Screenshots of food at camp and the Sky System from Final Fantasy XV, demonstrating the graphical power of Luminous Engine 2.0. Luminous Engine 1.0 was first unveiled in 2011 with the tech demo Agni's Philosophy; this engine was later used for Final Fantasy XIV and its expansions, though not to the same power; Agni's Philosophy requires 1.8 GB of data per scene, which would not be feasible in a game as large as XIV. However, XV revolutionizes the graphical capacity of the series: a typical character model in Final Fantasy XIII used 20,000 polygons, but XV uses 20,000 for just the hair alone (which is designed by a professional hair stylist on a mannequin and then translated into in-game models).
Two examples of the graphical realism of Luminous Engine are shown here. First, on the left, we have mashed potatoes and cake that Ignis Scientia prepared at camp. In XV, the strongest monsters come out at night, so it useful to set up camp and rest overnight rather than attempt to continue to fight. In camp, Ignis prepares food that will grant the party status buffs, determined by which ingredients are in the party inventory. At the time of writing, it is unknown what ingredients and status elements are tied to mashed potatoes.
On the right, four screenshots demonstrate the power of the Sky System, software used to indicate the coming of night. In particular, photographs of Earth's sky were used to generate the lighting effects in game; unlike earlier games, where day-night cycles occur at set time intervals, cycles in XV occur continuously.
It is morbidly amusing to note that Naoki Yoshida noted that one of the main reasons for XIV 1.0's failure is the emphasis on graphical fidelity rather than gameplay and story, but we withhold judgement on the success or failure of XV until everyone has actually completed the game. And unlike XIV 1.0, XV has already sold five million copies.