Mister Wolf
Gold Member
Game should have been UE4 to begin with. RT Lighting, RTAO, DLSS, and TAAU should have been in the game on release. Hell I would have even preferred Unreal's SSGI over what we got.
What is tatanka? Some enlightenment please?
Its just a updated version of the Blam Engine from Halo 5.Slipspace is a disaster. Laughable to think they spent years on this engine.
Came here to say it.
Truly the ugliest AAA game of all time.
Truly the ugliest AAA game of all time.
An engine so scalable for their master 10 year plan that basic development couldn't be implemented because UI wouldn't allow it. What a tragedy.Slipspace is a disaster. Laughable to think they spent years on this engine.
Will it lose that Halo feel though? I mean the engine is basically an updated version of the original Bungie engine. At this point I wouldn't care that much as long as it still played well.This actually might result in something interesting, get coalition to share some expertise and the next halo might be a hit.
They probably can do what Bethesda did to have full control of the gamebryo engine. Use it as a base to make their own. But I fear that they will choose to go the Star Citizen route: pay for a license and then "hack it" to do what they want it to do. It make no sense when with Bethesda and Activision they have so many options. And I am sure that they could go to EA and have a good deal on some of their engines if by miracle Activision (And Blizzard for god sake!) are not good enough.If Unreal engine leads to better Halo games all the better. It's not like MS doesn't have the money to pay royalty fees to Epic.
For me the worse was the ship that move on the sky. That one felt honestly PS2 era:Truly the ugliest AAA game of all time.
While everyone was up in arms about that pic, I was shocked they actually released this as an official image in order to get people hyped about their game. This was the screenshot that sealed 343 as being completely inept.
They even proudly put their logo on it
Moving the entire studio over to the Unreal Engine pipeline? Probably around a year, though various elements will come online significantly faster than others.How long will that all take? Infinite is already out there and they’ll need to choose a point in time to make the switch, and time a content drop to match it.
I literally can't see anything ugly about this picture..... Because it destroyed my eyes even before I could see any shape forming.Truly the ugliest AAA game of all time.
While everyone was up in arms about that pic, I was shocked they actually released this as an official image in order to get people hyped about their game. This was the screenshot that sealed 343 as being completely inept.
They even proudly put their logo on it
It ain't broken don't fix situation, Arkane Austin for example never used Void Engine unlike Lyon branch. Forza has its own engine that is used for Fable and Flight Simulator. ABK has its own engines.They own bathesda why aren’t using ID tech ?
I literally can't see anything ugly about this picture..... Because it destroyed my eyes even before I could see any shape forming.
That said, this is actually the sorry state they planned to release the game in. Imagine the shitstorm if they truly did, it would be of legendary proportions never seen or heard before.
Wait wait wait. The Slipspace Engine is just the old Halo engine gussied up? Like the Tiger Engine is for Destiny?
That said, this is actually the sorry state they planned to release the game in. Imagine the shitstorm if they truly did, it would be of legendary proportions never seen or heard before.
Call of Duty pre MW2019 in a nutshell, all based on id Tech 3 engine, Black Ops 3 Mod Tools includes a map editor that uses GTK Radiant. Unreal Engine 4-5 bubbly wall texture is featured since Unreal 1 pre release leaked beta.
One of the few things I actually like in Halo, the cute and stupid looking enemies.The problem is Halo enemies look stupid anyway, you could get away with it on older generation tech.
On 4k HDR 144hz...... the characters look idiotic.
That's what I thought, too.I know improvements can be made and new engines come from old ones, but I'm confused, didn't they say it was a new engine from ground up?
They own bathesda why aren’t using ID tech ?
Its prideness on being able to be self reliant, which is not even wrong at all, but 343i blundered so hard that they are not in a position to try new experimental stuff, others like Capcom only used UE4 once for Street Fighter V and have improved their in-house tech.I dont know anything about game engines, but considering how popular and powerful UE are supposed to be, I dont see how a game like Halo is so awesome and complicated that UE cant do it. And it's not like MS cant afford Epic fees either.
Sometimes it seems the big studios do their own thing (as painstaking as it may be) just for the sake of it.
