{"id":67669,"date":"2026-06-04T22:00:00","date_gmt":"2026-06-04T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=67669"},"modified":"2026-06-04T16:26:25","modified_gmt":"2026-06-04T07:26:25","slug":"final-fantasy-vii-rebirths-switch-2-port-was-built-around-what-to-preserve-not-what-to-cut-director-naoki-hamaguchi-on-optimizing-a-massive-ope","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/final-fantasy-vii-rebirths-switch-2-port-was-built-around-what-to-preserve-not-what-to-cut-director-naoki-hamaguchi-on-optimizing-a-massive-ope\/","title":{"rendered":"Final Fantasy VII Rebirth\u2019s Switch 2 port was built around \u201cwhat to preserve,\u201d not \u201cwhat to cut.\u201d Director Naoki Hamaguchi on\u00a0optimizing\u00a0a massive open world with a heavily customized UE4\u00a0"},"content":{"rendered":"\n<p><strong>Final Fantasy VII Rebirth<\/strong>, the second installment in Square Enix\u2019s FFVII remake trilogy,\u00a0came to\u00a0Nintendo Switch 2, Xbox Series X|S, and Microsoft Store on Windows on June 3.\u00a0While\u00a0the Switch\u00a02\u00a0represents\u00a0a big leap in hardware capability compared to its predecessor, optimization\u00a0remains\u00a0a concern when it comes to\u00a0massive\u00a0tiles\u00a0like\u00a0FFVII\u00a0Rebirth.\u00a0To learn more about how the game was ported to the Switch 2,\u00a0AUTOMATON\u00a0recently sat down with Square Enix\u2019s Naoki Hamaguchi\u00a0\u2013 director of the FFVII Remake trilogy \u2013 who talked\u00a0to us\u00a0at length about the technical challenges and solutions involved.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-header-1-1080x608-1.jpg\" alt=\"\" class=\"wp-image-67671\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-header-1-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-header-1-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-header-1-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014I assume FFVII Rebirth\u2019s assets were&nbsp;created with PS5-, gaming PC-, and Xbox Series-level hardware in mind. What kind of optimization work was&nbsp;required&nbsp;to make it run on Nintendo Switch 2?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Naoki Hamaguchi (hereafter Hamaguchi):<\/strong>\u00a0<br>Since FFVII Rebirth was developed with a future PC release in mind from the\u00a0start, we had already designed it with a certain degree of scalability\u00a0when it comes to\u00a0processing load. However,\u00a0the\u00a0Nintendo Switch 2, especially in handheld mode,\u00a0operates\u00a0under stricter power consumption constraints, which further limits the resources available, so we\u00a0couldn\u2019t\u00a0simply\u00a0port the game over as-is.\u00a0<\/p>\n\n\n\n<p>Compared to FFVII Remake, FFVII Rebirth&nbsp;saw a&nbsp;dramatic&nbsp;increase in&nbsp;the number of meshes, materials, and background streaming data visible on-screen due to its open-world&nbsp;design.&nbsp;As a result, we needed to perform comprehensive optimization that encompassed not only GPU, but also CPU usage and memory bandwidth.&nbsp;Therefore, our approach&nbsp;wasn&#8217;t&nbsp;&#8220;What can we cut?&#8221;&nbsp;but rather, &#8220;What should we redesign in order to preserve what&nbsp;has to stay?&#8221;&nbsp;<\/p>\n\n\n\n<p>For environmental models, we redesigned the LOD&nbsp;(Level of Detail)&nbsp;system specifically for Nintendo Switch 2.&nbsp;Rather than simply&nbsp;reducing polygon counts, we re-evaluated information density at different viewing distances and even revisited material composition.&nbsp;We also built Switch 2-specific versions of levels using those dedicated assets so each scene could be configured optimally.