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FF XV is running on DX11


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#1 Xef

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Posted 19 June 2013 - 03:29 AM

"Now, though, we're developing on DirectX 11, not based on the PS4 or the Xbox One. This lets us develop full-spec without worrying about individual platforms, then port it to each console in the most appropriate way. As a result, the original Final Fantasy XV runs on a pretty high-spec PC, and how close a console gets to this original depends on its specs." - Tetsuya Nomura

 

http://www.ign.com/a...inal-fantasy-xv


So they are scaling it down for PS4 and Xbone, and a "full version" may come in the future for hardware capable? Then why no goddamn Wii U version?! Either they're full of rainbow or it's the slow sales of Wii U that does it, but with that logic how can they support PS4 and Xbone which have 0 sales yet since they aren't out yet except for some few preorders maybe if that counts.

 



#2 Nollog

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Posted 19 June 2013 - 05:54 AM

The laziness is silly.
Using a shoddy API developed to make development for the vast array of differing components inside PC's to develop for consoles.
Just lazy.

Console games used to be better than PC games because they knew what was inside and could tune the content to that and maximise the output.
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#3 routerbad

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Posted 19 June 2013 - 06:22 AM

"Now, though, we're developing on DirectX 11, not based on the PS4 or the Xbox One. This lets us develop full-spec without worrying about individual platforms, then port it to each console in the most appropriate way. As a result, the original Final Fantasy XV runs on a pretty high-spec PC, and how close a console gets to this original depends on its specs." - Tetsuya Nomura

 

http://www.ign.com/a...inal-fantasy-xv

So they are scaling it down for PS4 and Xbone, and a "full version" may come in the future for hardware capable? Then why no goddamn Wii U version?! Either they're full of rainbow or it's the slow sales of Wii U that does it, but with that logic how can they support PS4 and Xbone which have 0 sales yet since they aren't out yet except for some few preorders maybe if that counts.

This proves more fully that DX11 has nothing to do with it not coming to the Wii U.  They just don't want to do it, or Microsoft's money smelled sweeter.

 

This means they are developing the engine on PC with DX11, they'll port the engine to each of the platforms based on the environment there.  Nothing technically is holding them back from Wii U, except themselves.



#4 TheUltimateWaddleDee

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Posted 19 June 2013 - 06:57 AM

I say it's because they don't want to spend time optimizing the engine for PowerPC and just want to make it work for x86. It's a really stupid reasoning for all developers because all 3rd Party developers have been doing this for the PS360. If it's actually a really big problem to optimize it for a different architecture, than just get another sub-studio do do it.

Edited by TheUltimateWaddleDee, 19 June 2013 - 07:00 AM.

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