Then FFXV was finally here, it was blurry, muddy, aliased, characters clipped through scenery and enemies and had intensely awkward, drawn-out, over the top animations. ![]() Even some showings of the game were more along the lines of a tech demo, remember when they showed off the model of the frog in the rain, it looked so detailed and cool. Witch Chapter 0 was just another time Square Enix asked us to be excited about their amazing new tech that would shine in the upcoming Final Fantasy XV. This time there was hope that the stunning demo was actually in the works as a game, you remember those, right Square Enix, but no. Later, in 2015 Agni made a return in another tech demo ‘Witch Chapter 0.’ Using 4 Nvidia Titan X graphics cards to render up to 63 million polygons per scene. Of course, just like the recent Unreal Engine tech demo, this kind of intensive graphical fidelity is unlikely to make it into a fully formed game. ![]() It also used 1.8 GB texture data per scene. Using a single nVidia GTX 680 graphics card with 16 GB RAM, it pushed 10 million polygons per scene, including 300,000 to 400,000 polygons per character. But it’s not all that the Luminous Engine has brought us, in 2012 we had Agni’s Philosophy, a tech demo designed by the Visual Works division, the arm of Square Enix that was usually responsible for pre-rendered CGI alongside Square’s R&D team. What was established as something the company could use as a staple for each of their first-party games and was planned even to be liscenced out to third parties when the time came has had a staggering one game coded for it in all that time: Final Fantasy XV.and we all know how turbulent the development of that game was. We will continue to pursue this research on cutting-edge technologies including high-end real-time graphics using the innovative DirectX 12.Did you know that Square Enix’s luminous engine first started development in 2011? That’s nine years ago. “The results will be used to further advance the quality and technical expertise of our games. “Square Enix is working on this next-generation research project as a showcase for our technology and creativity which will lead the future of Square Enix,” said Yosuke Matsuda, president and representative director of Square Enix, in a statement. The efforts from this project will power future game development as well as Final Fantasy XV, currently a work in progress.” “Our team has always pursued cutting-edge pre-rendered and real-time CG,” said Hajime Tabata, head of the next-generation technology research project and Division Executive of Business Division II of Square Enix, in a statement. “As a part of the technical development, we created this demo using world-class, real-time CG technology with generous support from. The demo used an Nvidia GeForce GTX Titan X in a four-way SLI configuration in a PC. The results will be incorporated into Square Enix’s Luminous Studio engine. “The work Square Enix is doing plays a valuable role in exhibiting the potential of DirectX 12 to enable even greater innovation and optimized game performance.” “We’ve designed DirectX 12 to deliver industry leading performance across the widest range of form factors and graphic cards,” said Steven Guggenheimer, corporate vice president and chief evangelist at Microsoft, in a statement. Their hope is that DX12, which will arrive with the delivery of Windows 10, will deliver the tools that make it much easier to immerse players in believable digital gameplay. But the project uses Microsoft’s DirectX 12 applications programming interface, Nvidia’s GeForce graphics, and Square Enix’s game development skills. Overcoming the uncanny valley has been a goal for computer-generated graphics for decades. ![]() This is a preview of the beauty and artistry of video games to come.” I am delighted that their amazing team turned to to help bring WITCH CHAPTER 0 to life. “Square Enix’s achievement is nothing short of breathtaking. “WITCH CHAPTER 0 features the most ambitious real-time, cinematic-quality graphics ever undertaken,” said Jen-Hsun Huang, chief executive of Nvidia, in a statement. The goal was to do it at “a level of quality never seen before with a real-time, computer-generated character,” Nvidia said. They showed the Build audience a research project called “Witch Chpater 0 ,” they portrayed a crying human, which is one of the most difficult emotions to convey in digital form. The artificial face produces an emotional reaction that usually suggests there’s something wrong with the animation.īut with DirectX 12 graphics technology, Microsoft, Nvidia, and Square Enix took a stab at getting it right. The challenge of creating an animated human face has been labeled the “uncanny valley.” The problem is that with computer graphics, the closer an animation gets to complete realism, the more alien or foreign the feeling is.
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