This is what a next-gen Final Fantasy could look like
What would a next generation Final Fantasy look like? Imagine, if you will, a pre-rendered cutscene from Final Fantasy XIII, but running in real time.
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Andrew Yoon posted a new article, This is what a next-gen Final Fantasy could look like.
What would a next generation Final Fantasy look like? Imagine, if you will, a pre-rendered cutscene from Final Fantasy XIII, but running in real time.-
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I'm not sure that a steam exclusive AAA budget Final Fantasy would be able to sell the numbers it would need to consider it a major success. Are there really 2-3 Million people that own pcs powerful enough to run it that would buy a Final Fantasy game for their computer? Because that's what it would take to make that happen. And who knows what the budget would have to be to create a game that would be that detailed all the way through. 2 million might end up doing little more than breaking even.
On the other hand, they should release this tech demo as a benchmark tool.-
I think it just comes down to how close to PC hardware the next generation of consoles will be. Porting a game from a PS3 to the PC is not a simple task because of the difference in architecture. But if the new consoles are essentially closed-system PC's... a port would probably not cost that much money and any extra sales for a game can only help. Even if it doesn't live up to the console sales numbers.
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I disagree with you and that's not because I have a crazy rig and favor the PC. Just look what millions of PC gamer's recently have done to play Diablo 3. They have done this as well for games like Skyrim, BF3 and many others. Bottom line if I game is awesome enough and the word goes around and its marketed right PC gamers can easily pull out the numbers. Not too mention they take it one step further and will even buy new rigs, CPUs, mem or GPUs or what ever it takes to play rad software made for the PC or is just really good.
My opinion is that the PC gamer demographic is quiet frankly overlooked and underestimated. Sure if a game requires SLI 680 yeah then that would be a issue and it would be hard to get those numbers and you would be right it would not happen.
If you have a none mental hardware requirements like SLI or a 680 min you can easily get the numbers, well that's how I feel.
Does anyone know the numbers for Diablo 3 btw @ $60 a pop etc?
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That's the big question what type of tools comes with these engines to cut cost and produce those visuals? According to Unreal Engine 4 team they have solved that, I wonder what these guys have done in the tools department? Still it looks rad I want it now.
Time will tell but its coming one way or another and when it pops to this lvl its going to be mental, I really can not wait.
Resistance is futile -
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Goood GOD... i never thought next-gen gonna look THIS good (and I am a freakin' developer!!! who also makes CG films!!!)
Thing is though... how many games this type can we have a year by each studio?!!!
The tehc and tools are good, but not fast enough
It still takes 600+ of best-in-the-job people at Weta for 2-3 years to make TinTin happen!!!! and a studio like Weta, can probably handle 2 of that kind of projects per 1-2 year-
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Yeah, there are not many studios who are going to be able to put out something like this. But at least in the next generation it looks like the power will be there for developers who need/want it. I hope they realize though that not every game needs to look like this. I look at it as an empty pallet with plenty of breathing room. I think in the past developers were kind of limited by the hardware and forced to improvise to get their ideas across. It seems like with the 360 and PS3 we kind of hit the tipping point where that started to be less of an issue. Next generation, the training wheels are off and (at least visually) people will have the freedom to pretty much create whatever visuals are in their mind. It's exciting, but also a bit scary. If developers focus all their energy on a project like this... and it fails. That could kill a company.
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I dunno; the DOF, motion blur, hair, lighting, etc. looked a lot better than Naughty Dog's games. The texture work on the backgrounds wasn't hugely impressive when put up against something like The Last of Us, but everything else looked fairly advanced compared to what we've seen on current consoles.
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You're forgetting that streamed video, like from youtube, isn't at a high enough bitrate to allow one to actually see how high resolution content looks. It's more than enough to represent console games, those being rendered at 720p with textures to match, but not 1080p content and definitely not able to show the extent of the LoD for distant objects, or even, the limits of how much detail is present.
Beyond that you have to consider that youtube doesn't have the best black levels or contrast. Until we're seeing this content in an mp4/avi @ 15Mbps+ we can't make accurate comparisons.
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I just filled out their survey, I'm not sure why... I guess I really liked square 15 years ago and I'd really like to see them return that level of greatness.
https://form.square-enix.com/a.p/933/ -
Yeah bring it on, this is what we are all waiting for. What's crazy is if and when devs can pull this off for real and we actually have the hardware that can run it, I would play some of these games that i normally wouldn't due to the level of immersiveness and movie quality cinematics. But I HIGHLY HIGHLY doubt that anything that we just saw in that video would be a reality in next-gen consoles. This happens every year, devs tease people with pre-rendered cg, or this time realtime on probably insane hardware that no average consumer will have anytime soon.
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Here's a good example:
http://www.youtube.com/watch?v=W1JOxxOhhTY
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re: Metal Gear Solid 2: Sons of Liberty trailer for the PS2 during E3 2000
many people doubted it was real-time and in-engine with actual game assets and, yet, the final game matched the visuals of the trailer http://www.youtube.com/watch?v=Bk7aBSUAozE
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Don't confuse "graphics engine" with "art direction" - most engines can all do the same stuff at this point - mainly the difference comes down to the team that's working on it. Then engine devs collaborate with the artists and cater to the artists' needs - this is so for every engine developer. Some artists/ teams are better than others with the exact same kinds of tools available.
A great combination, I think, would be Square Enix for character design, Naughty Dog for character rigging/ animation, id Software for environmental design, and Crytek for mechanical/ industrial design.
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