I faintly remember an interview with one of the studio leads, may have been Kiki or Bonnie, but they said they wanted to work on a new engine since four. That and the team was disappointed they didn’t use one for five, they almost didn’t for infinite.
But then even in development of the new engine, SlipSpace, they had to rebuild it.
<p>Hey everyone – ske7ch here wishing you a belated Happy New Year and welcoming you to the first “Inside Infinite” of 2021! Before we dive in, I want to take a moment to share our plans for the next few months and our commitment to our community. Following last month’s update, the start of the...
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Here’s something that excites me as an engineering architect: For Halo Infinite, we rebuilt the engine multi-threading solution to ensure high execution efficiency across all platforms and PCs, instead of running optimally just on Xbox One. We used this new system to transition the renderer to a massively parallel multi-threaded framework to support the increased cost of all our new rendering features and achieve high graphics efficiency on PC CPUs of various size as well as Xbox Series X/S and Xbox One X/S hardware. In practice, this means that we are doing our very best to make sure Halo Infinite runs optimally on any device you may choose to play on!