I can say we haven't signed any NDAs regarding anything with their PC team, and the general consensus is they don't really care about what the Halo 1 Community has been doing.
I don't like to say too much about things with them, as I have friends there and friends who have left, and saying the wrong thing can put an eye on them regardless of what they may have or have not told me. I've been doing some own light work in UE4, maybe at some point I'll import our future successor to the maw into it and see how it looks with actual RT lighting as you suggested.įuture is only going to be even better, the next project is an open world adventure in line with Metroid Prime, but with the combat of SPV3 with the skill trees of Batman Arkham and the weapon upgrades and random weapon spawn system seen in Apex Legends. The CE community, even outside of us has made so many great strides over 20 years of supporting this game, and every month we still see new things that blow our minds.
The potential for great things is there, it's our hope releasing this at this time we can help prime the pump and any internal discussion about the long term effects of having a full featured editing kit. We so badly want to work in newer games in MCC but it's really hard to want to work on it given how many issues keep popping up, even things as basic as framerate effecting AI which would have a pretty detrimental effect on a project like ours.
The effect is still crazy good, and adds so much to the mood of that level with the red lighting reflecting off the dark surfaces. So unfortunately, its not actual pathtraced lighting, it's only SSR done through raytracing.