As we saw Series X is not performing as good as it should with new games.And everything we saw of Infinite was on PC,even as it should have come out in like 3 months time.
Halo 5 couldn’t shine as it could on base Xbox One because of the limitations that console had.Has the lack of tools or whatever on Series X hindered Infinite development?
wouldn’t it be more the case of using a new engine that would cause hiccups more than older hardware?
Nothing regarding the hardware would hinder the game. The issue games that launched with xsx had was that some tools were released later. So games like valhalla had optimization issues. That being said, they still outperformed all prior consoles. There is no reason or evidence that xsx would hinder infinite
I don’t feel like it would I have the Series X and haven’t had any problems with it and it is also early in the console life cycle
Disclaimer: I think there are a wide variety of issues that led to Infinite’s elongated dev cycle, not just one.
But if you’re asking for “what was the one thing that delayed Infinite’s development the most?” I don’t think it was the Series X any more than the usual game development hurdles that occur during a generation switch.
I believe it was the engine swap that likely caused the largest time delay to Infinite’s development. Reporting was that they moved off H5’s iteration of the Blam! engine and onto Unreal 4. After a good while, the decision was made to move off Unreal 4 and stand up the Slipspace engine. Based off the improvements we’ve seen since the July gameplay reveal, I think going with the custom engine was an excellent idea, but I guess we’ll have to wait to see for sure.
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> Disclaimer: I think there are a wide variety of issues that led to Infinite’s elongated dev cycle, not just one.
>
> But if you’re asking for “what was the one thing that delayed Infinite’s development the most?” I don’t think it was the Series X any more than the usual game development hurdles that occur during a generation switch.
>
> I believe it was the engine swap that likely caused the largest time delay to Infinite’s development. Reporting was that they moved off H5’s iteration of the Blam! engine and onto Unreal 4. After a good while, the decision was made to move off Unreal 4 and stand up the Slipspace engine. Based off the improvements we’ve seen since the July gameplay reveal, I think going with the custom engine was an excellent idea, but I guess we’ll have to wait to see for sure.
This is likely the correct answer. First Party Developers don’t make a game first and then adapt it to hardware, usually they develop the entire game within the bounds of the console. The game looked rocky in July because the developers have had productivity severely reduced due to working from home and it being naturally harder to collaborate and work efficiently outside of the studio.
I’m all for delays, the developers hopefully haven’t been impacted too hard by crunch, because if the game hadn’t been delayed I’m not sure it’d be too pretty for the people working on the game in the four short months they would have had to finish the game in
New consoles always take a generation or two before developers come to grips with the hardware.
It seems like the console’s tools are not the best to work with currently, but the iterative changes to them fixes that problem. It is more likely the engine was providing difficulties and some fine tuning needed to take place on both ends. The delay shows that time was the only issue and not actual hardware.
i dont think so the team just needed more time and thankfully they got the time