In supply chain, most big companies use SAP to do shipments, along with whatever extra modules you add on. It's a good standard program all big suppliers and retailers use. Of course, some can be rebels and use their own program, but it just makes life difficult. Nobody expects Bob's Burger Joint to do anything fancy. The owner is probably still using a clipboard to sign off on wholesaler drops at his door, but when you got big companies who got money and products that seem to fit SAP, you use SAP.
As Thirty7ven said above, there's also efficiencies because when you use standard programs, lots of people can join the team and hop right into it. At every company I've worked at, just about every person in supply chain and finance know how to use SAP to some extent. Some better than others, but the program is basically the same no matter which company you work at. Now if every company used their own in-house program, good luck training new employees.
came to this topic just to post this
I am still mad about the bait and switch we got from the announcement trailer. Looked so pretty to then find out it was basically pre-rendered "target" of what they thought it could be.Slipspace is a disaster. Laughable to think they spent years on this engine.
Aloy in Horizon 3?
Truly the ugliest AAA game of all time.
While everyone was up in arms about that pic, I was shocked they actually released this as an official image in order to get people hyped about their game. This was the screenshot that sealed 343 as being completely inept.
They even proudly put their logo on it
I'm mad because they never thought it would look like that, they just wanted everyone to think it would look like that to pad 5 years to a cush office job where you walk by Master Chief statues every day and make mid TV shows.I am still mad about the bait and switch we got from the announcement trailer. Looked so pretty to then find out it was basically pre-rendered "target" of what they thought it could be.
I told everyone that this rumour was not reliable because it was entirely sourced from Sean WA problem I have with this rumour is that it's entirely from the youtuber Sean W, who is as reliable as Nick from XboxEra. Jez seems to deny the part about new Halo game entirely and Halo itself switching to Unreal Engine, but about the Certain Affinity project he is not sure. As for ACG, I like his reviews but I wouldn't trust his rumours
This entire shit needs some confirmation from someone credible who is not Sean W or riding on another popular rumour.
We will now be able to continue with our investigation.
After our last tweet thread, you still wondering if #Halo will change engines? That's good, that's the subject we're going to cover in this Thread
One point in particular caught our attention
Before reading more, we advise you to consult our 1st Thread concerning Slipspace as well as Faber, so that you have all the necessary elements and know our sources
So, will Halo change engines? You should know that Halo FPS games are based on a rich sandbox and extensive use of the physics engine. Any other engine would need a lot of work to adapt and wouldn't be ready on day 1.
Slipspace is literally optimized for a Halo FPS game, whether it's performance management or sandboxing. That's why you can enjoy a game at 60 FPS, see 120 FPS, even in split screen locally.
Slipspace, according to our sources, was designed to meet this unique need, this genre, this very particular type of game, in its resource management. Where other motors must be able to meet all types of needs on the market.
In sum, these are Jack-of-all-trades, Master-of-none, where Slipspace is studied to excel in its field, for the particular need of a Halo FPS game.
Typically, you have recently discovered the power of the Forge. It acts as an engine within the engine. Many of Faber's tools and functions have been ported directly into the Forge, and it would be nigh-impossible to replicate in any other engine.
At least, not at the same level of quality and versatility that the Forge of Halo Infinite offers, especially concerning the links between static and dynamic objects. This includes the physics of these, and how the player can interact with all of them.
We don't even talk to you about the management of lights, shadows, debugging tools made available to players, in short, you get the idea.
As an example shared by our sources, the Pre-Fab system is imported from Faber. This is the system used by the artists of 343 Industries. The latter allows you to create elaborate & dynamic constructions, and to share instances with other creators.
Unfortunately, during development of Halo Infinite, the Pre-Fab system within Faber was causing performance issues. This is why it required a lot of extra work to be integrated into the Forge, especially coupled with the Scripting system.
And that's also why the Forge was so offbeat, our sources tell us. 343 Industries really wanted to offer an ideal system for Blacksmiths, without loss of performance, capable of giving great freedom of sharing to creators in the community.
It may be hard to believe for critics of 343 Industries, but the studio really wanted to please players and creators by offering tools as advanced as the support allowed them, to give you complete freedom. creative.
