Unlimited Lives had a chance to assist to a HALO 2 presentation where Bungie's Adrian Perez, one of Halo 2's programmers, talked about Halo 1's deficiencies and how all of them will be fixed and even better in the sequel.
Perez explained that the development libraries of Halo weren't strong enough to take full use of the nVIDIA GPU. For example, the particle system was designed for the TNT2 chipset. Perez also explained that the major rasterizer of Halo was developed under truncated schedules. But the most interesting part of the presentation was the HALO 2 part.
Some tidbits on Halo 2:
- Bungie won't be using Splinter Cell's "shadow buffering" for HALO 2, but instead a technique called "stencil shadowing."
- Halo 2 will use "photon mapping", an extension of ray tracing.
- A new in-game vehicle will be unveiled at E3.
- "I can't talk about on-line co-op till E3."
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