Luminous Engine The Luminous Engine is the newest graphic engine developed by Square Enix . At E3 2012 , Square Enix revealed " Agni ' s Philosophy " , a tech demo running with the engine . Luminous Studio 1 . 0 . A demo of Luminous Studio was first shown in 2011 . " Agni ' s Philosophy " . A full reveal was shown at E3 2012 in a video created by Square Enix ' CG department titled " Agni ' s Philosophy " . The engine natively supports DirectX 11 and programmable shaders and was built to be future proof for use with the 8th generation of consoles while also supporting PC , Xbox 360 , and PlayStation 3 , and the developers were working on Wii , Wii U and Nintendo 3DS compatibility . The engine also incorporates Silicon Studio ' s Yebis post - processing effects middleware . The " Agni ' s Philosophy " tech demo pushed 10 million polygons per scene , including 300 , 000 to 400 , 000 polygons per character . It also used 1 . 8 GB texture data per scene . " Final Fantasy XIV " . " Final Fantasy XIV : A Realm Reborn " uses a scaled - down adaptation of Luminous Studio . Luminous Studio 1 . 5 . " Final Fantasy XV " . " Final Fantasy XV " is running on Square Enix ' s Luminous Studio graphics engine . The " Final Fantasy XV Episode Duscae " demo uses version 1 . 5 while the final game will be using version 2 . 0 . It will be running at 1080p with 30 frames per second . Compared to the 20 , 000 polygons used for the " Final Fantasy XIII " characters , " Final Fantasy XV " will be using 100 , 000 polygons for its characters ( around the same as " The Order : 1886 " , " Uncharted 4 " , and " Star Citizen " , but slightly fewer than " Ninja Gaiden 3 : Razor ' s Edge " and " inFamous : Second Son " ) . Overall , " Final Fantasy XV " will be using 5 million polygons per frame , pushing 150 million polygons per second . This is one of the highest polygon counts known for a video game . Each character model will be using 20 , 000 to 30 , 000 polygons just for the hair alone , more than any other video game , and the same as the polygon count for an entire " Final Fantasy XIII " character . The game uses an advanced hair physics engine rendered using techniques such as tesselation , NURBS , and a new technique where a professional hair stylist creates the hairstyles in real life using mannequins which are then rendered for an in - game character model . Each character will also have 600 bones , twelve times more than the 50 bones used by most PlayStation 3 and Xbox 360 games , and the highest known for a video game so far ( more than " Ryse : Son of Rome " and " inFamous : Second Son " ) . " Final Fantasy XV " also uses 30 MB textures for each character ( in comparison , " inFamous : Second Son " uses up to 28 MB for a character ) . Comparison screenshots between " Final Fantasy XV ' s " real - time gameplay and pre - rendered CGI appear to show the real - time gameplay graphics screenshot coming close to the quality of the pre - rendered CGI screenshot . This level of almost CGI - like realism is mainly achieved through features such as physically based rendering and a robust global illumination solution . The engine uses a form of real - time global illumination , specifically fast global illumination baking via ray - bundle tracing , an efficient lighting technique capable of a performance of 200 million rays per second on a GeForce GTX 580 graphics card . In Gamescom 2015 " Final Fantasy XV " director Hajime Tabata revealed that conversations had begun about a collaboration between Avalanche Studios to use " Just Cause 3 " tech in " Final Fantasy XV " to achieve a vertical element . The first version of the engine was designed as a generic game creation engine , but it wasn ' t powerful enough to make high quality games . Thus there was the need to have a title based around it and developing the engine concurrently with the game , and the original Luminous Studio team was combined with the " Final Fantasy XV " development team . Tabata has said that there is a good chance the engine is used again in another game , but there is no solid plan at the moment , and , for example , the " Final Fantasy VII " remake will not use it . " WITCH - Chapter 0 < nowiki > [ cry ] < / nowiki > " . In April 2015 , Square Enix announced the engine ' s support for DirectX12 , and revealed a new tech demo running on the engine called " Witch Chapter 0 [ cry ] " , featuring the character Agni from the " Agni ' s Philosophy " tech demo . It renders over 63 million polygons per frame , with the use of very high 8192x8192 resolution textures . The hair is rendered with over 50 shaders , and each strand of hair is rendered with polygons . It portrays human crying at a level of quality never seen before with a real - time 3D character . It runs on a powerful PC equipped with four GTX Titan X graphics cards . This tech demo , which took a year to produce , is considered to have the most advanced real - time graphics to date . The polygon count of the main character Agni was 11 million polygons , which includes 6 million polygons for her hair , 2 million polygons for the feathers of her dress , and 3 million polygons for her body and accessories .