3839: 3835:Unreal Engine 4 3790:Luminous Engine 3745:Creation Engine 3708: 3689:Unreal Engine 3 3684:Unreal Engine 2 3524: 3505:Virtual Theatre 3500:Unreal Engine 1 3418: 3378: 3321: 3311: 3281: 3276: 3262: 3233:Luminous Engine 3216:Companion books 3195: 3164: 3092: 3078:Koichi Sugiyama 3073:Koichi Nakamura 3063:Yoshitaka Amano 3051: 2962:Masashi Hamauzu 2952:Kenichiro Fukui 2940: 2931:Motomu Toriyama 2921:Masayoshi Soken 2896:Akitoshi Kawazu 2886:Naoki Hamaguchi 2859: 2792: 2766: 2740: 2735: 2705: 2695: 2693: 2685: 2683: 2674: 2672: 2662: 2661: 2657: 2648: 2646: 2636: 2635: 2631: 2622: 2620: 2606: 2605: 2601: 2592: 2590: 2580: 2579: 2575: 2566: 2564: 2554: 2553: 2549: 2540: 2538: 2528: 2527: 2523: 2514: 2512: 2502: 2501: 2497: 2487: 2485: 2475: 2474: 2470: 2461: 2459: 2450: 2449: 2445: 2436: 2434: 2425: 2424: 2420: 2411: 2409: 2399: 2398: 2394: 2385: 2383: 2379: 2368: 2364: 2363: 2359: 2350: 2348: 2344: 2333: 2329: 2328: 2324: 2307: 2306: 2297: 2288: 2286: 2282: 2271: 2267: 2266: 2257: 2239: 2238: 2227: 2218: 2216: 2206: 2205: 2190: 2181: 2179: 2159: 2158: 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154:Luminous Studio 137: 135:Luminous Engine 72: 70: 67: 63:Initial release 54: 31:Luminous Engine 28: 23: 22: 18:Luminous Studio 15: 12: 11: 5: 4255: 4253: 4245: 4244: 4239: 4234: 4229: 4224: 4214: 4213: 4205: 4204: 4201: 4200: 4198: 4197: 4195:Open 3D Engine 4191: 4189: 4185: 4184: 4182: 4181: 4176: 4171: 4166: 4161: 4156: 4151: 4146: 4141: 4136: 4131: 4126: 4121: 4115: 4113: 4109: 4108: 4106: 4105: 4100: 4095: 4090: 4085: 4080: 4075: 4070: 4065: 4060: 4055: 4050: 4045: 4040: 4035: 4030: 4025: 4020: 4015: 4010: 4005: 4000: 3995: 3990: 3985: 3980: 3975: 3970: 3964: 3962: 3958: 3957: 3955: 3954: 3949: 3941: 3933: 3928: 3923: 3915: 3910: 3905: 3899: 3897: 3893: 3892: 3890: 3889: 3883: 3881: 3874: 3866: 3865: 3862: 3861: 3859: 3858: 3853: 3847: 3845: 3841: 3840: 3838: 3837: 3832: 3827: 3822: 3817: 3812: 3807: 3802: 3797: 3792: 3787: 3782: 3777: 3772: 3767: 3762: 3757: 3752: 3747: 3742: 3737: 3732: 3727: 3722: 3716: 3714: 3710: 3709: 3707: 3706: 3701: 3696: 3694:Vicious Engine 3691: 3686: 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3044: 3039: 3034: 3029: 3024: 3019: 3017:Yoko Shimomura 3014: 3009: 3004: 2999: 2994: 2989: 2987:Yasumi Matsuno 2984: 2979: 2974: 2972:Yasuyuki Honne 2969: 2964: 2959: 2954: 2948: 2946: 2939: 2938: 2933: 2928: 2926:Takashi Tokita 2923: 2918: 2916:Kazuko Shibuya 2913: 2911:Tetsuya Nomura 2908: 2903: 2898: 2893: 2888: 2883: 2878: 2873: 2867: 2865: 2861: 2860: 2858: 2857: 2852: 2851: 2850: 2845: 2835: 2830: 2829: 2828: 2818: 2817: 2816: 2806: 2800: 2798: 2794: 2793: 2791: 2790: 2785: 2780: 2774: 2772: 2768: 2767: 2765: 2764: 2759: 2754: 2748: 2746: 2742: 2741: 2736: 2734: 2733: 2726: 2719: 2711: 2704: 2703: 2682: 2681: 2655: 2629: 2599: 2573: 2547: 2521: 2507:. Shack News. 2495: 2468: 2443: 2418: 2392: 2357: 2322: 2319:on 2013-03-01. 2295: 2255: 2252:on 2015-04-24. 2225: 2211:. Andriasang. 2188: 2152: 2127: 2113:. Andriasang. 2096: 2039: 1977: 1962:. Siliconera. 1950: 1915: 1881: 1867:. 2017-08-21. 1841: 1800: 1761: 1727: 1692: 1689:on 2012-07-13. 1673: 1659:. 2015-01-30. 