• Vik@lemmy.world
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    1 month ago

    The ‘wrapper’ around each of the individual halo engines is in unreal and is arguably the wost thing about the collection from a reliability standpoint.

    That said, they’d definitely be able to find people suited for the work, provided said people agent already scared away by stories of the work culture at 343i / MS

    • MrScottyTay
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      1 month ago

      Fair enough, guess i assumed it was more than just the UI between the games

      • Vik@lemmy.world
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        1 month ago

        naw unfortunately not. It’s kind of crazy that they nestle each individual engine within a wrapper. I’m not sure of this brings the api level to d3d11, or if they had to work to bring each engine up for that. Somewhat explains why MCC as a whole was so difficult to back port improvements to, like configurable FOV and weapon model placements, frame rate unlocking and interpolation, custom keybinds, missing assets and such.

        it’s kind of interesting seeing the player models rendered in UE when you use the customisation menus; everything looks so glossy and odd.