

STAR OCEAN: Till the End of Time Released in 2003-04 On PlayStation 2 Used TPFC2 and tpgcLib (2 nd gen.) TPFC for PS2 and Graphics Engine Supported 3dsmax Custom shader engine Flexible Particle System HDR Rendering and Spherical Harmonics Lighting Animation driven physics Most cloth and accessories simulated in real-time, even within cutscenes Also used for Radiata Stories and Valkyrie Profile : Silmeria Used in-house interactive cutscene tool Written in C++ Also used for Valkyrie Profile Used in-house script language for events “ STAR OCEAN : Blue Sphere” released for Game Boy in 2001(only for Japan) STAR OCEAN : The Second Story Released in 1998-99 On PlayStation Used TPFC (1 st gen.) Basic I/O (virtualization) and memory management, threading, math functions. STAR OCEAN Released in 1996 On SNES (only for Japan) No clear game engine All game code written in assembly Used in-house script language for events Used in-house art tools History of STAR OCEAN Drives the studio’s development environment Each game developed for each platform Changed development environments every time On Xbox 360 Released in February 2009 For North America and Japan Coming soon for Europe Developed on an in-house game engine Also used for Infinite Undiscovery (Xbox 360) and Valkyrie Profile : Covenant of the Plume (NDS) What is STAR OCEAN 4? Star Ocean: The Last Hope The latest installment of an RPG series from Square-Enix Developed by tri-Ace Inc. STAR OCEAN 4 : Flexible Shader Management and Post-processing Yoshiharu Gotanda Research and Development Dept., tri-Ace Inc.

Star Ocean 4 - Flexible Shader Managment and Post-processing