If we had to take an example, it's a bit like Pokémon. The engine used by GameFreak is far from the best available on the market, we all know that, but it is adapted to the needs of the game and optimized for it, and allows the team to move forward properly.
So, will Halo Infinite change engines? Absolutely not. It's not on the program according to our sources, they even wondered how it could have been a credible rumor. It makes no sense, from a human, technical and business point of view.
Halo Infinite, at this point, as well as all content for the game, all future experiences for the title, are, and will be, designed through and for Slipspace.
On the other hand, one point strongly challenged us during our exchanges. Our sources tell us that a very small part of the internal team at 343 Industries is currently working on "new experiences" Halo.
When we say “new experiences”, this includes the exploration of new avenues for the continuation of the adventures of the Master Chief, but also other projects in Research & Development (R& ;D) , as could be be AR and VR experiences (these are just examples).
For these "new experiences", they are indeed evaluating if Slipspace meets these needs, or if it is necessary to call on other resources, and therefore an engine more suitable for these experiences , like Unreal or Unity for example.
As we explained to you above, Slipspace responds admirably well to the needs of a Halo FPS, but typically, to give a very telling example, you will not produce Halo Wars 3 with this engine, it is not just not suited for the task at the present time.
For example, Unreal could be ideal for Virtual or Augmented Reality experiences, where Faber would not meet the needs of these platforms and would require too many resources to be adapted to them. Could this be the source of this rumour?
Suddenly, we are perhaps a little too naive, and we put forward the following hypothesis: Maybe some Halo Content Creators have sources somewhere, indeed. But then, 2 possibilities:
Either these sources deliberately mislead these Content Creators by sharing bits of information free to interpret, or far too old to be relevant. Or...
Either these Creators voluntarily distort the words of their source to make the click while keeping a very small background of truth so as not to be treated as a 100% liar by having absolutely everything wrong. We want to believe in the goodness of people, so we don't judge.
This ends our Thread regarding #Halo Infinite & Slipspace, and whether or not the game will change engines (no). Our next Thread will focus on the future of Halo Infinite, and there we have some rather interesting information. See you soon
Here is the result of our investigation regarding Slipspace, the reality of the tool and its impact on #Halo , in the form of Thread
Are Faber & Slipspace bad tools as you have often heard? It's not really the story that we had.
The sequel
Before continuing, a transparency point and a message. First, our sources. We have several, which we have classified into 2 categories, detailed below: external sources, and internal sources. That is to say you ask yourself?
Our external sources wish to remain anonymous, and given their responsibilities, we understand. We checked their identities. The deal is simple: we do our research, and they agree to confirm, correct or deny our findings. Absolute confidence.
Internal sources? Well that's us! Through research, data-mining and also luck, we find many elements that allow us to establish causal links. We are rarely wrong because we do not share anything if we are not 99% certain.
Finally, a message to Youtubers #Halo : You have the trust of the community, and therefore, a great responsibility. If there's nothing to say about the game, it's sad, but it's better to say nothing than to damage the morale of the community with inventions.
Now that all that is said, let's get started! You may have seen on Twitter that we were researching Slipspace and Faber, 343 Industries' tool for Halo Infinite. We wanted to know if the rumor that the tool was difficult was true
Answer: No, not quite. According to our sources, Slipspace & Faber would even be excellent, currently qualified as sometimes much better than other publicly available engines and tools, such as Unity or Unreal Engine. We summarize this for you
For example, Faber offers an incredible experience, if not better, on the following points: - Automatic organization of projects - Optimized cutting of 3D levels and assets to support different platforms - Excellent procedural generation tools
- A terrain editor qualified as "amazing"
- Very good tools for building the world and experience, to manage the placement of elements, AIs or actions pre-defined by the Designers responsible for missions and sections in the campaign.
