![]() At those times, we need to maintain 60fps and give players the total experience from both a design and artistic perspective. Some sections of a mission might be relatively quiet and achieving 60fps is straightforward, but there are many situations where we dial the intensity up to 11. Ensuring 60fps throughout our play experience has required constant focus. ![]() This enables us to deploy resources where they have most impact across a diverse series of experiences throughout the game while delivering the most visually stunning Halo game ever.īuilding each of those experiences brings its own unique challenges, particularly with our commitment to solid 60fps gameplay. 60fps gameplay is supported by a new progressive resolution system that allows us to dynamically scale the resolution at which we render the game (up to 1080p) based on the needs of the scene. It required sustained commitment from the entire team as we continually optimized the experience, and the difference it makes to the play experience is immediate and obvious. ![]() Delivering on this goal meant re-engineering the gameplay systems at the core of our engine. From the beginning, we set ourselves the goal of delivering consistent 60fps gameplay across all modes of play. We want the connection between you and the game to feel seamless and instantaneous. Gameplay is defined by the way that players experience the game from controller to screen. The combination of the Xbox One console and Xbox Live cloud compute allows us to deliver Halo at a greater scale and gameplay fidelity than ever before. We’ve re-architected our game systems, services and networking to take advantage of Xbox Live cloud compute for physics and AI calculation in Warzone and campaign Co-op. Throughout all of our connected experiences we’ve embraced dedicated servers, which we use to run our Co-op campaign and multiplayer experiences (including custom games). It has required a completely different approach to building content – everything in the game has been authored to take advantage of this new system. One of the advantages of this system is the flexibility it allows in achieving a wide variety of different looks, including alien-looking materials, while remaining plausible in appearance and behavior. Looks like I was 14% wrong.We’ve implemented a new physically-based rendering system that improves the realism of our lighting model and materials in game. “I’ve never been more surprised in my entire career,” Holmes said while combing his hair, “I thought that the presence of the goddamn internet would make 14% of fans forget about splitscreen. Holmes now drinks tea instead of coffee, and no longer gets his hair styled on an hourly basis. On the other hand, Josh Holmes himself has likewise been affected by this surprising revelation. Eventually, after weeks of DMing Josh Holmes ( Halo 5 Executive Producer) nudes, More Cicadas received a half-assed answer that only added climate change and budget cuts against firefighters to the wildfire. More Cicadas also sought to get an answer from 343 about the removal of splitscreen, but this was no easy endeavor. More Cicadas started a strenuous Official Splitscreen Bitching thread on Halo Waypoint‘s forum, and jump started the #Halo5CouchPotatoes hashtag on Twitter. This has come to an enormous suprise to the headbosses at 343, and severe outrage to members of the Union Of 343 Apologists.Īmong those vehement about splitscreen’s removal, a Halo fan named More Cicadas has gone above and beyond. That is, approximately 14% of fans have stated that the removal of splitscreen will effect their decision to purchase Halo 5: Gardeners this fall. Despite 343 Industries’s best wishes and seemingly expedient desires, shocking and astonishing new evidence gathered from a survey conducted by Microsoft’s Customer Surveillance Department (CSD) has suggested that Halo fans might actually give a remote shit about splitscreen after all.
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