Halo Infinite

Halo Infinite

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ZodiacThundaga Oct 6, 2024 @ 9:08pm
7
I am against Halo's future in Unreal Engine
Halo was always at the forefront of tech. CE helped usher in bump mapping and pixel shaders, and Reach, as antiquated as it was, had an early form of TAA that gave it a unique look. Not to mention the timelessness of Halo 3's graphics.
Unreal just takes away all the beauty. Halo won't ever be beautiful again.
Originally posted by adaa12345678:
Originally posted by ZodiacThundaga:
Originally posted by adaa12345678:
Slipspace has two modes blurred to hell by TAA or oversharpened to try and pry any detail back from the smudge. I'd love to see Halo in an adaptable modern engine with actual options for alternatives to ♥♥♥♥♥♥♥♥ TAA. RN best I can get is supersampling at the driver level but you can't disable the TAA, only set it to low or high. Great Tech 343!

I think a big part of Unreal's rep comes from the 7th gen unreal engine 3 games when every developer was making linear military shooters with brown, and grey colour palettes that never really did anything Gears of War or CoD hadn't already done by 2006.

For every Dishonored or Bioshock Infinite, there was a Homefront or Medal of Honour Airborne

edit: Okay Steam, you win it's not ♥♥♥♥ space engine. I'm sorry for "hiding" the unbelievably offensive word ♥♥♥♥ into the word slipspace. Based on what I see in the community tab spewing anti-lgbt, great replacement ♥♥♥♥ all day from a whermacht larp account is chill. Say the word ♥♥♥♥, automodded and warned. Is this a second grade classroom? What can I say? Poop, crap, dookie, are those fine? :lunar2019laughingpig:
How about Id Tech?

Id tech could be an interesting swap as well. It's a good looking engine with all the modern bells and whistles, RT, HDR, VRS, PBR, and options for AA. Plus based on Doom Eternal, id tech 7 runs like a dream and scales down well to lower end hardware. Hell, they got it running on a switch with minimal frame pacing and stutter issues. Unreal 4 games can barely do that.
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Showing 1-15 of 98 comments
Harrald Hairy-Breeks Oct 6, 2024 @ 9:12pm 
2
Originally posted by ZodiacThundaga:
Halo was always at the forefront of tech. CE helped usher in bump mapping and pixel shaders, and Reach, as antiquated as it was, had an early form of TAA that gave it a unique look. Not to mention the timelessness of Halo 3's graphics.
Unreal just takes away all the beauty. Halo won't ever be beautiful again.
Halo hasn't been beautiful since ODST. Obviously things needed to be shaken up. Hopefully it's for the best, get rid of the spaghetti code slipspace engine and work on building a foundation again. Ideal future is if they fork of UE5 and make something more appropriate for the series.
ZodiacThundaga Oct 6, 2024 @ 9:16pm 
Originally posted by Harrald Hairy-Breeks:
Originally posted by ZodiacThundaga:
Halo was always at the forefront of tech. CE helped usher in bump mapping and pixel shaders, and Reach, as antiquated as it was, had an early form of TAA that gave it a unique look. Not to mention the timelessness of Halo 3's graphics.
Unreal just takes away all the beauty. Halo won't ever be beautiful again.
Halo hasn't been beautiful since ODST. Obviously things needed to be shaken up. Hopefully it's for the best, get rid of the spaghetti code slipspace engine and work on building a foundation again. Ideal future is if they fork of UE5 and make something more appropriate for the series.
It would still feel like UE5, just like how Source 2 feels the slightest bit like Quake all these years later.
Forge Master Oct 6, 2024 @ 9:31pm 
I'm tired of Devs using crappy Engines... if using Unreal streamlines stuff and allows them to have less constraints.. what's the downside?
Buge Oct 7, 2024 @ 1:59am 
The new engine is DEARLY needed. This has to be a clown farm.
Hi Im Swat (Banned) Oct 7, 2024 @ 4:39am 
Different name and different engine, same old you-know-what. This changes nothing at all and nothing is going to improve no matter what they call themselves. Making the game look shiny will not help when the game has zero content on release and has poor gameplay.
Last edited by Hi Im Swat; Oct 7, 2024 @ 5:18am
BeemersWorld Oct 7, 2024 @ 4:49am 
Originally posted by Forge Master:
I'm tired of Devs using crappy Engines... if using Unreal streamlines stuff and allows them to have less constraints.. what's the downside?
My issue with this is that its like their trying to escape THEIR ♥♥♥♥♥♥♥ with this branding and Engine change. From the game to the Scene in HCS, 343 and Halo teams have failed IMO. IM hoping this will give them a new boost to do something GREAT this time but I dont fully trust them.
BeemersWorld Oct 7, 2024 @ 4:50am 
Originally posted by Hi Im Swat:
Different name and different engine, same old you-know-what. This changes nothing at all and nothing is going to improve no matter what they call themselves. Making the game look shiny will not help when the game has no zero content on release and has poor gameplay.
THIS RIGHT HERE! This guy said it best
Charged Dreamer Oct 7, 2024 @ 5:01am 
When was the last time Halo's graphics, visuals and gameplay was on par with multiplatform games? The answer lies somewhere around in 2007 (and we had Crysis and Half Life Episode 2 the same year!) I'm a longtime Halo fanboy but pretending Halo series was always at the forefront of tech is either a big lie or a delusion at best.

