Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Unlike the various legacy versions of the halo game engine at work, unreal 4 is pretty plug-and-play across multiple platforms. And i think the "hooks" are mostly just addressing the already existing MCC profile, the one that exists outside of each individual game.
The only issue they've described it giving them so far is that combined with the existing assets that run along side it, the new unreal engine features push it above the RAM boundaries available to the original Xbox One, which is why there hasn't been any Xbox flighting yet.
Ah damn, that means more money to Epic.
More Money to Epic = More Epic Exclusivity
A reason why they're doing this is to allow real-time customization of your characters. This isn't a feature in the current version of MCC because it's impossible to render models from 5 (soon 6) different engines without creating tremendous performance issues, which could certainly brick a vanilla Xbox One.
The GTX 1060 I have can handle any title out there easily.