Am I the only one who finds Squenix’s current use of Unreal Engine 4 incredibly disappointing? =/
I mean, here’s a closeup on Noctis from Final Fantasy XV (which uses Luminous):
Here’s the closest thing that exists to a closeup on Sora in KHIII, before they switched engines:
And here’s what’s likely the most impressive real-time computer animation anyone’s produced thus far (albeit on a computer that’s way outside of most gamers’ price ranges =P ):
All of these are, effectively, Visual Works models with minimal optimizations (in other words, “CG in real-time” in a very real sense).
Unfortunately, FFVIIR and the post UE4 KHIII are not so lucky:
Even after being shrunk to Tumblr proportions, there are clear sharp edges where none should exist (in Eraqus’ clothes and hair, in Cloud’s elbow and arm), and looking at them in full size only makes it more obvious.
The impression that I get is that Luminous is designed to work with unusually complex player character/cutscene models in a way that UE4 isn’t, and Squenix has to set aside their preferred current-gen method of sharing assets with their CG team because of it. FFXV keeps its 100k poly models even in motion, while KHIII has to cut back even more (and looks even less like Visual Works’ rendition stylistically) when the player’s in control.
And, of course, Luminous has better lighting and skin shaders, too, which just exaggerates the difference further.
I know that Squenix needs to use UE4 if it intends to get KHIII and FFVIIR out in a reasonable amount of time, but it’s really frustrating to know that the games could have looked significantly better if they weren’t stuck with an engine that doesn’t seem particularly suited to Squenix’s strengths. =/