Since 2006 (or so we can assume,) Square Enix has been developing a separate system specifically to push the quality of in-game cinematics up high enough that they can reduce the amount of cutscenes in order to minimize the disk space required [for Final Fantasy XIII Versus.] (Looking at the 3 discs on XBox for XIII..)
This system has been dubbed the ‘Luminous Engine,’ and is worked on out-of-studio from Square, and instead is at a studio called ‘LUMINOUS STUDIO.’ How fitting.
Some copy-paste excerpts to further explain:
Thanks to the LUMINOUS STUDIO engine, the demo video can depict high quality “real time computer graphics:”
- [These in-game graphics are displayed] at the same level as “pre-rendered computer graphics,” [or the CGI animated cutscenes that are typically of much higher quality.]
- The fine details of the characters, who express life-like humanity are showcased through their rich facial expressions, subtleties of their pupils and hair, and their brilliantly flowing garments.
* [there are other systems that can be put inside of their models, much like a flowchart, that control hair, dilation, cloth simulation (when wind blows/limbs collide with the fabric) along with anything else you can think of on the body that would be affected by the environment.]
Hopefully this helps to explain a bit more of just
why this is so ground breaking. What they’re working towards is something similar to how UbiSoft approaches their development with the Assassin’s Creed series; minimal load times to hi-def cut scenes. In their place instead are in-game scenes that load exponentially faster and take up far less space, allowing for more content overall. I don’t work with the engines so I can’t say I know exactly what they can do, but I figured I’d at least share what little bit of knowledge I do have on the matter.