1) Yeah, I mean PS4 to PS4. But Tomb Raider certainly has the advantage of generally being much more able to scale well, which is one of the criteria by which I'd 'score' an engine. Its predilection to scale are one reason its Pro modes are so amazing, incidentally.
It seems manifestly unfair to compare an infant engine which hasn't even seen a consumer PC port to an engine that's had years to work out the kinks in that regard. We haven't even seen how well Luminous can scale when given a proper chance; my understanding is that FFXV's Pro modes were the result of giving a limited internal team a few weeks/couple of months to put something together instead of outsourcing to one of the premiere porting companies in the industry and giving them as much time as necessary. And, even so, FFXV's High mode added 1800p checkerboarding, AF, and lighting improvements.
2) Scale-wise I wouldn't say Tomb Raider's engine is any less capable than FF15, to be honest. FF15 does some great stuff with its magic effects and the like, but it pushes a lot of high-poly enemies at once, a lot of particle effects, fire & ice fx that rival FF15, and most impressively (I think) works Uncharted-style set-pieces is to a much more open game (something FF15 tries but fails to do, imo, with the Leviathan/Titan stuff being cool conceptually but lame looking). I'm not doubting that Luminous got FF15 to an impressive place, I just think Crystal's engine is more stable and capable. It's not to say Luminous is the worst SE engine either, since the Deux Ex engine is, I think, a disappointment after all they hyped it up to be. (Much like the game). Things you say there about semi-random nature of summons or ridiculous camera angles isn't exactly a big deal, though. It's a video game: you can put cameras anywhere. Any game faces these sorts of mechanical challenges (and things like the Warp Strike - Mass Effect's Vanguard Warp Charge is literally the same move as Noct's warp strike, broadly speaking, for instance - these things have existed.
I'll give Tomb Raider equal capabilities with regards to VFX, but am I missing something with regards to its number of enemies? I've looked at walkthroughs on YouTube of parts of the game that should have had a bunch of enemies (i.e. stuff labeled as "huge battle", the encounters immediately leading up to the final boss) and it seems like it generally limits its waves to a half-dozen guys, most of whom remain at shooter distances (and therefore lower LoD). Meanwhile, FFXV can throw a half-dozen Sabertusks and ten Magitek Assassins into a fight you'd started with a mix of eight or so Garulas/Garulessas/Garulets, all in melee range, with three or four super high quality ally AI models taking part, for a total of close to 30 character models and close to 10 unique animation sets being juggled simultaneously. And then an Astral can show up and nuke the entire area. That's not even the same order of magnitude.
It's also worth pointing out that most of FFXV's setpieces skip right past Uncharted and aim for God of War, which is probably why they ended up being a bit rougher around the edges. The train setpieces kept their scope in check better but also ended up feeling a lot more polished because of it (while still being pretty awesome). And, of course, there was one super-ambitious thing near the end of the game that was just plain jaw-dropping because it
did pull off its ridiculous scope.
As for the summons and warp strikes, I was under the impression that, while one can obviously put a camera anywhere in a video game, it'd still create unique challenges for the engine's streaming solution if the camera's position can move massive distances almost instantaneously, with the semi-random factor making it mostly impossible to limit the scenarios in which it can happen to simplify it.
3) Witch 2.0 is fucking amazing, but let's not forget it was running on a Quad SLI Titan setup that'd literally cost nearly 10 grand to build. I'm more interested right now in what can be used to make games.
It was also running at 4K/60fps, wasn't it? The requirements would have been a lot closer to feasibility if it wasn't 4X the standard HD resolution and 2X the standard frame rate for slower-paced games. =P
4) I agree about the PS4 version of TW3, actually - there's a lighting issue with that game that on that platform really suffocates its art. But an engine is more than one platform, but it'll be interesting to revisit this when 15 comes to PC. RE KH -- I dunno what it is about KH2.8, parts of it do look cheap - but DQ11 looks absolutely gorgous on UE.
DQ11 works much more effectively within its limitations (in large part due to what appears to be a choice to use clay shaders for skin and cloth instead of plastic shaders), but it's still handily trounced by FFXV with regards to model complexity and the presentation of materials. (DQ11 is much cartoonier, of course, but that still doesn't account for the low-res cloth and leather textures seen in cutscenes.)
As for PC FFXV, I suspect that it could look utterly fantastic if Tabata is allowed to make the version he wants, because the FFXV/Luminous pair feel almost too ambitious for the platforms they released on. Even with regards to simple improvements, 4xMSAA would pretty much wipe out the hair complaints, higher levels of AF clearly help a lot given the way the game looks in Pro screenshots, more frequent use of the highest LoD textures would give a better overall impression, and a competent CPU allowing for Ultra PC-level draw distance could make a huge difference. (IIRC, console ports tend to use Medium settings overall with Low draw distance due to their weak CPUs, no?) If they're able to re-implement some of their more complicated real-time GI solutions on top of that...
Generally speaking, I'd say this: Luminous has been built to an impressive thing and FF15 is a very pretty game, but if it was such hot shit it would be being used for DQ, KH and FF7 - why would Square want to pay Epic 5% of all their revenue (before profit!) on FF7 remake, potentially their biggest game ever? Luminous just isn't really ready for the big leagues, but that's because it's still a frankenstein's monster that's difficult to use. If they're smart FF16 will probably use something else and they can keep Luminous studio doing research, or put a smaller game on Luminous so their biggest game can maximize a tried and tested set of tools. (For instance, perhaps let BD2's next game continue on Luminous, with FF16 made elsewhere on a more tested engine). Based on what (I think) I know about who is on FF16 I think this'll actually be the case, but that team might well be learning Luminous, IDK.
I don't believe this argument for a second.
IIRC, Julien Merceron said at one point that engines need to develop alongside games, but it's a terrible idea to try to make multiple games with them simultaneously while they're still being developed. And it's obvious why that would be the case -- Squenix tried that with Crystal Tools, and it backfired horribly.
FFVIIR, KH, and DQ11 were all in development for years before Luminous had its first full game release. KH
was originally intended to use Luminous, but that team had no HD experience and the Luminous engine team was too busy making the engine to provide support -- I'm sure they wouldn't have made that decision if they had any other choice, considering the massive downgrade that came with the engine change. (The Visual Works Sora model in the Luminous trailer was
so good compared to the current monstrosity. D= ) And both FFVIIR and DQ11 are outsourced, which would have made the use of an in-progress internal engine even more impractical. As you yourself said, EA limited Frostbite to DICE for years even though it was one of the best engines in the industry. Giving new engines to outsourcers isn't exactly a thing that happens very often.
Reasonably speaking, Squenix should follow EA's footsteps and make one big game with Luminous at a time until they can afford to have their engine team spend significant amounts of time providing support to other teams. Limiting it to small games would probably slow progress on the engine significantly. And the sooner Squenix's major properties abandon UE4, the better, because I can't stand the way the Squenix games with final/close to final footage look on that engine. =(
...though I suppose I could live with them operating on a longer timescale with regards to Luminous as a whole if they figure out how to take that "dump a Visual Works model into the game with only slight modifications" feature and use it outside of their own engine. I'm not a fan of the appearance of environments in Squenix's UE4 games, but I can live with them. The difference between Noct and Agni, on the one hand, and KHIII Sora and the DQ11 protagonist on the other physically pains me. >_<