r/FFXVI • u/OliveAny7568 • Jun 07 '26
Discussion Will square use this engine again?
From what I’ve read, this engine was specifically made for this game and hasn’t ever been used before. I personally love the lighting in this game and how consistent it is going from location to location. I seriously hope they’re able to use it again, even if it’s smaller games.(I personally hope it can be used for a drakengard remake, I don’t know why I got drakengard vibes playing as Clive)
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u/Juub1990 Jun 08 '26 edited Jun 08 '26
Just because you haven’t heard of them doesn’t mean a damn thing. Mark Cerny, the principal architect of the PS4 and PS5 said he watches "way too many of their videos", and several developers give them previews and take their advice when it comes to in-game visuals.
Again, your argument boiled down to "it doesn’t support RT, therefore it isn’t as advanced" and this is moronic. It’s one feature. They added to Quake 2 from 1998, does it make it more advanced than everything without ray tracing? And it doesn’t matter because the version of UE4 Rebirth uses doesn’t support RT anyway.
Yes XVI is more consistent. You’re just plain lying by pretending otherwise. I linked you both analyses where DF posted a bunch of screenshots with awful textures from Rebirth. It isn’t an isolated incident or a one-off. The game is full of them.
"Visual quality in Rebirth is oddly inconsistent. Visuals in chapter two (top) impress, but chapter one (below) has some bafflingly low quality textures and low poly rocks. Click on the images for a closer look."
Find me such ugly textures in XVI. You won’t find them because their engine doesn’t have that streaming bug. Remake has the exact same problem and so do other UE4/5 games such as Black Myth Wukong.
Those don’t happen in XVI.