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Final Fantasy 15 - Windows Version Trailer (PC)

The PC version is still the best version.
I'm not talking about bullshit whine about the lack of some beloved option or feature.

I'm talking about opinions on the game itself.

It took like 2 months it to work with some AMD cards without crashing (and even then it was AMD fixing the issue with driver update). It's shit port with zero updates to problems.
 
Those specs are 🔥🔥🔥

I have a 1080 so I sure as hell won't be touching 4k. I'll wait on reviews and impressions so I know how the game runs on older hardware. 1440p and 60 fps would be ideal for me.
 
There are no prerendered cutscenes in XV
(Except two minor ones that were patched in)

That's not true, the opening and this middle cutscene was always pre rendered. And probably parts of the ending.
 
I read Nvidia HFTS as Nvidia HATS when it focused on Cid (and his cap) and got confused.

Anyway, this is cool. I do wish they just let us have this at the start though.
 
It looks like that the screenshots in the nvidia page and steam store are taken from different graphics settings (mostly shadow).
Nvidia
final-fantasy-xv-windows-edition-nvidia-ansel-screenshot-003.jpg


final-fantasy-xv-windows-edition-nvidia-ansel-screenshot-001.jpg


Steam
ss_e2d5e3c2ae507a798b139efc8b49386cbce7899d.jpg


ss_a1fcc0d974bfc660bf3f48a3687b8a9f10336da3.jpg
 
Those specs are 🔥🔥🔥

I have a 1080 so I sure as hell won't be touching 4k. I'll wait on reviews and impressions so I know how the game runs on older hardware. 1440p and 60 fps would be ideal for me.

Same here, a 1080 running at 2050+ GHz can handle 1440p/60 with all eye-candy turned on.
Cannot wait to see...
 

Not really. VXGI handles all the lighting, GI and AO. VXAO is just the AO component of that extracted to be its own thing.

Considering just how much only VXAO tanks the framerate, it would just be impractical for them to include GI too.
 
It's possible this 170 GB is because of how pre-loading works on Steam, as during the unpacking you'll need double space of what you downloaded just for it to unpack and decrypt. That'd put it at ~85GB, which is still damn big.
 
Huh, I wonder if this version removing some of the jankiness of the original would make it enjoyable for me. Guess I'll be playing my roomate's copy as I'm sure he'll be double dipping.

FPS mode? Sounds like they saw GTAV PC and copied it without realising why it worked in that game.

I think this was the creative process for like 90% of the game.
 
That's not true, the opening and this middle cutscene was always pre rendered. And probably parts of the ending.

Don't remember any other than the patches two.
Guess you are right about the ending tho.

In any case it isn't ridden with CGI cutscenes like past entries
 
It looks like that the screenshots in the nvidia page and steam store are taken from different graphics settings (mostly shadow).

And maybe a little bit of resolution difference. Look at the Prompto's left arm at the second picture. It's a little bit jaggy. I don't know if this comes from the Ansel resolution or AA or the actual in game resolution
 
Enjoy the game, PCGAF! Not all of FFXV is bad. But man... that OT is gonna be full of story complaints. Lol

If it helps, the gameplay, open world design, quests and characters are also garbage.

Luckily the unintentionally hilarious ending saves the day and makes it completely worth while. Will double dip just for that.
 

You didn't get it. There is a HUGE difference between VXGI and VXAO. VXAO is just a tiny part of VXGI which is a total dynamic global illumination solution that contains lighting, bounced lights and shadows, reflections and refractions caused by bounced lights, and AO resulting from it. The VXAO just approximates the AO from the game engine local lighting and casts AO according to it and this is nowhere as accurate as the results of AO rendered directly from full VXGI if the game has it.
The links I posted clearly show some tests of dynamic GI (VXGI).

Edit: I don't expect full fledged VXGI to run in such types of open world games. It is very demanding to run alone by itself.
Even HairWorks here look limited compared to other games that used it. No wonder that Turf Effects are limited too.
Running such techs at maximum like in tech demos would be not feasible on any current hardware. Maybe next-gen we will witness more ease to run them.
Also Turf Effects seems to be limited, it just displays more abundant grass with unnoticeable (almost absent) physical interaction unlike the intial tech demo (that is why I was doubting if the game has it and barely recognized the tech until I saw it written): https://developer.nvidia.com/turfeffects
 
I really hope they don't stop continuing to optimize the PS4 Pro version.

I've already put a lot of time and money (the season pass) into it. I'll replay it on PC, sure, but I still prefer playing on console and hope they don't just stop updating the performance.
 
Oh yeah I totally forgot about that, well, that'd be the place to announce more stuff if they have more I guess. They did say at E3 they're planning "announcements" for summer and that they wanted to have some good news during gamescom so I guess we'll see.
 
You didn't get it. There is a HUGE difference between VXGI and VXAO. VXAO is just a tiny part of VXGI which is a total dynamic global illumination solution that contains lighting, bounced lights and shadows, reflections and refractions caused by bounced lights, and AO resulting from it. The VXAO just approximates the AO from the game engine local lighting and casts AO according to it and this is nowhere as accurate as the results of AO rendered directly from full VXGI if the game has it.
The links I posted clearly show some tests of dynamic GI (VXGI).
Also Turf Effects seems to be limited, it just displays more abundant grass with unnoticeable (almost absent) physical interaction unlike the intial tech demo (that is why I was doubting if the game has it and barely recognized the tech until I saw it written): https://developer.nvidia.com/turfeffects
You are right, I didn't looked into your sources too closely, sorry for that.
It will probably take a while till we have footage to judge the whole scale of the GameWorks libraries.
Currently it looks much less invasive.
 
