Exentryk
Member
Thanks @Sqexgal for the translation.
More here - http://sqex.info/ffxv-luminous-studios-developer-interviews-part-1/
Iwata: Luminous Studio is in version 1.4 at the moment. The FFXV demo included with Final Fantasy Type-0 HD will be ver. 1.5 and the plan is for the final production of FFXV to be ver. 2.0, upgrading as needed. Currently, the FFXV development team and the Luminous Studio engine development team are working as one on FFXV. At the current stage, I cant speak concretely about titles in development using Luminous Studio besides FFXV, but I can firmly say that it isnt an engine build solely for FFXV.
First off, the games resolution is 1920 x 1080 pixels (1080p), with a 30fps frame rate. There are a lot of PS3 and Xbox 360 titles that had their output upscaled from the original 1280×720 to 1920×1080, but it seems that many next-gen titles like FFXV have original output at 1080p.
As for polygon numbers, visible and occluded polygons combined, there is about 5,000,000 polygons in just one frame. Thats roughly the same amount as Agnis Philosophy. By the way, many PS3 and Xbox 360 titles had about 100,000 including occluded polygons, and FFXV has about 5 times that.
A main characters appearance utilizes 10 levels of detail, and within that there are about 100,000 polygons in the extremely detailed 3D models. In PS3 and Xbox 360 titles, most had about 20,000 polygons, so here as well its 5 times that.
However, the number of polygons in Agnis Philosophy was even more than FFXV, approximately 300,000 to 400,000. That difference is likely due to the fact Agnis Philosophy is a visual product and not a game and there was more opportunity to upgrade the character and use high definition modeling. Especially since in Agnis Philosophy, the number of polygons split between the characters hair and clothing etc. is more than usual, thus the difference.
More here - http://sqex.info/ffxv-luminous-studios-developer-interviews-part-1/