1635: 1603: 1574: 1524: 1489: 1450: 1417: 1367: 1338: 1312: 1280: 1249: 1247: 1244: 1243: 1242: 1237: 1235:Serious Engine 1232: 1227: 1222: 1217: 1212: 1205: 1202: 1181: 1178: 1175: 1174: 1172: 1166: 1159: 1155: 1154: 1152: 1135: 1128: 1124: 1123: 1120: 1117: 1114: 1104: 1101: 1099: 1098: 1084:depth of field 1062: 1056: 1053: 1043: 1032: 1025:shadow mapping 1021: 999: 994: 987:alpha blending 972: 966: 960:Motion capture 957: 947: 941: 935: 934: 933: 894: 885: 884: 883: 880: 867: 842: 840:visual effects 833: 820: 819: 818: 812: 802: 795: 763: 748: 739: 738: 737: 731: 721: 699: 694: 684: 678: 664: 646:bone animation 639: 625: 623: 620: 610:graphics cards 568: 563: 509:Episode Duscae 481: 476: 382: 377: 341:Eidos Montréal 333:IO Interactive 254: 251: 249: 246: 147:Ruminasu Enjin 130: 129: 124: 118: 117: 112: 106: 105: 84: 78: 77: 66:June 2012 64: 60: 59: 48: 42: 41: 26: 24: 14: 13: 10: 9: 6: 4: 3: 2: 4254: 4243: 4240: 4238: 4235: 4233: 4230: 4228: 4225: 4223: 4222:2012 software 4220: 4219: 4217: 4210: 4196: 4193: 4192: 4190: 4186: 4180: 4177: 4175: 4172: 4170: 4167: 4165: 4162: 4160: 4157: 4155: 4152: 4150: 4147: 4145: 4142: 4140: 4137: 4135: 4132: 4130: 4127: 4125: 4122: 4120: 4117: 4116: 4114: 4110: 4104: 4101: 4099: 4098:Vassal Engine 4096: 4094: 4091: 4089: 4086: 4084: 4083:Spring Engine 4081: 4079: 4076: 4074: 4071: 4069: 4066: 4064: 4061: 4059: 4056: 4054: 4051: 4049: 4048:Papervision3D 4046: 4044: 4041: 4039: 4036: 4034: 4031: 4029: 4026: 4024: 4021: 4019: 4018:jMonkeyEngine 4016: 4014: 4011: 4009: 4006: 4004: 4001: 3999: 3996: 3994: 3991: 3989: 3986: 3984: 3981: 3979: 3976: 3974: 3971: 3969: 3966: 3965: 3963: 3959: 3953: 3950: 3948: 3946: 3942: 3940: 3938: 3934: 3932: 3929: 3927: 3924: 3922: 3920: 3916: 3914: 3913:Crystal Space 3911: 3909: 3906: 3904: 3901: 3900: 3898: 3894: 3888: 3885: 3884: 3882: 3878: 3875: 3873: 3867: 3857: 3854: 3852: 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3446: 3443: 3441: 3438: 3436: 3433: 3431: 3430:3D GameStudio 3428: 3427: 3425: 3421: 3415: 3412: 3410: 3407: 3405: 3402: 3400: 3397: 3396: 3394: 3390: 3387: 3385: 3381: 3375: 3372: 3370: 3367: 3365: 3362: 3360: 3357: 3353: 3350: 3349: 3348: 3345: 3341: 3338: 3337: 3336: 3333: 3331: 3328: 3327: 3324: 3319: 3315: 3308: 3303: 3301: 3296: 3294: 3289: 3288: 3285: 3275: 3265: 3259: 3256: 3254: 3251: 3249: 3246: 3244: 3241: 3239: 3238:Crystal Tools 3236: 3234: 3231: 3229: 3226: 3224: 3223: 3219: 3217: 3214: 3212: 3209: 3208: 3206: 3202: 3192: 3189: 3187: 3184: 3182: 3179: 3177: 3174: 3173: 3171: 3167: 3161: 3158: 3156: 3153: 3151: 3148: 3146: 3143: 3141: 3138: 3136: 3133: 3131: 3128: 3126: 3125:Eidos Hungary 3123: 3121: 3118: 3116: 3113: 3112: 3110: 3106: 3103: 3101:Former assets 3099: 3089: 3086: 3084: 3081: 3079: 3076: 3074: 3071: 3069: 3066: 3064: 3061: 3060: 3058: 3054: 3048: 3045: 3043: 3042:Nobuo Uematsu 3040: 3038: 3035: 3033: 3030: 3028: 3025: 3023: 3022:Hajime Tabata 3020: 3018: 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Index

Luminous Studio

Developer(s)
Square Enix
Luminous Productions
Platform
PlayStation 4
PlayStation 5
Xbox One
Stadia
Microsoft Windows
Type
Game engine
License
Proprietary
game engine
Square Enix
Luminous Productions
DirectX 11
Xbox One
PlayStation 4
Microsoft Windows
Final Fantasy XIII-2
Crystal Tools
Final Fantasy XV
Forspoken
Luminous Productions
Square Enix
Final Fantasy XIII-2
Crystal Tools

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