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.
Last edited by Charged Dreamer; Oct 7, 2024 @ 5:07am
Slap Oct 7, 2024 @ 7:58am 
they've been using this same fork of the same janky engine for over 23 years.

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.
Last edited by Slap; Oct 7, 2024 @ 7:59am
ZodiacThundaga Oct 7, 2024 @ 8:18am 
Originally posted by Slap:
they've been using this same fork of the same janky engine for over 23 years.

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.
That's great and all in the short run, but I doubt future Halo games in Unreal will be anything special in the long run because then you can just lump it into everything else that uses Unreal.
Slap Oct 7, 2024 @ 8:50am 
Originally posted by ZodiacThundaga:
Originally posted by Slap:
they've been using this same fork of the same janky engine for over 23 years.

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.
That's great and all in the short run, but I doubt future Halo games in Unreal will be anything special in the long run because then you can just lump it into everything else that uses Unreal.
"That's great and all, but I don't really care about the point of technology being more accessible for developers because I'm personally disenfranchised."

sometimes wonder how folks this cynical are able to breathe without saying "oxygen sucks now. i'm tired of anything and everything involving it".
ThaDaLinkWent Oct 7, 2024 @ 12:29pm 
That's fine. I'm against anchovies on pizzas but you don't see me trying to form a mob to burn down pizzerias that have it.
ZodiacThundaga Oct 7, 2024 @ 12:32pm 
Originally posted by ThaDaLinkWent:
That's fine. I'm against anchovies on pizzas but you don't see me trying to form a mob to burn down pizzerias that have it.
Where did I say people should form a mob against the developers?
ThaDaLinkWent Oct 7, 2024 @ 12:38pm 
Originally posted by ZodiacThundaga:
Originally posted by ThaDaLinkWent:
That's fine. I'm against anchovies on pizzas but you don't see me trying to form a mob to burn down pizzerias that have it.
Where did I say people should form a mob against the developers?
I'm guessing you don't understand what subtext is while completely missing the point believing the statement was literal in meaning :steamfacepalm:
Last edited by ThaDaLinkWent; Oct 7, 2024 @ 2:57pm
acSiegemaster Oct 7, 2024 @ 1:41pm 
Originally posted by Slap:
they've been using this same fork of the same janky engine for over 23 years.
UE is literally older than Blam lol
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Date Posted: Oct 6, 2024 @ 9:08pm
Posts: 98