&nbsp;<\/p>\n\n\n\n<p>The same goes for&nbsp;lighting. We adjusted shadow draw distances and the number of spotlights while searching for&nbsp;a&nbsp;balance that would preserve not only performance, but also the atmosphere and sense of immersion&nbsp;characteristic of&nbsp;FFVII Rebirth.&nbsp;<\/p>\n\n\n\n<p>Frankly speaking, there&nbsp;are no shortcuts in this kind of work. People sometimes call it a &#8220;miracle port,&#8221;&nbsp;but in&nbsp;reality,&nbsp;it&#8217;s&nbsp;the result of&nbsp;a painstaking process of measuring load,&nbsp;identifying&nbsp;bottlenecks, and&nbsp;eliminating&nbsp;them one by one.&nbsp;Ultimately, I&nbsp;believe&nbsp;this&nbsp;accumulation of effort is what allowed us to successfully bring&nbsp;the&nbsp;FFVII Rebirth experience&nbsp;to&nbsp;Switch&nbsp;2.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-002-1080x608-1.jpg\" alt=\"\" class=\"wp-image-67672\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-002-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-002-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-002-1080x608-1-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em><em>Image from the <\/em><a href=\"https:\/\/youtu.be\/Do5-NNUHwgE?si=CanWgaNzrqWrY0sM\" target=\"_blank\" rel=\"noreferrer noopener\"><em>Final Fantasy VII Rebirth Launch Trailer for\u00a0the\u00a0Nintendo Switch 2 and Xbox Series X|S<\/em><\/a><\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014The FFVII remake series has attracted attention&nbsp;for&nbsp;continuing to use Unreal Engine 4&nbsp;(<\/strong><a href=\"https:\/\/automaton-media.com\/en\/interviews\/final-fantasy-7-remake-trilogys-third-entry-is-progressing-very-smoothly-we-ask-director-naoki-hamaguchi-why-the-team-chose-not-to-switch-to-unreal-engine-5\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>related article<\/strong><\/a><strong>). Given the&nbsp;massive&nbsp;scale of FFVII Rebirth, I imagine&nbsp;that, rather than&nbsp;just tailoring&nbsp;in-game assets,&nbsp;you needed to&nbsp;customize&nbsp;Unreal Engine itself&nbsp;as well. Could you tell us more about that?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Yes, at the scale of FFVII Rebirth, simply using Unreal Engine 4 as-is\u00a0wouldn&#8217;t\u00a0have\u00a0been\u00a0feasible.\u00a0In particular, the transition to an open-world\u00a0design\u00a0significantly increased rendering and streaming demands compared to FFVII Remake. Because of that, we\u00a0don&#8217;t\u00a0rely entirely on Unreal Engine&#8217;s standard systems\u00a0when it comes to\u00a0rendering\u00a0and lighting. Instead,\u00a0we&#8217;ve\u00a0continuously customized them to suit our needs.\u00a0<\/p>\n\n\n\n<p>More specifically,&nbsp;we&#8217;ve&nbsp;rebuilt portions of the lighting system, optimized shaders, and improved rendering data efficiency&nbsp;to suit&nbsp;the characteristics of each platform.&nbsp;In addition, because FFVII Rebirth features an enormous world map,&nbsp;we&#8217;ve&nbsp;developed and&nbsp;now&nbsp;utilize&nbsp;a proprietary&nbsp;large-scale geometry system called Massive Environment.&nbsp;While&nbsp;it shares some similarities with Unreal Engine 5&#8217;s Nanite&nbsp;conceptually,&nbsp;it&#8217;s&nbsp;something&nbsp;we&#8217;ve&nbsp;developed&nbsp;to&nbsp;specifically&nbsp;meet&nbsp;the&nbsp;needs&nbsp;of the FFVII remake&nbsp;series.&nbsp;<\/p>\n\n\n\n<p>Since we&nbsp;handle a&nbsp;vast amount of environmental data spanning distant&nbsp;scenery&nbsp;to close-up&nbsp;views, this&nbsp;also led us to revisit our streaming methods and caching strategies for the Nintendo Switch 2 version.