Not if studios stop focusing on graphics and stuff that inflates their budgets. At times, it’s like that’s all they care about.
Yeah, perhaps. But I want to see risks because to me, what will kill the gaming industry is the stagnation of creativity because there isn’t any. It’s just better versions of what we had last gen.
I would think the handheld would be connected to the next generation console meaning the portable variation of the console’s CPU and RAM while having a weaker GPU since the graphics wouldn’t be needed on a handheld. Native 1080P/60FPS/HDR on an OLED screen would be great for an Xbox handheld with the portable version of the CPU and RAM which in my opinion the two most important aspects.
I see both side of the coin where this could help them become more efficient if they’re going to use contractors since they’re familiar with engine. On the other hand, I don’t think it’s that much of a win to see another properitary engine move to unreal. We’ve all seen the hiccups UE5 has caused this gen, and to sugarcoat it a bit consumers weren’t happy with some of the results that the engine outputted. I am sure talented studios can produce better results, but I don’t think UE5 has lived up the hype so far. I know it’s still in it’s infant stage in production, but I don’t think this is a win like some think it is.
Again, I hope 343 knocks it out of the park and product content and a quicker pace. It just kinda kills me inside a bit to see Epic getting a stronger stranglehold in the engine space when UE5 has been a bit of a mixed bag
Wrong, it was announced by 343 in an Update on n 2023, just need to find the original but here’s the article written about the announcement. When I have more time, I’ll edit this with the 343 post:
I don’t know what that article is but I’m pretty confident this is the first time 343 has confirmed they were moving to UE. Everything else was rumored.
Yeah, the issue didn’t exist for Hellblade 2 but it’s the only game that doesn’t have the issue AFAIK (and only on Xbox, it’s there on PC) which leads me to speculate that they addressed the issue using hardware features unique to the Series consoles. But a lot of people play Halo on PC now, I can already see the rage videos from the usual suspects lol.
Hopefully, they or UE make a fix that works on all platforms and we can all stop discussing this, haha.
I think the last I heard about the subject it was suggested both Microsoft and Sony would be going with a 2 console approach, handheld and home console.
It is an issue that (AFAIK) only exists on PC because they can’t easily precompile every shader due to the varierty of hardware. That’s my very limited understanding.
Doesn’t change the fact that Epic is spending hundreds of millions of dollars a year in improving their engine and associated tools and at some point it’s simply not going to be worth it for many games to roll their own engines. You even see major developers like CDPR drop their own engines and go with UE. They aren’t doing it because they don’t know what they are doing.
That’s the “Shader Stutter” issue, which they are working on developer tools to assist them in precompiling the shaders. There is still the other stutter, “Traversal Stutter” which happens because a few critical parts of the engine are essentially single-threaded and don’t scale across cores, and tends to happen when transitioning into new zones.
While this is impressive, it’s important to note that these generalisations tend to hold true when GPU-limited, but CPU-limited scenarios can show different results. For example, running the UE5.2 demo at a lower resolution, software Lumen provides a not insignificant 10 percent performance increase over hardware Lumen. CPU requirements are likely to be steep too, as even with a Core i9 12900K and 6400MT/s DDR5 RAM, the demo runs just over 60fps on average. When traversing the world at a higher speed, the demo becomes increasingly CPU-limited and performance suffers - and stutters occur - as a result.
Interestingly, despite being a modern engine, UE5 doesn’t yet seem to scale well on CPUs with higher core and thread counts - echoing results from last year. For example, going from six to eight cores on the 12900K increases CPU-limited performance by only six percent, while turning on hyper-threading increases performance a further four percent in this test sequence. Turning on eight more Efficient cores doesn’t improve frame-rates either
Given how commonplace UE5 seems likely to become over the next few years, this is a bit disappointing - especially as average CPU core counts continue to climb. For context, in Cyberpunk 2077 we see an 88 percent increase in frame-rate when going from four cores to 16 cores on the 12900K, whereas in the Electric Dreams demo we see only a 30 percent improvement. Based on this, UE5 still has a lot of room to grow in terms of taking advantage of modern multi-threaded processors.
I’m aware of this and it’s what they should do. But what im saying is that the handheld should have the same CPU/RAM as the console because if it doesn’t, it’s just going to create issues for Microsoft’s own studios and third party studios. Make it as easy, simple and streamlined as possible. On a handheld, visuals aren’t nearly as important as the CPU/RAM are. Console is the high end model where you get the graphics and performance in one box while the handheld gives you the performance with less visuals but adds the portability factor.
Yeah, perhaps. But vast majority of games don’t sell even if they’re on 6 platforms. Besides, you can’t predict or control what you sell or don’t sell but you CAN control your budget.
The Coalitions Gears 5 is still regarded to date as one of the best UE ports, a lot depends on the quality of the studio and the time they are willing to put to overcome issue, no engine is perfect.
Halo studios as Xbox’s flagship will get enough time and quality devs to fix whatever stutters/teething issues that happen in UE.
This is massively exciting news, with UE5 they will nail the biggest factor that get peoples attention, the graphics.They have said they have want to have the best graphics again, I have no doubt that this is something that was mandated by Phil too, flagship property needs to have best in class everything.
A remake should will reduce the possibilities of things going wrong and get people to believe in the new HALO studios, some much needed goodwill that they can then carry forward into a new Halo game.
Multiple projects in the works. The rebrand indicates to me that we’ll see the new name on a number of partnered titles. You’d obviously want apparent continuity among them.