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Not sure where you got the idea that Apex runs on the "most powerful game engine available." It might have been in 2014 or so, whenever development began, but I'd say that it's now pretty far from cutting edge. And how could it not be? Development DID begin a long time ago, and the game had to be designed to run on some pretty feeble hardware, so all-in-all I'd say we're lucky to have the exploding jump towers.
And you can see this exact sort of issue play out over seven successive versions of Halo. The limitations of software and hardware will always act as a roadblock to artistic vision and the level of reality that can be depicted. But it gets better all the time.
One of the things that always puzzles me is how realistic lighting (ray tracing, etc.) has always been a huge focus of developers, certainly for 343. When I would personally have prioritized the number of players you could put in a single game, or the quality of AI in PvE modes.
@reconzeroYou are correct. I thought it was the UE because of the shader compilation at the start of each launch. But according to articles on the net, it is the Source engine, while UE4 is used for mobile (I don't understand that one at all). I thought I read somewhere Respawn used UE for the game in general, not only for mobile.
Strange. Really strange.
- reconzero11 months agoSeasoned Ace@MrGreenWithAGun
And now 343, or what's left of it, is transitioning Halo to UE5. Oh, how the mighty have fallen.- MrGreenWithAGun11 months agoNew Ace
As for ray tracing and trying to be realistic in graphics...
The problem with trying to approach hyper realism is that you cannot get 100% there. The problem this makes is that no matter how close you get to 100% realism, people will be looking to see how close you got to realism and that breaks immersion because they are thinking about the game itself rather than finding themselves "in the game". It is literally a distraction.
In about 20 years when it is common to be fully realistic in graphics, this will no longer be a distraction.
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