Luminous Engine
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Developer(s) | Square Enix (2012-2018) Luminous Productions (2018-2023) |
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Initial release | June 2012 |
Platform | PlayStation 4, PlayStation 5, Xbox One, Stadia, Microsoft Windows |
Type | Game engine |
License | Proprietary |
Luminous Engine (ルミナス・エンジン, Ruminasu Enjin), originally called Luminous Studio (ルミナス・スタジオ, Ruminasu Sutajio), is a multi-platform
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.[1][2]
History
Origins
According to Julien Merceron, the Worldwide Technology Director for Square Enix in the early 2010s, the concept for the new engine was born in 2011 while he was in the final stages of working on Final Fantasy XIII-2. This was a difficult period for Square Enix: the project then known as Final Fantasy Versus XIII was hitting technical barriers as it transitioned to open-world environments its original Crystal Tools engine could not handle, and Final Fantasy XIV had met with a disastrous launch due to development and technical problems. Faced with these issues, Square Enix decided to bring in former developers from Sega to create new engines for their products, including Luminous Studio. Talking about sharing the engine, Merceron said that he advised the company to avoid sharing between companies or internally between games until the engine had been finalized with the released game: this resulted in Luminous Studio being restricted to what would become Final Fantasy XV during development, while other major next-generation titles would use other outsourced engines.[3][4]
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 development methods]". 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.[5] 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.[5] 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.[6] Luminous Studio was publicly revealed in 2011.[5]
The head of the project was Yoshihisa Hashimoto, Square Enix's Chief Technology Officer, who had moved over to the company from
Agni's Philosophy

Agni's Philosophy is a tech demo created by Square Enix to show off the capacities of Luminous Studio. The demo was a collaboration between the cinematic Visual Works division—a section of the company generally associated with CGI movie production for the company's video games—and Square Enix's R&D department, Advanced Technology Division, with a goal to create a real-time graphics tech demo that has a quality coming as close as possible to pre-rendered CGI.[5][9] Development of the demo took approximately half a year. Unlike previous technology demos created by the company, which were based on pre-existing games, Square Enix decided to create something completely original. The demo was themed around the Final Fantasy series: during discussions, the team asked the question "What is Final Fantasy?", broke down its basic components and used them, along with added unusual elements, in the demo. A focus during the demo's development was the creation of Agni, the central character. For the demo, as it was a work-in-progress, they optimized it for graphical performance. While the story and themes were created by the Japanese staff, many of the character designs were done by staff from their western subsidiaries. The technology to create the demo was all sourced from then-existing high-end PCs.[6] An initial mock up of Agni's hair was created using a mannequin and wig styled by a professional make-up artist. Each character's face was constructed around mo-capped footage of live actors, then tweaked and expanded in post-production.[10] The entire development process, from conception through development, took approximately a year.[6] Agni's Philosophy was first shown at E3 2012 as part of a special presentation by Square Enix. As part of the presentation, guest speakers paused the demo and adjusted elements of the characters on the fly to show off the engine's customization features.[11] It was also shown at SIGGRAPH 2012.[9]
The Agni's Philosophy tech demo was running at 60
Final Fantasy XV
Prior to its rebranding from Final Fantasy Versus XIII and full move onto
With Luminous Studio, real-time scenes in XV have five million polygons per frame,
Witch Chapter 0
In April 2015, Square Enix announced that the engine would support
Features
- Ambient occlusion, including shadows, spherical harmonics and screen space ambient occlusion[22]
- AI routines,[23] full body IK (inverse kinematics), procedural animation,[24] and muscle based facial animation[22]
- Anti-aliasing, including MSAA, FXAA, and Yebis 2 image-based anti-aliasing[25]
- deferred lighting (light pre-pass rendering)[5]
- Depth buffering[22]
- DirectX 12[26]support
- Dynamic day-night cycle, including time of day cycling[23]
- Dynamic cloud system, including full cloud simulation[23]
- Eye shader, including specular reflection, highlighting, refraction, tears,[22] and eyeball shader,[27] including eye depth and transparency layer[22]
-
- Fast global illumination baking via ray-bundle tracing, including radiance exchange via rasterisation, ray direction sampling, fast lightmap baking via tessellation, and ray-bundle tracing, with performance of 200 million rays per second on GTX 580[29]
- Adaptive ray-bundle tracing, using adaptive tiling technique with memory usage prediction, an acceleration technique to efficiently generate lightmaps for fast global illumination in large scenes[31]
- bidirectional path tracing via rasterisation, bidirectional sampling, and artifact suppression technique for glossy surfaces[32]
- Ray tracing solutions, including ray tracing approximation[22] and fake ray tracing shader[27]
- GPGPU and multi-core support, including GPGPU acceleration and GPGPU support for AI and physical simulation[5]
- GPU computation, for particles, hair, cloth and visual effects[9]
- Hair simulation, for hair and beard,[9] including hair simulation shader, GPU accelerated hair simulation,[9] software to render hair using mannequin technique,[17] hair shading, hair lighting, scattering, specular reflection,[22] hair physics,[8] tessellation, strand smoothing, spline interpolation,[9] and real-time adjustment of color, frizz, volume, style[22] length and physics[8]
- HDR lighting[23]
- Lighting, including refraction, reflection,[28] diffuse reflection, specular reflection,[22] volumetric lighting,[33] per-pixel lighting, and per-pixel order-independent transparency[29]
- Subsurface scattering, such as for skin[22] and clothing[23]
- Levels of detail[12] (LOD)[23]
- Maya software support[27]
- Motion capture,[10] including facial motion capture[22]
- Physically based rendering[23]
- water effects such as ripples, adjustable wind simulation affecting environment (such as grass) and characters (such as clothes),[23] and GPGPU support[5]
- Shadow generation,[27] including shadow mapping[30] and percentage closer filtering (PCF)[22]
- Skin shader, including texture coordinate system, shadows, and skin lighting, including diffuse reflection, specular reflection and subsurface scattering[22]
- Tessellation,[28] including isoline tessellation and B-spline smoothing tessellation[17]
- Water reflection, including screen-space reflection and cube mapping[23]
- motion blur[35]
Games
Year | Title | Platform(s) | Ref |
---|---|---|---|
2016 | Final Fantasy XV | Microsoft Windows, PlayStation 4, Xbox One, Google Stadia | [18] |
2023 | Forspoken | Microsoft Windows, PlayStation 5 | [36] |
Reception
The existence of the gaming engine surprised many critics when it was unveiled in E3 2012.[37] Kotaku described the graphics of the game engine preview as "jaw dropping" and "stunning", and called it a real competitor to Unreal Engine 4.[38][39] VG24/7 called the graphics "drop dead gorgeous".[40] IGN cited the technology as a "hurdling leap into the future", and other reviews emphasised realistic 3D modeling of the human eye and real time rendering of graphics.[41][42][43]
See also
- List of game engines
- CryEngine
- Dunia Engine
- Fox Engine
- Panta Rhei (game engine)
- Serious Engine
- Frostbite
References
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