Only for their Eidos studio ports AFAIK.
Their older FF ports (the recent FFIX PC release, for example) use a studio based out of Singapore. And FFXIV is done in house with assistance from Nvidia. It's not a surprise that the past few FF games have been partnered with Nvidia both on PC and console as prior to this generation the PS3 was the lead platform.
It also means they can't work closely with AMD as AMD would not be able to help them with anything involving or interfacing with Gameworks not for lack or desire to on AMD's part, but due to the legally binding agreements you have to make with Nvidia.
Regards,
SB
Remember I keep saying my context is around current generation consoles, FFXIV was way before Xbox-One and PS4, also FFXIV is unusual in being an MMOG and in the beginning the PC port was no-where seen to be as good as consoles but again it is outside my context anyway apart from remember I said Square Enix/EA and some other AAA multi-platform studios thought console gaming was dying before the current gen of consoles and this affected their approach before the current gen; Ubisoft focused on consoles for the development of Watch Dogs 2 and already mentioned highly optimised for AMD and sounds like it will have low-level features from GPUOpen, unlike Watch Dogs that was developed primarily for PC due to PS4 and Xbox-one not around.
Ah yeah your right Nixxes is not used for all studios within the Square Enix umbrella, thanks.
Anyway regarding the normal games.
Look up the Luminous Studio 1.5 engine.
It is specifically being used to develop FFXV on consoles and later on ported to PC, they used Nvidia hardware (needed multiple Titan X) for the grunt to demo a tech and it is relying upon brute force for now - even Square Enix says
there is no current optimisation as all development is for consoles, there is not even a release date for the PC version using this multi-platform engine that the demo came from.
Can you provide an actual
recent example where Nvidia is heavily involved with the optimisation in the early stages and on record with Square Enix mentioning this like they do with AMD? - maybe in the Nvidia thread as happy to discuss it there.
Regarding previous FF games, sorry but they are not exactly known for their quality port to PC from console, in fact they can be pretty dire due to the budget-resources-priorities involved.
Gameworks is used in many instances because it provides a quicker and easier way to deliver a game to PC in terms of port and why some ports are crap because of the lesser importance put on it, but again the core technology-development is all derived from the focus on console as the engine is primarily console and with PC - Hitman/RoTR (some core visual quality features on console-AMD gpus and not Nvidia)/FFXV/Duece Ex Mankind (latest game)/etc - just to emphasize context is since we have the latest consoles that AMD controls.
Anyway Gameworks is a red herring IMO as it can be turned off, CD Projekt has a strong relationship with Nvidia going back years and yet Witcher 3 runs very well with AMD, GTA V uses technology from both and runs well, RoTR as already mentioned has visual quality features specific to console-AMD and latest DX12-async patch greatly improves AMD performance in the game.
The only games I can think of that will always impede AMD is the Fallout releases from Bethesda and that is because Nvidia worked closely with them to create a technology solution more closely integrated with the engine and this is beyond GameWorks and something they have done for years as a technical partnership going back to Elder Scrolls 3.
What no article has ever focused on is that Gameworks is being used more so these days as a cheap way to bolt-on features for PC port rather than say it being actually core to the game, and the poor quality of the port development can be seen more often IMO; Batman: Arkham Knight a classic example of this (and it goes beyond using GameWorks).
But maybe that subject also should be taken to the Nvidia thread where happy to talk about it.
Thanks