“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,” Giannetti explained. “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.”What this suggests is that even though the game will be launching on last-gen consoles, players shouldn’t expect too many compromises on more powerful devices because of that. On the flip side, back in 2019, the Halo’s Franchise Development Director Frank O’Connor said that the Xbox One “is not going to be a second-class citizen” when it comes to how the last-gen console will run Halo Infinite.
Gianetti’s explanation doubles down on 343’s promise and gives us an idea of how that works from a technical perspective. Clearly, it’s still something of great importance to the team as the game soldiers on through development, as the team has completely rebuilt some of its tools to ensure you won’t miss out if you haven’t got a next-gen console or a PC. “We are doing our very best to make sure Halo Infinite runs optimally on any device you may choose to play on,” Giannetti added. It’s particularly important after an initial look at Halo Infinite drew criticism for its visual quality.
Elsewhere in the blog, we learned that Halo Infinite will feature a rebuilt, customizable control scheme. The game is currently slated to launch in Fall 2021, after being delayed out of the launch window for the Xbox Series X and S.
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.