Halo Infinite [Fall 2021] [XO, XBSX|S, PC, XGP]


Big if real.
Damming indictment of slipspace engine if this turns out to be true. I wouldn't have even given this a small possibility.

I want more engines not less. With different philosophies and R&D to push the industry forward.
 
Will reserve judgment until it actually happens. It's going to take them nearly half a decade to get functionality into Unreal Engine such as Theatre and Forge.
 
Will reserve judgment until it actually happens. It's going to take them nearly half a decade to get functionality into Unreal Engine such as Theatre and Forge.
Not if Certain Affiinity (ex Bungie devs that already know the blam engine) already did it for that rumored Halo project they've been working on for some time. Now add The Coalition's expertise in the mix to assist and 343 wouldn't exactly be starting from ground zero.

If Epic somehow throws a wrench into the financials and usage, then 343 can try an in-house engine again at a later date. There's no huge player base to maintain on slipspace. So they could go with iD Tech engine or if the acquisition happens, the IW engine.
 
Will reserve judgment until it actually happens. It's going to take them nearly half a decade to get functionality into Unreal Engine such as Theatre and Forge.
Should be doable. Fortnite is literal base building in real time.

I think everything they built in halo is available in UE5 with significantly faster iteration time.
 
Didn't they consider a switch to UE when Infinite's development was struggling, but ultimately decided to carry on with Slipspace?
Halos engine claim to fame was being able to go from a massive indoor area to a massive outdoor area with no loading. Definitely innovative for the time. But can be done by nearly all engines now.

If there was a switch I agree it probably was decided a while ago but they needed to wrap up Infinite.
 
Halos engine claim to fame was being able to go from a massive indoor area to a massive outdoor area with no loading. Definitely innovative for the time. But can be done by nearly all engines now.

If there was a switch I agree it probably was decided a while ago but they needed to wrap up Infinite.

It cant be worse than the current slipstream engine, atleast on pc.
 
It cant be worse than the current slipstream engine, atleast on pc.
I think you're looking at performance. When really the bane of slipstream is iteration and tooling. They can hire as many people as they want at 343i, but the ability for everyone to make changes to the game simultaneously appears to be the bottleneck. Bungie indicated this with Destiny, it can take a whole day to recompile just to move a garbage can. I don't know if that's been solved, but unreal engine makes its changes in real time with lighting etc, and now with DXR (I'm not sure if yet available), you can pretty much make the whole game without baking lighting once in the editor with pretty good confidence of knowing what it will look like. The time savings would be massive.
 
I think you're looking at performance. When really the bane of slipstream is iteration and tooling. They can hire as many people as they want at 343i, but the ability for everyone to make changes to the game simultaneously appears to be the bottleneck. Bungie indicated this with Destiny, it can take a whole day to recompile just to move a garbage can. I don't know if that's been solved, but unreal engine makes its changes in real time with lighting etc, and now with DXR (I'm not sure if yet available), you can pretty much make the whole game without baking lighting once in the editor with pretty good confidence of knowing what it will look like. The time savings would be massive.

Indeed, performance scaling is abit weird atleast on PC with the current engine. I cant imagine that getting worse when they transition to UE, though you never know ;)
 
Indeed, performance scaling is abit weird atleast on PC with the current engine. I cant imagine that getting worse when they transition to UE, though you never know ;)
I suspect they're more than willing to cut down the graphics to increase performance. From a pure performance perspective there doesn't seem to be much to worry about. SP they would crank it up, and MP they would crank it down respectively. It's a reasonable compromise, one that UE is good at if we look at how Gears turned out.

Really curious to see the next generation of Halo. Not sure what they have planned precisely, but big things need to change
 
I think everything they built in halo is available in UE5 with significantly faster iteration time.
But is that something they can ship as an end-user mode like what Forge is, with ability to save the final results to reship to others? Or does that require developer licenses for every user that would dabble in "UE-forge"?
 
But is that something they can ship as an end-user mode like what Forge is, with ability to save the final results to reship to others? Or does that require developer licenses for every user that would dabble in "UE-forge"?

There are a bunch of "ue forge", and one of them even allows you to make commercial games.

So maybe it depend on how MS negotiates with Epic?
 
But is that something they can ship as an end-user mode like what Forge is, with ability to save the final results to reship to others? Or does that require developer licenses for every user that would dabble in "UE-forge"?
They'd likely have to make it a very cut down version for it to evade licensing. But good points, not entirely sure what type of legal requirements now that they have to pay to license UE vs just giving out their own engine.
 
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