Slipspace to continue as Halo's primary engine for future titles

kinks* 20 charecters 20 charecters 20 charecters

There is an edit post button. Looks like a small pencil.

Considering this is usually 343s go to I’m guessing we are getting UE5.

Im not sure why I cant see it. I may be permanently blind

That’s a very bizarre way to refer to artists.

What exactly do you mean by “Artists nowadays have he privilege to create almost everything.”?

I am asking as an artist.

I hope they stick with the Slipspace (Blam+) Engine. Instead of training everyone how to use a different engine, they could put that time and money into putting out actual content and optimizing Infinite. Especially on PC.

If they want to, having a few engineers mess around in Unreal Engine 5 using the Havok physics engine could get it to feel like Halo if given enough time. But Microsoft may have more plans for Slipspace outside of Halo. They could potentially become a big player in that market, which may be the real reason they want to keep working with Slipspace going forward.

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i think he just means they have the opportunity to get their hands on basically all the resources they need to create something :slightly_smiling_face:

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Why is it bizzare? And what’s so hard to understand? Artists in the game/vfx/design industry never had such an amazing repertoir of tools to materialize their vision. This starts with the access to knowledge and ends with the opportunity to use dozens of high end tools at home. Unlike 20 years ago, we almost reached the point were only imagination and skill is the limiting factor.

Answering as an artist…

And that’s the weird paradox. 343 apparently only works with contractors for a certain amount of time and in that timeframe you have to teach them an engine which supposedly is very unintuitive and hard to understand. While on the other hand you haven thousand of skilled UE artists out there, ready to work on content.

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While that was certainly reported to be the case previously, hopefully with the new leadership they have moved on from that counter productive hiring methodology.

As far as I know, that’s a MS problem, isn’t it?

Maybe but if the leadership of 343i isn’t prepared to stand up and say what is needed for them to do their job effectively, despite having a bunch of recent evidence that the current (hopefully previous) system isn’t working, then there really is no hope.

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If an engine is flawed from the get-go and causes serious development issues, it’ll continue to do so no matter what. Just look at Frostbite Engine, how many Battlefields and NFS etc. EA’s studios are pulling out with technical issues, lacking features etc. and always blame the engine?

Whereas UE has spawned counties hames in the past two decades with no issues (well maybe outside that awful stutter caused by shader compilation going on in the background, I seriously cannot wrap my head how studios that have hundreds of devs can’t find a single person who will go through the game once before launch so the gamers won’t have to go through it…).

And it’s easily predictible the similar situation is about to happen with Slipstream, it’s so flawed it should be abandoned ASAP, 343 even said the APIs don’t allow them to modify the game to for example extend the playlist slots, or add scrolling to the store to add more items, and they need to completely rewrite them from scratch, for things that are this basic… Plus awful netcode, terrible controls, the graphics aren’t even great to begin with, CoD at 120 FPS looks so much better than Infinite at 60, honestly, when a single person can recreate any game in UE just imagine what could be done with the workforce and budget 343 has. Or IDtech7, that one also looks and performs phenomenal, worked flawlessly from day one and ID just kept adding stuff to it like higher frame rate modes, RT and so on.

i343 dropped the ball hard with Infinite and the Slipspace engine.
Those issues you listed are known to the developers and any future Halo title will most likely have seen them fixed properly.
Sure, it’s 343, but one would assume updates for the engine are made in the background even though they can’t put them in Infinite, so as to secure a better launch for future titles.

From my experience, even when issues are ironed out down the road, they still reappear in future titles. Like, how many times can Forza launch on PC with memory leak? It happened once with FM6 Apex, ok, it got fixed, and shouldn’t happen ever again, and yet… Or in online shooter you wanna play with you buddies, but the party keeps crashing the moment you go into matchmaking, you say ok, it’s launch week, happens, it gets patched, three years later when new installment arrives, guess what? The party keeps crashing… It gets patched yet again, but another few years later with another installment, you guessed it, the party crashes… Voice chat keeps breaking, again, the issue gets patched, reappears, gets patched again, reappears again, it’s like a neverending cycle. And if 343 needs to rewrite an API from scratch that most likely means they’ll need to rewrite them entirely whenever they’ll need to change or adjust something, they’ll make necessary changes (hopefully) for Infinite’s design and UI, which might not cut it in future installment, so we’re gonna be yet again stuck with something that doesn’t do its job fir long months if bot years.

I don’t know man, let’s be honest, Splitgate felt very much like Halo, just with portals. That game was built in Unreal is my memory is correct. Seems possible to me.

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Memory leaks and Party crashes for Multiplayer are entirely different beasts than UI and API issues.
The UI and API are design questions, Memory Leaks and Party crashes are glitches and bugs.

The thing with the issues in Infinite due to the engine, they can make planned updates for the engine as they go.

“This particular issue in Infinite stems from a design issue with the API, redesign it and implement it in the framework / base / foundation / whatever for future projects so they don’t run into it.”

Glitches and bugs are unforseen and they can only do so much to catch as many as possible.

Pardon. I’ve just been dealing with a lot of weird pro-AI takes on social media. Was just making sure. Yes, we do have a lot of very good tools. I’m gonna’ get into 3D modeling soon, finally - and I’m very happy with my personal artistic progress as of late.

I’ll be real, it didn’t feel like Halo to me.

I think considering its not halo it does feel the MOST like halo. Even if its not much