The documents are quite short, I was expecting a minimum of 5 pages for each one, it´s a good read regardless.
Better to be quick and concise, however, the videos pad out the documents a lot and give you real time visualizations of some of the things they're referring to. I'll be looking forward do seeing more visualizations of the node editor used in Luminous based on the screen shots from other documents.
Anyone who underestimates Luminous or making games in general should really take a look at this stuff and see how much of it is likely going to fly over your head. The only reason I understand a lot of this stuff is because I've been a programmer for several years of my life and also aspire to make games myself. Of course, a lot of the techniques and terms used are way above me, I can still follow this stuff and appreciate the amount of work and intelligence behind this stuff.
Spend some time looking at these talks and hearing the work that goes into their VFX, AI, animation solutions etc to really get a feel for the amount of work put into Luminous and subsequently XV. It's even more impressive knowing that all of this stuff is in real time along with having constant real time lighting with the day/night cycle.
After spending time watching these presentations and listening to the team, you will understand why they have created their own engine. Many people think that Luminous will somehow fail like Crystal Tools, but those people don't know why Crystal Tools even failed to begin with. It had more to do with several teams of people trying to use the unfinished engine at once along with a complete lack of standards causing the creation of assets that wouldn't be usable by the engine which ultimately fragmented development on the engine. This is actually one of the main causes as to why XIV 1.0 failed as much as it did, along with why XIII had so many unused assets and why they needed to create sequels and reuse a lot of older assets. Much of the work with assets was done to further along production of these games while the engine was still being worked on, so many projects ended up creating work that wasn't under any spec and couldn't be used.
This is why Luminous Engine was created to be done separate from any other game besides XV. The engine was to be created in tandem with one game only so that a set of standards could be made, along with creating actual documentation for everything (which didn't happen for Crystal Tools... seriously what the fuck was Murata thinking). Luminous engine is also created with ease of use in mind, which is why it has all of the tools necessary for every area of development within any given title for things like VFX, AI and level design. One of the key areas with Luminous is actually the integrated AI system which I'm looking forward to seeing in the upcoming talks.
Anyways, the heavy use of node graphs in a lot of areas is one of the key things that makes Luminous a lot more user friendly and accessible which in my opinion is a smart move. They mention how a lot of current node based systems that exist today don't meet their demands creating a real time game like XV for example. In the VFX talk they mention the implementation of VFX elements like explosions with short life span is that creating lots of them like in the Titan scene would normally kill the memory and performance. Their solution is to create node groups where the lifetime of common assets can be handled separately from the lifecycle of any given effect which not only reduces overhead by sharing a common group connection (like all being part of a group that says these effects are this type of explosion), but also means that the memory usage is lessened for each new instance of effect which only needs specific memory for things like translation (position scale rotation) of the effect and not information about the shader or particle effect. It's much like a particle generator would be in a third party tool like Unity or Unreal Engine where a common asset is created under a particle system, however the difference here is that these are not a common system but share assets.
Anyways, I'm rambling on. This is exciting stuff (I think... lol)! For those of you who think Luminous isn't going anywhere after XV, you are sadly mistaken. This is a big step for SE and they've created something truly special here that can be used moving forward, don't be surprised when FFXVI will use this same engine. SE prides themselves on being tech innovators, and they're ahead of the game with Luminous creating an extremely powerful real time engine.