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One Frame in 'Halo Infinite'

Daniele Giannetti  (Principal Architect, 343 Industries - Microsoft)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: No

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.


Attendees will learn how 343 Industries improved the Halo game engine to achieve a consistent feel but variable framerate simulation across different hardware targets, with consistently high CPU execution efficiency. The challenges and solutions exposed in this session will be especially applicable to teams building performance-focused cross-platform games.

Intended Audience

Engineers and architects with a passion for performance and multi-threaded execution in complex AAA game engines. A good understanding of some computer science concepts like threads and context switches is beneficial for this session.