&nbsp;For this port,&nbsp;rather than simply lowering the rendering quality,&nbsp;we needed to redesign where to&nbsp;allocate&nbsp;our limited resources.&nbsp;Therefore,&nbsp;instead of&nbsp;optimizing&nbsp;rendering, lighting, and streaming individually,&nbsp;we adjusted things while viewing the entire system&nbsp;as an&nbsp;integrated whole.&nbsp;<\/p>\n\n\n\n<p>People often ask&nbsp;us&nbsp;why&nbsp;we&#8217;re&nbsp;still using Unreal Engine 4, but for us,&nbsp;what&#8217;s&nbsp;important&nbsp;isn&#8217;t&nbsp;the engine version, but&nbsp;whether it can deliver the game&nbsp;experience&nbsp;we&#8217;re&nbsp;aiming for.&nbsp;We&#8217;re&nbsp;also continuing to use Unreal Engine 4 for the final installment of the remake trilogy currently in&nbsp;development, and&nbsp;considering&nbsp;the technical assets and&nbsp;expertise&nbsp;we&#8217;ve&nbsp;accumulated over more than a decade,&nbsp;I think that&nbsp;was a very rational decision.&nbsp;I would say we&nbsp;aren&#8217;t&nbsp;simply&nbsp;\u201cusing\u201d&nbsp;Unreal Engine 4;&nbsp;we&#8217;ve&nbsp;continuously expanded and&nbsp;evolved it&nbsp;to meet the needs of the FFVII remake project. That accumulated work also played a&nbsp;role in developing&nbsp;FFVII Rebirth\u2019s&nbsp;Nintendo Switch 2 version.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-003-1080x608-1.jpg\" alt=\"\" class=\"wp-image-67673\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-003-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-003-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-003-1080x608-1-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>Image from the <\/em><a href=\"https:\/\/youtu.be\/Do5-NNUHwgE?si=CanWgaNzrqWrY0sM\" target=\"_blank\" rel=\"noreferrer noopener\"><em>Final Fantasy VII Rebirth Launch Trailer for\u00a0the\u00a0Nintendo Switch 2 and Xbox Series X|S<\/em><\/a><\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-004-1080x608-1.jpg\" alt=\"\" class=\"wp-image-67674\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-004-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-004-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-004-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Nintendo Switch 2 has both less RAM and slower memory than&nbsp;the&nbsp;PS5 and Xbox Series X|S (12GB&nbsp;as opposed to&nbsp;16GB), and&nbsp;there&#8217;s&nbsp;a&nbsp;significant&nbsp;gap in&nbsp;CPU performance&nbsp;too. How did you address hardware limitations that&nbsp;can&#8217;t&nbsp;simply be&nbsp;resolved&nbsp;by lowering asset quality?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>This might surprise you, but compared to the GPU,\u00a0the\u00a0CPU and memory constraints\u00a0didn&#8217;t\u00a0feel\u00a0significantly more limiting to me\u00a0in practice.\u00a0That\u2019s\u00a0because\u00a0the primary limitation in Nintendo Switch 2&#8217;s handheld mode is the GPU. Of course,\u00a0there\u00a0<em>are<\/em>\u00a0differences in CPU performance and memory capacity, but many console games are originally designed around a 60fps\u00a0target when it comes to\u00a0CPU load. If\u00a0you&#8217;re\u00a0targeting 30fps,\u00a0then\u00a0there&#8217;s\u00a0plenty\u00a0of room to work with\u00a0in theory.\u00a0<\/p>\n\n\n\n<p>That&#8217;s&nbsp;purely theoretical, however, and during&nbsp;actual&nbsp;development, many other issues arise.&nbsp;FFVII Rebirth constantly runs&nbsp;numerous&nbsp;systems simultaneously, including NPC behavior, background streaming, animation updates, and gameplay logic, so&nbsp;simply lowering texture or model quality&nbsp;isn&#8217;t&nbsp;enough.