|One Frame in 'Halo Infinite'
|343 Industries - Microsoft
|Track / Format:
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|This session explores solutions 343 Industries built for efficient cross-platform execution in 'Halo Infinite' and beyond, detailing the high level structure of a frame in the game and the execution model differences across consoles, PCs and dedicated server virtual machines.Topics covered include: how 343 Industries transitioned from a fixed 60 fps execution model to a variable framerate solution, how the team moved away from hand-crafted explicit scheduling and towards a dependency-based implicit scheduling approach, and what additional modifications to the engine execution model were necessary to achieve high execution efficiency across diverse target hardware.