joshholmes
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How 'Halo 5: Guardians' hits 60 fps and stays there
The developers at 343 Industries won't sacrifice Halo 5's aim for a buttery smooth 60 frames per second by adding local co-op (for now), and it turns out that the team isn't married to 1080p resolution if it means a lower frame rate, either. The game's creative lead Josh Holmes writes on Xbox Wire that maintaining that benchmark is the result of tech that allows the game to adjust the resolution on the fly. "This enables us to deploy resources where they have the most impact across a diverse series of experiences throughout the game while delivering the most visually stunning Halo game ever," he says. From the sounds of it, that means when there's less stuff onscreen it'll be in higher detail.
Microsoft: We won't skip 'Halo' betas from now on
When Halo: The Master Chief Collection launched last year, it was supposed to be ultimate fan service: four of the most renowned games in the series, all in one fancy package loaded with extras, all on Xbox One. The final product was... well, problematic. To this day it still isn't 100 percent functional all the time, with a rash of issues like game crashes still persisting. "It was our first game on a new platform, and it was essentially five engines [with] a wrapper," 343 Industries head Bonnie Ross explained to me this week. All that to say, because the game wasn't a native Xbox One game is why it had so many issues. Still that makes it incredibly difficult to get excited for this fall's Halo 5: Guardians. Will it be as heartbreaking on a technical level as MCC? I briefly spoke with Ross about how she and her teams are working to overcome and address that very valid concern.