&nbsp;On the memory side, we reduced the memory footprint of environmental models and mesh data, and we&nbsp;also revisited streaming methods and caching strategies across the&nbsp;entire&nbsp;open world to&nbsp;ensure&nbsp;that&nbsp;available&nbsp;memory&nbsp;was used&nbsp;more efficiently.&nbsp;<\/p>\n\n\n\n<p>When it comes to&nbsp;CPU load, we&nbsp;focused&nbsp;on NPC and animation optimization. For example, we controlled animation update frequency based on distance from the player and managed how many characters could be updated simultaneously, thus reducing&nbsp;load&nbsp;in areas players are unlikely to notice.&nbsp;<\/p>\n\n\n\n<p>Additionally, at the engine level, we strengthened SIMD&nbsp;support&nbsp;and introduced compiler optimizations, including two-pass PGO (Profile-guided&nbsp;optimization).&nbsp;Individually, these changes may seem modest,&nbsp;but&nbsp;their cumulative effect is&nbsp;rather&nbsp;significant.&nbsp;<\/p>\n\n\n\n<p>In open-world&nbsp;environments, momentary spikes in load are&nbsp;generally&nbsp;a&nbsp;bigger&nbsp;concern&nbsp;than average load. We repeatedly measured and recreated situations where&nbsp;such load spikes&nbsp;occurred, then&nbsp;eliminated&nbsp;each bottleneck&nbsp;one by one.&nbsp;<\/p>\n\n\n\n<p>To summarize,&nbsp;rather than merely adjusting asset quality, we made FFVII Rebirth&nbsp;feasible&nbsp;on&nbsp;the Switch&nbsp;2 through comprehensive optimization of the entire system,&nbsp;including CPU usage, memory management, streaming, and animation processing.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014The&nbsp;sheer volume of&nbsp;assets in the game&#8217;s urban areas is especially impressive.&nbsp;Could you tell us what specific optimizations were carried out there?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Cities were among the\u00a0highest-load\u00a0areas in FFVII Rebirth.\u00a0Since environmental models, NPCs, and lighting are\u00a0densely\u00a0packed together,\u00a0urban areas require\u00a0a\u00a0different optimization approach than the world map.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-005-1080x608-1.jpg\" alt=\"\" class=\"wp-image-67675\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-005-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-005-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-005-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>First, when it comes to&nbsp;environmental assets, we redesigned the LOD structure specifically for&nbsp;the&nbsp;Switch&nbsp;2. We also&nbsp;adjusted shadow draw distances and the number of spotlights to&nbsp;optimize&nbsp;overall rendering&nbsp;load.&nbsp;Additionally, we revisited NPC counts and placement&nbsp;of small objects&nbsp;on an area-by-area basis, reducing system load while&nbsp;maintaining&nbsp;the sense of density players&nbsp;are supposed to&nbsp;experience.&nbsp;<\/p>\n\n\n\n<p>I&#8217;d&nbsp;also like to note that&nbsp;our goal was&nbsp;not&nbsp;simply to&nbsp;reduce load.&nbsp;The bustle and atmosphere of the cities are core parts of the FFVII Rebirth experience, so we&nbsp;started from&nbsp;first&nbsp;determining&nbsp;what absolutely needed to remain, and only then&nbsp;proceeded&nbsp;with optimization.&nbsp;As a result,&nbsp;I believe we\u2019ve&nbsp;managed to achieve a balance that works on the Nintendo Switch 2 without significantly compromising the sense of density and immersion unique to FFVII Rebirth\u2019s urban areas.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Nintendo Switch 2&#8217;s inclusion of NVIDIA&#8217;s DLSS upscaling technology (which uses AI calculations to make&nbsp;lower-resolution&nbsp;images appear&nbsp;higher-resolution) has drawn a lot of attention, but&nbsp;what specific DLSS settings were used in FFVII Rebirth?