Halo Infinite is not moving to Unreal Engine, future projects may switch



Along with the still prevalent horrible matchmaking issues plaguing Halo Infinite players, there are also other complaints from the community such as the lack of content, especially the maps. Previous Halo games had plenty of iconic maps, but Infinite seems to be lacking.

Halo Infinite’s Forge will do a lot to remedy the game’s many ills regarding lack of content, as it puts all the necessary tools in the hands of the players themselves.

And it doesn’t look like these issues will go away anytime soon, coupled with rumors circulating that Halo could rock engines this far into development, which would certainly be disastrous.

It kept fans nervous, but maybe they don’t need to be. This is according to Halo dataminer and journalist @bathrobeSpartan.

Main takeaways:

  • According to BathrobeSpartan, the rumors about Halo Infinite dropping Slipspace for Unreal Engine are completely false.
  • Rumors are either false information from the content creators’ sources or from the content creators themselves.
  • There is an internal team within 343 Industries that is considering using other engines for “new experiences” in the Halo series.

Halo Infinite had a very rocky start and things haven’t improved much since then. There were many theories regarding Halo Infinite’s failure and what caused it to be delayed multiple times and yet there are still so many issues at launch.

Many thought the problem lay in one of the tools used by Halo’s Slipspace engine, or rather a set of tools, dubbed Faber. Bloomberg also reported on the tool and Halo Infinite’s many development issues.

Now BathrobeSpartan, using data they have obtained from their own sources and through data mining, have brought new facts to light and released them in two threads on Twitter.

The first thread is about the viability of Slipspace and Faber and whether they’re really bad, while the second thread details BathrobeSpartan’s belief that Halo Infinite won’t be moving to Unreal Engine, and the reasoning behind it.

We will also summarize BathrobeSpartan’s findings and speculations in two sections. The first will be about the Slipspace Engine, Faber, and the real cause of development issues, and the second section will be about BathrobeSPartan’s thoughts on moving to Unreal Engine.

1. Slipspace and Faber aren’t bad or unsustainable

  • BathrobeSpartan states, according to their sources, that Slipspace and Faber are great tools and may even be superior to Unreal Engine and Unity.
  • Faber is amazing and has a lot of superior features or things it’s better at, such as optimized slicing of 3D levels and assets to support different platforms, and great procedural generation tools, among many other features.
  • Faber has very good tools to build the world and the experience, to manage the placement of elements, AIs or actions predefined by the Designers responsible for the missions and the sections of the campaign.

2. Faber’s Problems

  • Despite its many features, it also had its share of issues, according to BathrobeSpartan.
  • Faber was crashing several times a day, and when undoing an action, there was a 75% chance that the project would crash.
  • In the event of a crash, loading assets could take hours, with people taking lunch breaks while loading assets. Artists would be very careful not to have to cancel actions, otherwise they would lose hours of work.
  • Halo Infinite’s Forge may have been delayed due to Faber, among other factors. BathrobeSpartan says that Faber’s Pre-Fab system was very difficult to integrate into Forge and required a lot of extra work, and that’s why Forge was staggered.

3. The real cause of Halo Infinite’s problems

  • BathrobeSpartan states that while all of these issues with Faber existed during the game’s development, many have now been resolved and despite some remaining issues, Faber and Slipspace are in great shape, with Faber said to be much faster and more stable, per BathrobeSpartan sources.
  • There are very few crashes now and the project is recovering quickly, the real problem right now is with the manpower.
  • 343 Industries has seen many departures and this has been compounded by a hiring freeze across Microsoft. As such, 343 Industries doesn’t have the number of people that a AAA live service game like Halo Infinite needs.
  • Even during development, 343 Industries had to outsource a lot of work.

So ends BathrobeSpartan’s first thread, and according to them, while issues persisted during the development of Halo Infinite, many of those issues with Faber and Slipspace have been resolved. According to their sources, the real issue that still plagues 343 Indisutues is that they are not equipped with the manpower to handle Halo Infinite.

1. Slipspace is designed for Halo

  • BathrobeSpartan maintains that Halo games have rich sandbox levels with heavy use of the physics engine.
  • Every FPS has a certain style and heritage and according to BathrobeSpartan, Slipspace is not only optimized for Halo, but was also designed for the particular needs of a typical Halo game.
  • BathrobeSpartan compares this to the engine GameFreak uses for Pokemon, saying that while it’s far from the best engine on the market, it’s tailored and optimized for the needs of a Pokemon game.

2. Forge, Faber and Halo

  • Thanks to the leaked version of Forge and the many fantastic fan creations in Halo using Forge, such as a Jetpack, destructible environments, and even a new boss, people realized how advanced the Forge is in Halo Infinite. It’s basically an engine in Slipspace or basically an engine within an engine.
  • Many of Faber’s tools were imported directly into Forge to provide advanced authoring options, which would be “almost impossible to replicate in any other engine”at least not on the same level as Slipspace, especially physics, among others.
  • Based on all of this, BathrobeSpartan states that an engine change, whether to Unreal Engine or any other engine, will not happen, with their sources also claiming that an engine change is not on the cards, and they wondered how that was even a believable rumor. .
  • “It makes no sense, from a human, technical and commercial point of view. Halo Infinite, at this point, as well as all game content, all future title experiences, are and will be designed through and for Slipspace.

3. The future, new experiences

  • This is where the route from a motor switch splits into two routes. BathrobeSpartan states that during discussions with their sources, they discovered a very small internal team within 343 Industries that is working on “new experiences” for Halo.
  • This includes relevant exploration, research and development of different concepts and directions for future Halo media and projects, such as even virtual reality or augmented reality, for example by BathrobeSpartan.
  • For these new experiences, the team is considering the viability of Slipspace and perhaps switching to other engines such as Unreal or Unity, depending on the needs of the project and which engine would suit them best.

4. Rumors

  • BathrobeSpartan then discusses the allegedly baseless and false rumors of Halo dropping Slipspace Engine and essentially states that they are false.
  • They believe that if these rumors were indeed fueled by information provided to Halo content creators through sources, then there are two possibilities.
  • BathrobeSpartan believes one case is that these so-called sources gave content creators incomplete and therefore incomplete information, or gave them very old information that is now too old to be relevant.
  • The other possible case, says BathrobeSpartan, is that the supposed content creators reporting and fueling this rumor are misrepresenting the words of their sources for fame and clicks while mixing in some real facts so as not to be called complete liars. and to make rumors more realistic and likely to be believed.

On this, the thread ends. It should be noted that all such inferences on the part of BathrobeSpartan are based on their own research and their own supposed sources. It does, however, bring to light many new facts, although we cannot believe them for sure.

With the next winter update, which is currently slated for release on November 8, 2022, we might see at least some improvements. The winter update will supposedly add network co-op, Forge, and other things to the game.

Hopefully Halo Infinite will recover and players will see the game achieve the glory of online gameplay befitting a Halo title.

Related readings: Tom Clancy’s The Division Heartland footage has leaked from the closed beta.

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