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Halo series transitioned from being multiplatform with Halo CE and Halo 2 (2007 Windows Vista release) to a console exclusive with Halo 3 onwards from 2007. There was no way games would have looked as good as multiplatform games which started to use sophisticated lighting quality, reflection and textures and by 2010-2011 we started getting DX11 features on PC such as tessellation, SSR and HBAO+ which an X360 game wouldn't handle. The TAA used in Halo Reach was just kinda broken and looked extremely ugly.
Halo 4 released at the same year such as Far Cry 3, Max Payne 2, COD BO2 which arguably had better tech and graphical quality (even even Crysis 2 and Battlefield 3 on PC a year prior to that!). Games at this point even added things such as PhysX.
Halo 5 just wouldn't be able to compete with The Witcher 3, Batman Arkham Knight, Just Cause 3, The Oder 1886, Assassin's Creed Syndicate on that basis. In addition to PhysX we had advanced hair quality settings, smoke and weather effects by this time with multiplat games releasing on PC hardware supporting native 4K at playable frame rates.
A game engine alone doesn't decide how the graphics are gonna look in the final version of the game. If you don't believe me go and look Halo Infinite E3 2018 Announcement trailer which also advertised Slipspace Engine vs the E3 2020 demo vs the Final game release. Funny thing TAA actually ruined this game and made the game look like a blurry mess smeared with vaseline.
it's time to move to something that will more easily streamline workloads and will be far easier to keep stable.
plus with microsoft's in and out of the door policy of 18 months for contract help, might as well use a more widely supported technology that will have way more competent developers to choose from.
sometimes wonder how folks this cynical are able to breathe without saying "oxygen sucks now. i'm tired of anything and everything involving it".