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>We do utilize DLSS in the Nintendo Switch 2 version of FFVII Rebirth.\u00a0The game is designed\u00a0with\u00a0Dynamic\u00a0Resolution scaling\u00a0in mind\u00a0rather than a fixed resolution, meaning the internal rendering resolution changes in real time depending on\u00a0load. In handheld mode, the internal resolution ranges from 1344\u00d7756 to 672\u00d7380, while in TV mode,\u00a0it ranges from 1920\u00d71080 down to 960\u00d7540, with\u00a0DLSS used to enhance the final image quality.\u00a0<\/p>\n\n\n\n<p>This follows the same general approach we adopted for the Nintendo Switch 2 version of FFVII Remake. However, we&nbsp;don&#8217;t&nbsp;view DLSS simply as a technology for increasing resolution.&nbsp;In an open-world title like FFVII Rebirth, many&nbsp;different factors&nbsp;\u2013 like draw distance,&nbsp;lighting&nbsp;and streaming \u2013&nbsp;affect performance simultaneously,&nbsp;which makes&nbsp;deciding how to&nbsp;allocate&nbsp;limited GPU resources&nbsp;crucial.&nbsp;DLSS is one of the tools we use to achieve this, by flexibly controlling the internal resolution, thus balancing frame rate stability with immersive gameplay.&nbsp;<\/p>\n\n\n\n<p>Another topic that\u00a0came up with\u00a0the Nintendo Switch 2 version of FFVII Remake was the interaction between DLSS and fine\u00a0forms\u00a0such as hair\u00a0(<a href=\"https:\/\/automaton-media.com\/en\/interviews\/we-ask-final-fantasy-vii-remake-director-naoki-hamaguchi-about-the-switch-2-versions-hair-problem-why-does-it-happen-and-can-it-be-avoided\/\" target=\"_blank\" rel=\"noreferrer noopener\">related\u00a0article<\/a>), and we\u00a0continued refining that aspect for Rebirth as well.\u00a0We\u2019ve\u00a0optimized\u00a0the visuals to look as natural as possible\u00a0by, for example,\u00a0applying\u00a0subtle blur wherever\u00a0necessary\u00a0depending on the density and flow of the hair.\u00a0Our goal\u00a0wasn\u2019t\u00a0to make players\u00a0aware\u00a0of\u00a0DLSS\u00a0itself;\u00a0we prioritized making sure the\u00a0same world feels natural whether\u00a0you&#8217;re\u00a0playing in handheld\u00a0or docked mode.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-006-1080x608-1.jpg\" alt=\"\" class=\"wp-image-67676\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-006-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-006-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/ffviirebirth-20260603-446872-006-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014What&nbsp;scenes in the Nintendo Switch 2 version of FFVII Rebirth&nbsp;would you say&nbsp;particularly&nbsp;demonstrate&nbsp;how&nbsp;you\u2019ve&nbsp;leveraged the&nbsp;hardware&#8217;s&nbsp;capabilities?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Personally, I think traversing the map at high speed on a\u00a0Chocobo\u00a0is one of the clearest examples.\u00a0Since\u00a0FFVII Rebirth\u00a0is an\u00a0open-world\u00a0game, the amount of environmental data being processed within a single frame is enormous. Mountains in the distance, nearby vegetation, terrain, and lighting are all being streamed and\u00a0rendered\u00a0continuously, making these scenes technically very demanding.\u00a0<\/p>\n\n\n\n<p>So,&nbsp;when the player is moving at high speed, the amount of data that needs to be loaded increases dramatically. To handle that, we combined&nbsp;background LOD&nbsp;switching, streaming controls,&nbsp;Dynamic&nbsp;Resolution scaling, and DLSS, all with the goal of preventing players from&nbsp;noticing&nbsp;any&nbsp;loading or heaviness.