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Ultimate Fantasy VII Remake Half 3 is progressing “very easily”

February 26, 2026
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Ultimate Fantasy VII Remake collection director Naoki Hamaguchi has shared the information that all of us need to hear and that’s that the third instalment of the Ultimate Fantasy VII Remake collection is now progressing “very easily.” That is nice information particularly because the third entry can be arriving on a number of platforms this time, together with the Nintendo Swap 2. Mr. Hamaguchi says that sticking to the tried and examined Unreal Engine 4, quite than the newer Unreal Engine 5 for the whole trilogy has saved issues on observe for the builders.

How is improvement of the third instalment of the trilogy coming alongside? Can we anticipate additional technological evolution with this entry? 

Sure, please stay up for that. Talking of which, after I discussed in one other interview that we might proceed utilizing Unreal Engine 4 for the third sport (associated article), it grew to become fairly the subject on-line, and it made me understand anew how a lot curiosity individuals have in that aspect of issues. However I feel most individuals aren’t essentially aware of the precise variations between Unreal Engine 4 and Unreal Engine 5. 

I suppose it’s principally the widespread notion that a better model quantity means it’s extra superior. 

I feel that’s principally how the basic public sees it, and I do consider it’s true. Across the time we started creating Ultimate Fantasy VII Rebirth, Unreal Engine 5 was simply coming into its pre-launch section. 

What makes Unreal Engine 5 groundbreaking in comparison with Unreal Engine 4 are two options: Lumen, its lighting system and Nanite, which permits you to painting dense graphical element.

These signify the present development in graphics pipelines, and in fact, such pipelines are essential to us as nicely. Nevertheless, if we had tied our improvement schedule and milestones too intently to Unreal Engine 5’s roadmap, we might have risked our personal progress being stalled if the engine encountered any form of delay. 

For that motive, we determined early on in improvement of FFVII Rebirth to persist with Unreal Engine 4. We’re utilizing a graphics pipeline constructed in-house, which additionally makes optimization and porting to varied {hardware} extra simple. 

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