You didn't get it. There is a HUGE difference between VXGI and VXAO. VXAO is just a tiny part of VXGI which is a total dynamic global illumination solution that contains lighting, bounced lights and shadows, reflections and refractions caused by bounced lights, and AO resulting from it. The VXAO just approximates the AO from the game engine local lighting and casts AO according to it and this is nowhere as accurate as the results of AO rendered directly from full VXGI if the game has it.
The links I posted clearly show some tests of dynamic GI (VXGI).

Edit: I don't expect full fledged VXGI to run in such types of open world games. It is very demanding to run alone by itself.
Even HairWorks here look limited compared to other games that used it. No wonder that Turf Effects are limited too.
Running such techs at maximum like in tech demos would be not feasible on any current hardware. Maybe next-gen we will witness more ease to run them.
Also Turf Effects seems to be limited, it just displays more abundant grass with unnoticeable (almost absent) physical interaction unlike the intial tech demo (that is why I was doubting if the game has it and barely recognized the tech until I saw it written): https://developer.nvidia.com/turfeffects

Turfgrass interactivity is still there as in the initial demo.

https://youtu.be/h0o3fctwXw0 @ 54s

"In FINAL FANTASY XV’s vast open world, massive portions of land are covered by grass and other foliage. To enhance these areas NVIDIA Turf Effects have been integrated, turning tufts of boot-high grass into fields of knee-high, dynamic grass that sways in the wind and is accurately shadowed by VXAO. Furthermore, as players, enemies, animals and other NPCs move through the grass, individual pieces of the tessellated greenery will bend and flatten, leaving visible trails that players can follow when in pursuit of a fleeing foe."

https://www.geforce.com/whats-new/a...tion-4k-trailer-nvidia-gameworks-enhancements
 
Yes! Looks sweet. And a reminder that the real info is still not coming for a few days (Friday at 2pm EST)
You talking about the party event? I mean, I am still expecting other news regarding FFXV this week, but are you sure there's gonna be one at that party? Seems more like a small closed fan event.



(roughly translated from the German invitation a few months ago)

Dear Final Fantasy XV fans, on 25.08.2017 starting at 8PM we organize a big FFXV party in Cologne.

✨Game Director Tabata-san comes all the way from Tokyo to spend an unforgettable evening with you.
✨We are bringing Ignis' recipe creations directly from the Tokyoter SQUARE ENIX Café to Cologne!
✨The party people among you can take to the floor to cool DJ beats and and and...

[explanation for how you could apply for the limited tickets]
 
You talking about the party event? I mean, I am still expecting other news regarding FFXV this week, but are you sure there's gonna be one at that party? Seems more like a small closed fan event.




(roughly translated from the German invitation a few months ago)

Dear Final Fantasy XV fans, on 25.08.2017 starting at 8PM we organize a big FFXV party in Cologne.

✨Game Director Tabata-san comes all the way from Tokyo to spend an unforgettable evening with you.
✨We are bringing Ignis' recipe creations directly from the Tokyoter SQUARE ENIX Café to Cologne!
✨The party people among you can take to the floor to cool DJ beats and and and...

[explanation for how you could apply for the limited tickets]

True. That's just all the concrete data I can find this far and it seemed like the time they would do it. I'll take any big news earlier!
 
Turfgrass interactivity is still there as in the initial demo.

https://youtu.be/h0o3fctwXw0 @ 54s

"In FINAL FANTASY XV’s vast open world, massive portions of land are covered by grass and other foliage. To enhance these areas NVIDIA Turf Effects have been integrated, turning tufts of boot-high grass into fields of knee-high, dynamic grass that sways in the wind and is accurately shadowed by VXAO. Furthermore, as players, enemies, animals and other NPCs move through the grass, individual pieces of the tessellated greenery will bend and flatten, leaving visible trails that players can follow when in pursuit of a fleeing foe."

https://www.geforce.com/whats-new/a...tion-4k-trailer-nvidia-gameworks-enhancements

I read the blog post and this is what "it is supposed to do" but in the video it is not apparent at all. You know grass is easily bendable even by tiny move or wind but in the video there is no apparent instance of interactions at all whether from characters running through it or even the giant monster stomping on the ground.
And after further analysis, at 0:56, there are trails of squashed grass behind the characters but when this section starts the trails are already there and we can't prove if they were made by the characters. But such hard pushed trails must be done from a heavy machine like wheels of cars and not just people walking on them, and even if people walk on grass and squash it, it stands up as soon as they stop stomping on it like in the tech demo.

We really need a gameplay video or someone testing this specifically to check how far and weel it was implemented. It's hard to fully judge from few seconds.
 
Cindy nude mod....

You know it's happening day 1.

Yeah, but day 1 nude mods always look like shit. It'll just be someone drawing nipples on her now-flesh-colored bikini. I'm waiting for the complete body replacer with modifiable jiggle physics and custom idle animations.

"Why yes, I have delved into Skyrim modding, why do you ask?"
 
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