According to numerous reports that surfaced yesterday, Halo may ditch Slipspace Engine over Epic’s Unreal Engine. If this actually does happen, the next Halo may be the next triple-A game that will ditch its in-house engine over Unreal Engine. And yes, the previous triple-A game that did this was The Witcher 4.
I can only confirm that many sources are saying this and very clear that it's already been decided and Halo is for sure switching to Unreal.
I feel like it's time for other switches behind the scenes including people leaving and their past problems.Unreal is a great choice. https://t.co/8KxMqREWIk
— ACG – Loves Games | Loves Reviewing (@JeremyPenter) October 2, 2022
When CA announced they're doubling down on support for Halo months ago. Every single job posting said that experience with UnReal 4 was a positive. https://t.co/36VVj4zOwq
— KevinKoolx (@KevinKoolxHalo) October 2, 2022
Another team that abandoned its in-house engine was Flying Wild Hog. Instead of using the Roadhog Engine, Flying Wild Hog will be also using Unreal Engine for its future games. Let’s also not forget that STALKER 2 uses Unreal Engine 5.
Given the fact that Halo Infinite was downgraded (and suffered from major graphical and optimization issues), it makes perfect sense to sunset the Slipsace Engine. It also makes perfect sense to use Unreal Engine 5 which right now has the most advanced tech features.
343 Industries has not commented yet on these rumors. As always, though, we’ll be sure to keep you posted!

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So 343i has wasted enormous amount of ressources to make the Slipstream Engine, something that according to them (at the time) would help them make all the stuff that they needed but couldn’t with the old engine (open world, splitscreen co-op, etc.)… only to drop it not even 9 months after they’ve released the first game using it.
These people are a joke. I’m glad Microsoft has fired Bonnie Ross.
I can’t believe the Slipspace engine even turned out with the functionality they had in mind. there’s no way you look at that original “in-engine” reveal of the game and assume they’re working on a FLAT, traditional open world map. imo it’s obvious they wanted to make an actual ring structure and failing at that cost them a lot of their budget.
Indeed, it seems like they wanted a world that would allow the players to explore the ring and discover different biomes.
Keep in mind this was a next gen engine with a game made to run crossgen.
You can never take full advantage of hardware when making a game crossgen. The old hardware limits things like map size, # of ai running, physics, script complexity… Everything.
Performance of Unreal Engine 5 is disaster. Halo Infinite works 4K 120fps on consoles. Unreal Engine 5 demos work on that hardware in 1080-1440p at 30fps
Do you really want play FPS game at 30 fps?
It’s 1080p* 120 fps on Series X, calm down.
Halo run at 1440p 120fps – four times faster than any UE5 demo. Performance of new UE5 is just disaster. No single UE5 demo run above 30fps on fastest console
It’s not 1440p120.
Yes it is, I’ve counted. 4k60z 1440p 120
Also yes ue5 has garbage performance. Only the coalition has managed to get anything out of it and even then they haven’t released a game yet because they are constantly working with epic on performance.
Halo Infinite have 120fps mode in 1440p on Xbox Series X. Check any reviews
Yes it is, I’ve counted. 4k60z 1440p 120
Also yes ue5 has garbage performance. Only the coalition has managed to get anything out of it and even then they haven’t released a game yet because they are constantly working with epic on performance.
On the other hand if they had used UE for Infinite they might not have had ridiculously long 6 month MP seasons with very few new maps; struggles to patch in basics like new MP match types and SP mission select. Slipspace is clearly a dumpster fire in some regard for them to struggle with what should be quick, effortless additions.
Halo infinite is very demanding game as well. You need RTX 3080 for locked 1440p 60fps (according to gamegpu benchmark). I wonder how XSX can run this game at 4K 60fps, but they are probably using tricks like dynamic resolution with reconstruction, and maybe even VRS.
It’s not using reconstruction or vrs. It’s 4k60 or 1440p 120 even if cryio says it’s 1080p… It’s not.
According to VGTECH halo infinite on XSX is running at dynamic 4K with reconstruction, not 4K native:
“Xbox Series X in Quality Mode uses a dynamic resolution with the highest native resolution found being 3840×2160 and the lowest resolution found being approximately 1920×1440. Xbox Series X in Quality Mode uses temporal upsampling to reconstruct a 3840×2160 resolution when rendering natively below this resolution.”
And based on Digital Foundry analysis I also know this game is using VRS on top of that.
Everything 343 has touched is a disaster. Halo 4, Halo 5, the disastrous launch of Halo MCC that’s still being fixed nearly a decade after release, and now their in house engine. Bonnie Ross clearly deserved to be fired, but it’s clear this studio has no real talent and Microsoft should just put this series in the dustbin of history. It’s pinnacle in sales and critical acclaim was 15 years ago with Halo 3, and it’s only been on a steep downward trajectory since.
They fired multiple people over infinite. Everyone who “left” was fired.. well given the option to go with severance or be fired. It’s just the way it works in game dev.
