How Square Enix impressively optimized Final Fantasy VII Remake Intergrade for next-gen
https://www.unrealengine.com/en-US/...al-fantasy-vii-remake-intergrade-for-next-gen
Not only have loading screens been minimized, but textures load much faster, too, which is especially evident in the Sector 7 slum area of the game. Can you talk about the work that went into improving those streaming issues using Unreal Engine?
Hano: In the PlayStation 4 version, we had to forgo using a higher-quality format and high-resolution textures due to memory and disc capacity restrictions. However, we still didn’t have enough disc capacity with FINAL FANTASY VII REMAKE INTERGRADE to include a high-quality format and high-resolution textures.
And so, we integrated Oodle Texture [Compression], and by using it in combination with Oodle Kraken, we were able to achieve a smaller file size on the PS5 version, even taking the higher resolution textures into account.
Plus, the increased memory compared to PS4 and the improvement of the Non Streamable Mip Map, which ties into the response of the aforementioned question, also helped to load textures.
We were also able to use more high-resolution light maps, which improved the accuracy of the lighting.
Not only is the lighting improved, but Digital Foundry pointed out that new light points were also added to FINAL FANTASY VII REMAKE INTERGRADE. Can you elaborate as to why these were included?
Ikeda: Since we were able to leverage more wiggle room with our resources, it did allow us to add more light assets in various locations. The purpose here was to add more information to some of the flat areas, which helps emphasize the hustle and bustle of Midgar.
https://www.unrealengine.com/en-US/...al-fantasy-vii-remake-intergrade-for-next-gen