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Otter said:
curl-6 said:

Yeah FF16 was either really badly optimized or just had really baffling rendering priorities, cos it didn't look nearly good enough to justify how low res it was. Reminded me of something like Xenoblade Chronicles 2 on Switch where the quality of the effects was dimmed somewhat by the blurry image quality.

For sure it's the engine, which is derived from FF14s. It wasn't really built for graphical showcases in mind and probably the team worked pretty speedy to bring it up to scratch with modern standards. 

Graphically I don't think FF16 gets enough love though, it's definitely more consistent and detailed presentation then VII Rebirth but it's art direction leans more into a solemn realism which makes it pop less. Some parts of VII like the character models and VFX work are better.

It's a shame though Square was unable to realise their goals with the lumen engine. Honestly their games would be on another league if they were able to continual build on assets from the past and have all teams have access to the same tools. In particular XV had way better parkour and contextual animation than both 16 and 7 Rebirth. Navigating terrain in both of the "next gen" games is several steps back (start 2:50)



Don't get me wrong, I actually really like how FF16 looks for the most part. Performance mode just looks a bit soft for a current gen game.

FF15 I haven't played yet but it does look really good visually, especially for a game that's like a decade old now, may have to check it out sometime. I do enjoy seeing bespoke engines in action, since nowadays most games seem to run on UE.