Why would you go through the massive trouble of developing your own engine just to make a typical modern shooter, when there are engines that have been in development for that and much more for 20 years…
Doesn’t make sense.
don’t recall the details … but some leakers like Henderson(?) got some inside infos from 343 devs that … Slipspace is not an entire new engine but an overhaul of the previous Halo engine and hence inherits many frustrations, issues and limitations from the previous engine version.
But yea, they did overhaul the engine a lot, spending much of the resource and money to maintain a bespoke engine. The halo engine going forward.
Will be strange to see halo running on 3rd party engine like unreal, whereas bungie still manages to maintain a bespoke engine for Destiny.
Halo infinite was a cross-gen game. At least try a current-gen only Halo game with slipspace and then switch to UE5.
Money and giving up easily goes hand in hand these days.
And Destiny’s engine is still a piece of crap to develop on, lol.
I highly doubt it. They struggled to do basic shxt like make simple MP match modes, have SP mission select, put in more than 3 new maps at a time, etc. There must be a reason why their MP seasons are incredibly long at 6 months and their feature road maps sees endless delays. The engine must be an absolute dumpster fire on the back-end. Chucking everything out and going with UE is probably for the best.
It’s not the engine. It’s mismanagement and making the game crossgen. Slipspace wasn’t designed to run on the base xbox. It was designed for the new hardware but making it work on both is crushing it.
As if launching on old gen consoles would stop them from implementing things as simple as new MP match modes and SP mission select in a timely manner; only 3 or 4 new maps per season. Your claim sounds ridiculous in the context I’ve provided.
Is a Slipspace programmer your family member or something? There must be a reason you’re simping so hard for it.
I’ve always suspected 343 have a similar situation to ‘BioWare & Frostbite’ with the Slipspace engine. I can’t understand how a studio that big can give out an anemic amount of content unless the tools their using are a nightmare to work with (along with other problems). I’d love an ex-employee/insider to leak some info about how much of a problem Slipspace is to the current state of Infinite.
To be fair here, BioWaste and the FE has delivered incredible technology, titles, etc. in its history but it was its wokeness, complacency and greed that has destroyed this once leading innovative studio. Buuuut… 343i, ha… this studio was a disaster from the very start, which, is no surprise once you are aware of the now
fireduhm… resigned (?) studio leader for Halo for years.From gameranx video it was frostbite engine fault..
https://uploads.disquscdn.com/images/21cfc29a95de9dff227a5f1588519a75559e40c62740a85660bc9af515abe429.jpg
Frostbite is HORRIBLE with open world’s. Full stop end of story.
Every game that’s open world on that engine has major issues whether it’s a Bioware game or the last 3 NFS games.
EA was stupid to force it’s use.
Slipspace on the other hand is act6a good engine with a horribly mismanaged team and a game never meant to be crossgen got most content cut because it was forced to be crossgen… Slipspace was not meant to run on the last gen consoles. That was the whole point of making it.
Slipspace isn’t the issue. Management is or was since they were all fired.. I mean quit.
They had teams sit idle while contractors did work that then had to be redone by actual 343 devs.
Bonnie was too busy with the a*s tv show to care. Bye bye won’t miss you.
Infinite is also still missing the ray tracing support it was promised.
“If you thought games were already bland, generic and all looked the same, boy, you’ve seen nothing yet.” – Epic Games, probably.
Why not have the next Halo game run on the next version of idTech? idTech 8?
If large open world is the issue, then, Doom Eternal already had large open spaces using idTech 7 made for older generation console hardware.
And with idTech 8, they can improve upon that even more focusing exclusively for current console hardware and PC.
For the same reason the market at large don’t addopt idTech engine. And no, i don’t know the specifics for that, but it must be relevant.
they licensed to internal studios only. now halo and doom are under the same big roof. so they could share stuff, probably.
Forgot about that “minor” detail, lol.
Because Bethesda didn’t want to license it. It’s a fantastic engine but it’s also not meant for a game like Halo. It’s meant for swarm ai and super fast paced gameplay.
This is likely not true. Slipspace isn’t the issue it was the mismanagement of resources.
The only reason they might do such a thing is because slipspace requires some training and if the stopped using contract workers and had a proper toolset then that wouldn’t be an issue.
Ue5 was partly developed by the coalition though so they would be of great help to the team. All of MCC runs on ue4.
I don’t know… Slipspace is a good engine. The issue is the people who managed infinite and they have now all been replaced.
It’s also entirely possible that slipspace is based on ue4 already… Forge highly suggests it may be. So just moving to ue5 would allow the team to focus on the games and leave the engine in epics hands. The only issue is if they continue with the open world setup like infinite and I hope they would then ue5 would need major modifications to it’s streaming system.
If true I almost wonder if they have been redeveloping the game with ue5 and that’s why they have had to extend the season so long.
If that’s the case it would be an amazing feat to get everything ported over and retain the way infinite feels. That’s the one thing I don’t want changed because the core gameplay feeling of infinite is excellent and you can’t easily replicate such things across engines.
I absolutely do not want that feel changed. It would be a massive mistake… Massive. The fact that people still play infinite is a testament to that. It feels like Halo while also feeling modern.
Oh here’s the smoking gun proving that you don’t know what you’re talking about. MCC only uses UE for outside of game UI. All of the actual games in MCC are running on their OG game engines.