Final Fantasy VII Rebirth used all of the additional power offered by the PlayStation 5 to improve the game's frame rate.
In the recently released Ultimania book, as reported by Shinra Archaeology Department, Lead Rendering Programmer Suichi Ikeda commented on the game's rendering code, confirming it had to be totally rewritten after the Remake. The additional power offered by the PlayStation 5 was basically only used to improve the frame rate, and nothing was left to allocate elsewhere. If the rendering looked the same as the Remake, it was a win for the developer.
The Final Fantasy VII Rebirth Lead Technical Programmer Tomohito Hano also offered some interesting technical tidbits in the aforementioned Ultimania book. Although Unreal Engine 4 was the primary game engine used to produce the game, the team made an effort to incorporate some useful functionality from Unreal Engine 5.
Final Fantasy VII Rebirth is now available on PlayStation 5 worldwide. You can learn more about the second entry in the remake trilogy by checking out Kai's review.
If there’s one word to describe Final Fantasy VII Rebirth, it would be ambitious. Tetsuya Nomura, Kazushige Nojima, and the rest of Creative Business Unit I at Square-Enix have turned what is merely the remainder of Final Fantasy VII’s Disc One upon leaving Midgar into a 100-hour-long epic. Moments of distracted exploration throughout the massive wide-open environments are often bookended with more linear story segments that balance comedy and somber moments. Players will feel more intimately engrossed with the story of those chosen by the planet and routinely have their fond memories of playing the original tickled with delight.
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