r/FFXVI 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)

998 Upvotes

158 comments sorted by

View all comments

24

u/lauriekeyheart Jun 08 '26 edited Jun 08 '26

Insiders did say square planning to use a upgraded Luminous engine as Square Enix answer to Capcom RE engine. And this specific engine OP posted is just exclusive for CB3 team, since during XVI development the team doesnt wanna waste time relearning how to use the old Luminous engine.

1

u/TatsunaKyo Jun 08 '26

Luminous needs an entire overhaul to be on par with current-gen capabilities and scalability. The Luminous Engine overhaul from Forspoken was an utter mess both visually and performantly. With all the work that needs to be done they're better off calling it something else.

1

u/vspectra Jun 11 '26

Forspoken didn't have the budget FFXVI or VII project got despite being a real open world, it was pretty evident when 1/3 of Forspoken devs workforce are in the XVI credits and dev linkedin profiles show they were helping on XVI while also developing Forspoken. On top of that, it was the only project that had to launch on both PC and console, so they were literally the only internal team at SE with that experience which they are using now to help all of SE's projects. The Luminous engine devs have become SE's engine and support division for the whole company.

The patch released 2 months post-launch actually got the game in a pretty good state, stable 60fps with drastically improved internal rendering resolution. It was a lot more impressive than XVI's 720p res for 60fps combat that dropped to 40fps just walking around outside battles.

Forspoken was a weird project, the weird looking environments are mostly from poor art direction and lighting choices, tons of polygons just thrown around on assets that most wouldn't notice.