• @[email protected]
    link
    fedilink
    English
    22 months ago

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

    • MrScottyTay
      link
      fedilink
      English
      12 months ago

      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

      • Vik
        link
        English
        32 months ago

        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

        • MrScottyTay
          link
          fedilink
          English
          12 months ago

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

          • Vik
            link
            English
            1
            edit-2
            2 months 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.