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Luminous Engine and Agni's Philosophy Pics and Details


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#1 Nikolasvanitas

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Posted 13 June 2012 - 02:49 AM

Luminous Engine and Agni's Philosophy Pics and Details

Take the real time vs Visual Works CG test for Square Enix's next gen engine.



Impress Watch contributor Zenji Nishikawa has posted a report on Square Enix's Luminous Engine and the Agni's Philosophy demo that debuted at E3 last week. As usual, the report is full of exclusive details via a developer interview. It also has some new pics of the demo and the engine's various tools.


The interview was with Square Enix CTO Yoshihisa Hashimoto, Square Enix Technology Division Lead Artist Ryo Iwata, Square Enix Visual Works Chief Creative Director and Senior Manager Takeshi Nozue, Square Enix Technology Division Lead Engineer Hiroshi Iwasaki and Square Enix Technology Division Senior R&D Engineer Remi Driancourt.


Hashimoto said that the goal of the Agni project was to offer in realtime visuals that would normally be shown prerendered. He served as producer and director, directing both the content and the technology and also handling management and quality checks.


Iwata was lead artist on the Agni project. He designed the main character, Agni. The world view, setting and framework were created during discussions between himself, Nozue and Hashimoto. He also worked on the pipeline that was used by artists to convert the Visual Works pre-rendered CG movie data into data for the real time demo clip.


Nozue headed up script writing, art direction and event/stage direction. He also directed the pre-rendered CG that would serve as the base for the real time demo video.


The Agni's Philosophy realtime demo uses pretty much the same content data that was used in the pre-rendered footage that Visual Works created. The realtime demo runs on a high spec PC with 64 bit Windows 7. The PC was made from standard off-the-shelf parts bought from a PC shop. The staff would not disclose the maker or specific specs, but Hashimoto said to consider it at the same level of specification as the PCs used by other developers when they show their technology demos.


The graphics specifications of the realtime demo include 1920x1080 full HD resolution, variable framerate between 30 and 60, FP16 (16 bit floating point) format for HDR rendering. A single frame as between 5 million and 10 million polygons. This includes unseen polygons used in post shadow generation and post processing.


Here are some comparison pics showing the Visual Works pre-rendered movie with the real time demo

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Visual Works (left), Real Time (right)


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Visual Works (left), Real Time (right)


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The Agni's Philosophy credits showed a "Yebis" logo. No, that's not the beer. Yebis is a post effect middleware from Silicon Studio (the 3D Dot Game Heroes studio -- they also make middleware). These scenes show Yebis2 in action.


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These scenes of Agni and the old guy show the demo's "eyeball shader." Visual Works CG uses raytracing for eyeball rendering. Raytracing would be difficult in realtime at present, so they fake it with this shader.



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Edited by Nikolasvanitas, 13 June 2012 - 02:50 AM.


#2 Rob

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Posted 13 June 2012 - 03:52 AM

Thanks for the news. Though I still only want to hear about Versus.

#3 KeybladeWielder_

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Posted 13 June 2012 - 04:05 AM

Awesome. It all looks amazing.

I would also like to hear about Verses XIII haha

#4 Nikolasvanitas

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Posted 13 June 2012 - 05:25 AM

Thanks for the news. Though I still only want to hear about Versus.

Awesome. It all looks amazing.

I would also like to hear about Verses XIII haha

LOL i feel the same guys,i really want to hear news about versus :)
i just thought it would be interesting to see SE new engine,maybe it will be used one day for a fututre KH or FF game,in the distant future :D

Edited by Nikolasvanitas, 13 June 2012 - 05:26 AM.


#5 lizzie1238

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Posted 13 June 2012 - 06:23 AM

I was just skimming through the article and when it said Iwata, at first I thought it was talking about the president of Nintendo!

#6 hatok

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Posted 13 June 2012 - 09:49 AM

This

includes unseen polygons used in post shadow generation and post processing.


Misread this as blast processing. Would have been more interesting.

#7 KeybladeWielder_

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Posted 14 June 2012 - 02:23 AM

i just thought it would be interesting to see SE new engine,maybe it will be used one day for a fututre KH or FF game,in the distant future http://kh13.com/forum/public/style_emoti...


It is VERY interesting, as in freaking awesome.

And we can only hope it will be =)