this post was submitted on 07 Oct 2024
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[–] [email protected] 30 points 4 days ago (2 children)

It means nothing, the engine wasn't keeping Halo exclusive.

[–] [email protected] 7 points 4 days ago (1 children)

It means a couple things I guess.

It'll probably still run bad thanks to associated technologies like nanite (see relevant threat interactive video).

They're not longer constrained by the technical debt of blam engine.

[–] [email protected] 3 points 3 days ago (1 children)

They'll be constrained by unfamiliarity instead. Admittedly that's easier to deal with though.

[–] [email protected] 1 points 3 days ago (1 children)

I think the MCC was unreal was it not? It's likely it'll be that team working on the next game and why unreal has been chosen

[–] [email protected] 3 points 3 days ago (1 children)

The 'wrapper' around each of the individual halo engines is in unreal and is arguably the wost thing about the collection from a reliability standpoint.

That said, they'd definitely be able to find people suited for the work, provided said people agent already scared away by stories of the work culture at 343i / MS

[–] [email protected] 1 points 3 days ago (1 children)

Fair enough, guess i assumed it was more than just the UI between the games

[–] [email protected] 1 points 3 days ago* (last edited 3 days ago)

naw unfortunately not. It's kind of crazy that they nestle each individual engine within a wrapper. I'm not sure of this brings the api level to d3d11, or if they had to work to bring each engine up for that. Somewhat explains why MCC as a whole was so difficult to back port improvements to, like configurable FOV and weapon model placements, frame rate unlocking and interpolation, custom keybinds, missing assets and such.

it's kind of interesting seeing the player models rendered in UE when you use the customisation menus; everything looks so glossy and odd.

[–] [email protected] 1 points 4 days ago

Thanks for saying the exact first thing that came to mind.