Ruminasu Enjin, originally called Ruminasu Sutajio, is a multi-platform game engine developed and used internally by Square Enix and later on by Luminous Productions. The engine was developed for and targeted at eighth-generation hardware and DirectX 11-compatible platforms, such as Xbox One, the PlayStation 4, and versions of Microsoft Windows. It was conceived during the development of Final Fantasy XIII-2 to be compatible with next generation consoles that their existing platform, Crystal Tools, could not handle.
The engine powered the tech demos Agni's Philosophy and Witch Chapter 0 initially, and has since been used in two of company's titles— Final Fantasy XV, an entry in their Final Fantasy franchise, and an original IP titled Forspoken. In early 2018, the development team of Final Fantasy XV was established by Square Enix as a new subsidiary studio dubbed Luminous Productions. The aim was to create new AAA video games for a global audience using the Luminous Engine.
The construction of Luminous was similar in concept to Epic Games' Unreal Engine or the Unity engine from Unity Technologies in that it incorporated all the development tools needed from asset editing onward, as well as being "high quality, easy to use, flexible, high speed, compact, and supporting both manual and automatic game". The development team drew inspiration for this concept and approach from Unreal Engine and Crytek's CryEngine. The name "Luminous" was chosen to reflect the crystal theme of the Final Fantasy series. There were many major factors that the team considered while building the engine, as they wanted to ensure the highest possible quality for high-end games. Some of the environmental factors included lighting, shading and modeling. A core feature of the gameplay was the artificial intelligence (AI), which had previously been liable to become unstable or poor under certain conditions or with poor programming due to the large number of individual codes needed. For Luminous, the team created a single unifying flexible framework to control the scale of the AI while also making it intuitive. It was intended to be used in-house rather than licensed out to other developers, but that western subsidiaries of the company would have access to it. In addition, they also built in the ability to blend graphical assets designed for CG scenery with highly advanced real-time animation, making the two graphically similar. Luminous Studio was publicly revealed in 2011.
The head of the project was Yoshihisa Hashimoto, Square Enix's Chief Technology Officer, who had moved over to the company from Sonic Team in 2009 and became involved with development in 2011. Other key Square Enix staff members working on Luminous Studio include Takeshi Nozue, Akira Iwata and Hiroshi Iwasaki. While ground work was being laid for Luminous, members of the team traveled to look at engine technology being developed by IO Interactive, Crystal Dynamics and Eidos Montréal, western video game developers who became subsidiaries after the company bought out Eidos Interactive. Square Enix's western subsidiaries shared information about game engine development from their experience developing the CDC and Glacier 2 game engines and shared their source code with the Luminous Studio team. During 2012, one third of the final development team was from western subsidiaries of the company. Luminous was developed based on high-end DirectX 11 technology. While designed for eighth-generation video games, it was said to also be compatible with any console and hardware that could handle , such as PlayStation 3 and Xbox 360. Its compatibility with Nintendo's seventh-gen hardware such as the Wii and Nintendo 3DS was doubted, as those consoles did not support shaders. During this early stage, they were looking into the possibility of adjusting the engine for use on Wii U. The company were hoping to promote Luminous as a kind of brand, showing off the logo and tech demo when they were ready.
The Agni's Philosophy tech demo was running at 60 Frame rate, used 1.8 Gibibyte of Texture mapping data per frame, and pushed ten million polygons per frame, with approximately 300,000 to 400,000 polygons for each character model. There is a scene where 100,000 illuminated firefly-like insects appear on screen, each one a full polygon mesh model with body and wings, which proceed to merge to generate a summoned monster. Production for the demo began in June 2011, and was initially produced as pre-rendered CGI animation by Visual Works before Square Enix attempted to reproduce it entirely in real-time with the Luminous Studio engine, using the same assets as the CGI version.
With Luminous Studio, real-time scenes in XV have five million polygons per frame, with character models made up of about 100,000 polygons each. Character models for XV were constructed with 600 bones, estimated as roughly 10-12 times more than seventh generation hardware. About 150 bones are used for the face, 300 for the hair and clothes, and 150 for the body. For the characters' hair, the team used the same technique as with the characters in Agni's Philosophy. The inner hair for each character uses about 20,000 polygons, five times more than seventh generation hardware. The data capacity for textures is also much greater than before. Each character uses 30 Mebibyte of texture data, and ten levels of detail. While seventh-generation games used 50 to 100 MB of texture data for a scene, Final Fantasy XV can use about sixteen times this amount on the PlayStation 4 console. 2048×2048 and 4096×4096 texels are used for the HD textures. For the Microsoft Windows port, Luminous Studio was upgraded using technology from Nvidia.
Agni's Philosophy
Final Fantasy XV
Witch Chapter 0
Features
Games
+Games developed using Luminous Engine
!Year
!Title
!Platform(s)
!Ref 2016 Final Fantasy XV Microsoft Windows, PlayStation 4, Xbox One, Google Stadia 2023 Forspoken Microsoft Windows, PlayStation 5
Reception
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