Halo 5 Guardians Relied on Havok’s “Efficient Toolset” for 60 FPS Gameplay

343 Industries’ collaborated with Havok to reach the promised 60 FPS goal.

Posted By | On 11th, Nov. 2015 Under News

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343 Industries had to pull off some rather impressive technical wizardry to get Halo 5: Guardians, its latest first person shooter, running at 60 frames per second. According to a recent public statement, it seems that Havok Technology – recently purchased by Microsoft – helped to achieve that goal.

As the statement says, “343 Industries worked closely with the team at Havok to integrate Havok AI to help bring to life the game characters. The Havok Physics effects are used throughout the environment to lend the title an immersive physicality that helps draw players deeper into the compelling Halo universe.”

According to 343 Industries director of engineering David Berger though, “In creating Halo 5: Guardians, the team pushed the Xbox One hardware to maintain a steady 60 frames per second for lightning-quick reaction times and visceral gameplay, and Havok’s efficient toolset helped us to reach that goal. Every element of this game had to be truly epic. The graphics, sound, music, story, AI and multiplayer features were each a massive undertaking, and our collaboration with Havok gave us a robust toolset to round out the features to create something that gamers won’t forget.”

There are plenty of other factors though – enemy frame rates were kept at 30 FPS, the resolution supported dynamic scaling when the action got too heavy and other compromises were made. Nonetheless, Halo 5: Guardians is in 60 FPS. What do you think of the game thus far? Let us know in the comments.

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  • gmon471

    Best FPS I have played in many many years. Graphics are gorgeous and the locked 60fps is smooth as silk. Fantastic 4 player coop and the multiplayer is unmatched.

    • Mark

      This game is ultra fun and addictive. It’s the best Halo I’ve played since 2.

  • Graeme Willy

    60FPS was the intended goal. As a consequence, the game dynamically scales and often to supremely low resolution, thereby making what often times appears to be the best looking game, suddenly into the worse. For instance, when you first get to the mining camp in campaign, as soon as the game loads you into that zone, the aliasing is horrendous, this is due not because of the aliasing, but the lower resolution switch to pick back up to 60fps. If anything I think someone ought to come up with a dynamic FPS engine. Meaning, the game toggles to 30fPS in areas where battle is not occurring and response time isn’t necessary. Next time you load into Warzone and you are greeted with the Pelican fly-in scene, you’ll see absurdly low resolution textures, which produces very ugly aliasing. It looks like a downright mess.

    Also, Halo 5 is able to pull off the great graphics that it does, by not incorporating dynamic interactions. Meaning, when you pass through foliage, it won’t bend to your touch, you won’t find trees swaying. You might find leaves falling and disappearing before they hit the ground, but that’s it. It’s a very typical Static Halo environment. Classic, like a still painting…were it not for occasional things flying around in the skies.

    • Mark

      Dude the Warzone drop-ins are horrific! As u said, the aliasing and overall textures and even colors beg to look better than an OG Xbox game. Haha.

      However, performance wise, I’m shocked at how great the multiplayer connection is, dam near zero lag, and I never encounter anything that resembles an enemy being 1 second ahead of me in battles….it’s sad Blops 3 still has these issues on occasion.

      Still, I love Guardians, the best Halo I’ve played since 2.

  • Mark

    “Efficient toolset”. Boom


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