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Author Topic: Why did gearbox remove splitscreen in Halo CE for PC. (3 messages, Page 1 of 1)
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theshadow0222
Joined: Nov 7, 2016

"Oh, no."


Posted: Nov 19, 2016 01:27 PM    Msg. 1 of 3       
I've been reading up on the subject of CE's splitscreen on PC, and I get it's not possible, but why did gearbox when porting halo decide to remove it?

Another question is that 343 somehow managed to get the Xbox Live coop to support AI in CEA, which, if I'm not mistaken was built off of a build of the PC halo CE, does anyone know how they did it and could similar improvements be made to Custom Edition?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 20, 2016 05:13 AM    Msg. 2 of 3       
Quote: --- Original message by: theshadow0222
I've been reading up on the subject of CE's splitscreen on PC, and I get it's not possible, but why did gearbox when porting halo decide to remove it?

Another question is that 343 somehow managed to get the Xbox Live coop to support AI in CEA, which, if I'm not mistaken was built off of a build of the PC halo CE, does anyone know how they did it and could similar improvements be made to Custom Edition?


There could be numerous reasons.

1. The technology was shared and not completely owned by GBX therefore sufficient rights were not available.

2. They forgot about it.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Dec 23, 2016 04:19 PM    Msg. 3 of 3       
Quote: --- Original message by: theshadow0222
I've been reading up on the subject of CE's splitscreen on PC, and I get it's not possible, but why did gearbox when porting halo decide to remove it?

Another question is that 343 somehow managed to get the Xbox Live coop to support AI in CEA, which, if I'm not mistaken was built off of a build of the PC halo CE, does anyone know how they did it and could similar improvements be made to Custom Edition?


1) Because Gearbox did a piss-poor job of porting this game
2) Because Campaign coop online in HCEA/MCC is not using the Halo PC netcode, it's using Halo xbox LAN netcode, which is "lockstep" (look it up). This is why the off-host player experiences significant input delay, because every single aspect of the gameplay is synced in lockstep networking. It's equivalent to playing original Xbox system link over XBC or XLink Kai. It's taking something that was meant for connections at <10 ms latency and using it for connections with much higher latency. It doesn't break but it performs badly off-host.

 

 
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