Square Enix features beautiful characters drawn by rays; Bright engine prepared for Next-Gen consoles



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A few days ago, we covered the striking "Back Stage" demo traced to the radius department, published by Square Enix, which demonstrated the power of the latest advances in Luminous Engine.

At CEDEC 2019, the conference of developers of computer entertainment held last week at the PACIFICO YOKOHAMA conference center in Japan, some developers of Luminous Productions and Square Enix went on stage to share more of Information with their colleagues about the techniques used in the engine.

Related Square Enix presents its new technology demo for ray tracing, running on a single RTX 2080Ti, powered by a light engine

Regarding the Back Stage demo, they said that the development of the latter began in June. At first, it was running at only 5 frames per second, although the final version was optimized to work at 30 frames per second.

The presentation focused on "high-end character graphics" and the results are simply astounding, as shown by the IMGUR slides embedded below. Real people can be scanned and then, once their virtual renderings are imported into the engine, the character templates can be adapted to the desired shape based on parameters such as age and body type. The realistic rendering of the skin is an area of ​​particular interest, where aspects such as hemoglobin can alter the condition of the skin. For example, a character becomes emotional (red face) or fatigued after a battle.

In addition, the hair of the character has been redone. Now called "Bright Hair", not only is it incredibly detailed and realistic, but it also adapts automatically when you change your character body type. The developers said they were trying to achieve the same result with the strengths of the suit, which could save a lot of time and resources.

Finally, even if the "Back Stage" demo runs on a Windows PC, it uses the Microsoft DXR API. However, the people of Luminous Productions and Square Enix have managed to ignore the functions that perform the ray tracing. This has been done to ensure compatibility with next generation consoles and the upcoming Sony PlayStation in particular, as this hardware does not have DXR compatibility for obvious reasons. As such, developers will simply need to replace the layer of abstraction to provide ray-traced graphics for the next PlayStation console (it has been confirmed as its hardware support just like the next Xbox).

As usual with the technical demonstrations, it may take a few years before the actual games reach the level of detail and quality presented here. That said, it augurs extremely well for the future of graphics, where ray tracing will certainly be of paramount importance.

Related CONTROL PC Performance Explored – All In On RTX

See the post on imgur.com

See the post on imgur.com

See the post on imgur.com

See the post on imgur.com



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