&nbsp;<\/p>\n\n\n\n<p>Another good example would be urban areas such as<strong>&nbsp;<\/strong>Kalm&nbsp;and Junon.&nbsp;These areas present a different kind of challenge from the world map because they&nbsp;house&nbsp;large numbers of NPCs, environmental objects, and lighting elements simultaneously.&nbsp;<\/p>\n\n\n\n<p>In&nbsp;fact, there were&nbsp;instances&nbsp;where we had to make trade-offs&nbsp;to manage load \u2013 like adjusting small environmental props \u2013 which led to people noticing missing food on tables and the like.&nbsp;However, our priority&nbsp;was to ensure the player\u2019s experience is consistent, not to recreate the exact same number of objects.&nbsp;<\/p>\n\n\n\n<p>In scenes where&nbsp;reproducing everything&nbsp;one-to-one&nbsp;isn&#8217;t&nbsp;feasible, we focus on&nbsp;determining&nbsp;what should be preserved. As a result, we chose to prioritize&nbsp;maintaining&nbsp;the liveliness of the cities, their&nbsp;unique&nbsp;atmosphere, and the player&#8217;s sense of immersion in the world.&nbsp;<\/p>\n\n\n\n<p>Throughout development of the Nintendo Switch 2 version, what we were most conscious of&nbsp;wasn&#8217;t&nbsp;showcasing differences in hardware specifications, but&nbsp;ensuring&nbsp;all&nbsp;players could experience the same journey.&nbsp;Whether in handheld mode or TV mode, we&nbsp;didn&#8217;t&nbsp;want&nbsp;anyone&nbsp;to feel like they were playing a different game.&nbsp;I believe our cumulative efforts of optimization&nbsp;aimed at achieving this goal are&nbsp;evident&nbsp;in scenes like these.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Thank you very much.<\/strong>&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u300e\u30d5\u30a1\u30a4\u30ca\u30eb\u30d5\u30a1\u30f3\u30bf\u30b8\u30fcVII \u30ea\u30d0\u30fc\u30b9\u300f \u30ed\u30f3\u30c1\u30c8\u30ec\u30fc\u30e9\u30fc\uff5cNintendo Switch\u2122 2 \u7248 \/ Xbox Series X|S\u7248\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/Do5-NNUHwgE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Final Fantasy VII Rebirth is available for PC (<a href=\"https:\/\/store.steampowered.com\/app\/2909400\/FINAL_FANTASY_VII_REBIRTH\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>\/<a href=\"https:\/\/store.epicgames.com\/p\/final-fantasy-vii-rebirth\" target=\"_blank\" rel=\"noreferrer noopener\">Epic Games Store<\/a>\/<a href=\"https:\/\/www.xbox.com\/en-au\/games\/store\/final-fantasy-vii-rebirth\/9np9f7wwkrp1\" target=\"_blank\" rel=\"noreferrer noopener\">Microsoft Store<\/a>),&nbsp;<a href=\"https:\/\/www.nintendo.com\/us\/store\/products\/final-fantasy-vii-rebirth-switch-2\/?srsltid=AfmBOoowNDjEzBL93qeZg6BSagRPknudXXrBvCjxJDjt08-iD4vXZ0Mw\" target=\"_blank\" rel=\"noreferrer noopener\">Nintendo Switch 2<\/a>, and&nbsp;<a href=\"https:\/\/www.xbox.com\/en-au\/games\/store\/final-fantasy-vii-rebirth\/9np9f7wwkrp1\" target=\"_blank\" rel=\"noreferrer noopener\">Xbox Series X\u2758S<\/a>.&nbsp;<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer: Nobuaki Shibuya]\u00a0<br>[Editor: Aki Nogishi]\u00a0<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Final Fantasy VII Rebirth director Naoki Hamaguchi on the technical aspects of the Switch 2 port.<\/p>\n","protected":false},"author":1,"featured_media":67670,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[36],"class_list":["post-67669","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-final-fantasy"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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