That said, Faber seems to have its share of problems, for example:
- Crash several times a day
- Very powerful for elaborate uses but may require crossbeam solutions for simple things
- Undoing an action had a 75% chance of crashing the project
- In case of crash loading assets could take hours
- Some at 343 were going to take their lunch break while everything was loading
- Artists could sometimes lose hours of work if they weren't careful about undoing action (lived experience)
That said, these issues were true during the development of Halo Infinite only. Since then, 343 Industries has worked a lot on it. Although some of these issues persist, our sources describe Faber as today "much more stable and faster"
This means that there are now far fewer crashes when producing assets, maps or new experiences, allowing artists to work more efficiently. It's not the tools that are currently holding 343 Industries back from moving fast.
The problem actually comes from the manpower still available to create content on Halo Infinite. Between departures and a Microsoft-wide hiring freeze, 343 has struggled to keep pace with the demands and needs that a Game As A Service game requires.
It is not simply necessary to understand the production of 3D elements, but also the programming required for them, storing the data, monitoring the actions and statistics of the players, requiring engineers in addition to the artists available.
Basically, understand that just because you see a working "DMR" in a leak doesn't mean it would work properly online. Weapon kills need to be tracked, logged, etc. And that requires missing manpower.
The team had to receive help from studios to produce elements, unfortunately, external events prevented this. 343 Industries tries to optimize their resources as best as possible to move forward on the right path, but we will come back to this subject later.
So... Are Slipspace and Faber the hell that rumors have been selling you lately? According to our sources, absolutely not, quite the contrary. Like any tool, problems persist of course. But worries about 343 Industries' pacing lie elsewhere.
This ends our Thread about Slipspace and Faber, 343 Industries' tool for creating content on Halo Infinite. Our next Thread will focus on the relationship between Slipspace and #Halo , and whether or not the engine is suitable for licensing. See you soon
I told everyone that this rumour was not reliable because it was entirely sourced from Sean W
This tweet thread is worth a read
Did people think that they will abandon everything after investing so much time and money into it, making the best Forge mode (which just would not even be possible in Unreal)?
56:43 After this, Jez now seems to be regretting writing that article. He is sure Halo Infinite is not "switching engines"(as if there is a magic switch button) but is 50/50 on Tatanka being on Unreal. Meanwhile dataminers are already detecting Slipspace Engine builds of Tatanka.
1:05:34 Oh Jez, you are wrong again. The UI of MCC is in Unreal Engine, not Infinite.
Sadly just like "Fable is a MMO" or "Perfect Dark is a GAAS", people will believe this shit sourced from a youtuber with no track record.
You can't make something like Forge on Unreal Engine(which provides playes with Faber tools that 343i themselves use for Infinite), neither will it be able to replicate the Halo physics, it won't feel like a Halo game. Its meant for Halo and gives us 4K at 60 fps and 120 fps modes. I agree with this post in HaloGAF, they should look into the success of Call of Duty and get one of those Activision support studios to help with Halo. The tweet thread also specified that Slipspace Engine has improved a lot since pre launch.Fair enough but after Infinite it's time to bin the Shitspace engine and use something else.
Graphics are a very important part of a AAA game and that engine is a generation behind. It plays fine obviously but we are getting dated visuals already, and this is a 10 year product apparentlyThe Slipspace engine is fine.
It's the art that needs work, especially on the enemies that are more organic like the grunts and brutes.
That said, a BR game would be bigger than a standard BTB map, so curious to see how that would play.
I agree graphics is very important right behind gameplay for these kind of games. I just think the artist at 343 are kinda ass when it comes to doing anything that isn't armor.Graphics are a very important part of a AAA game and that engine is a generation behind. It plays fine obviously but we are getting dated visuals already, and this is a 10 year product apparently
That is 100% incorrect. Of course you could make forge with unreal powering it. It wouldn't be the first time a different editor was bolted on top of unreal engine. You might have to go back pretty far, but there was a game release by Pseudo interactive that had a in game editor. Current halo games use a standard physics engine. Most of what you just stated is incorrect.You can't make something like Forge on Unreal Engine(which provides playes with Faber tools that 343i themselves use for Infinite), neither will it be able to replicate the Halo physics, it won't feel like a Halo game. Its meant for Halo and gives us 4K at 60 fps and 120 fps modes. I agree with this post in HaloGAF, they should look into the success of Call of Duty and get one of those Activision support studios to help with Halo. The tweet thread also specified that Slipspace Engine has improved a lot since pre launch.