Scaling down Final Fantasy XV's robust mechanics, physics system, and powerful Luminous Engine to run on consoles was immensely challenging work.
You can see that the engine is scaled down. It has that realistic look, but the effects are limited... which shows a lot in the lighting. The game is one of those that 60fps can make so much better, on top of the better lighting, shadows and ambient occlusion to make it pop. Im really interested to see where they go with the Xbox One X patch. Im hoping that they go nuts with the lighting, ambient occlusion and shadows and take that framerate up to 60fps. Id be happy if they did that @ 1440p or 1600p real resolution without using checkerboard. Just take it to the highest resolution you can, with 60fps lock and high to ultra settings to the effects I stated above and Id be happy.
It'd be even more difficult optimizing it for an alleged Switch port
Unless the Switch gets the mobile version or a modified version of it.
Maybe when starting to make a title for one platform, you keep it, design and tech expectations, reasonable . No jumping off onto the next console when team are unfamiliar or - for the F***ing Sake of F*** - make sure the art team doesn't want to make a background potted plant with more polygons than player character! Also - HIRE SOME F***ING HONEST TO GOD WRITERS! CONSIDER STORY IN GAMEPLAY AS WELL AS PLAYERS. DON'T JUST - try - TO MAKE AN ART PIECE AND SAY "LOOK BUT NO TOUCH"!!!!
What, so we would need a super computer to run it? It’s also strange they had difficulty scaling the game down. The consoles have been out for years, and the development of ff15 for even longer. They didn’t know the specs of the current gen? Why build such a taxing engine for a current gen game then?
N4G is a community of gamers posting and discussing the latest game news. It’s part of NewsBoiler, a network of social news sites covering today’s pop culture.