Difference between revisions of "Halo: Reach"
From PCGamingWiki, the wiki about fixing PC games
m (→Availability: corrected Microsoft Store row) |
m (updated infobox) |
||
Line 14: | Line 14: | ||
{{Infobox game/row/date|Windows|December 3, 2019|ref=<ref name="Reach Release Announcement">{{Refurl|url=https://www.halowaypoint.com/en-us/news/halo-reach-arrives-december-3rd|title=Halo Waypoint - Halo: Reach Arrives December 3rd|date=2019-11-14}}</ref>}} | {{Infobox game/row/date|Windows|December 3, 2019|ref=<ref name="Reach Release Announcement">{{Refurl|url=https://www.halowaypoint.com/en-us/news/halo-reach-arrives-december-3rd|title=Halo Waypoint - Halo: Reach Arrives December 3rd|date=2019-11-14}}</ref>}} | ||
|reception = | |reception = | ||
− | + | {{Infobox game/row/reception|IGDB|halo-reach|89}} | |
− | {{Infobox game/row/reception|IGDB|halo- | ||
|taxonomy = | |taxonomy = | ||
{{Infobox game/row/taxonomy/series | Halo, Halo: The Master Chief Collection }} | {{Infobox game/row/taxonomy/series | Halo, Halo: The Master Chief Collection }} | ||
|steam appid = 1064220 | |steam appid = 1064220 | ||
|steam appid side = | |steam appid side = | ||
− | |strategywiki = Halo: | + | |strategywiki = Halo: Reach |
− | |mobygames = halo- | + | |mobygames = halo-reach_ |
− | |wikipedia = Halo: | + | |wikipedia = Halo: Reach |
|winehq = | |winehq = | ||
|license = commercial | |license = commercial |
Revision as of 19:51, 13 May 2020
Developers | |
---|---|
Lead development | 343 Industries |
Original games (exc. Halo 4) | Bungie |
Windows | Ruffian Games |
Windows | Splash Damage |
Publishers | |
Xbox Game Studios | |
Engines | |
Halo Engine | |
Unreal Engine 4 | |
Release dates | |
Windows | December 3, 2019[1] |
Reception | |
IGDB | 89 |
Taxonomy | |
Series | Halo, Halo: The Master Chief Collection |
Halo | |
---|---|
Halo: Combat Evolved | 2003 |
Halo 2 | 2007 |
Halo: Spartan (series) | |
Halo Online | 2015* |
Halo 5: Forge | 2016 |
Halo Wars (series) | |
Halo Recruit | 2017 |
Halo: The Master Chief Collection (series) | |
Halo Infinite | 2021 |
Halo: The Master Chief Collection | |
---|---|
⤏ Go to series page | |
Subseries of Halo | |
Halo: Reach | 2019 |
Halo: Combat Evolved Anniversary | 2020 |
Halo 2: Anniversary | 2020 |
Halo 3 | 2020 |
Halo 3: ODST | 2020 |
Halo 4 | 2020 |
Key points
- Forge and Theater for Halo: Reach will arrive in 2020.[2]
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Microsoft Store | Xbox Game Pass for PC | |||
Steam |
- All versions require a Microsoft account for both singleplayer and multiplayer.
- The game can be purchased either individually, or in a discounted bundle containing all six games of the Halo: The Master Chief Collection.
Essential improvements
Skip intro videos
Remove the video files[3] |
---|
Notes
|
Game data
Configuration file(s) location
System | Location |
---|---|
Microsoft Store | %USERPROFILE%\AppData\LocalLow\MCC\ |
Steam | %USERPROFILE%\AppData\LocalLow\MCC\ |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/1064220/pfx/[Note 1] |
- Local settings are shared between the Steam and Microsoft Store versions.[5]
Save game data location
System | Location |
---|---|
Microsoft Store | %LOCALAPPDATA%\Packages\Microsoft.Chelan_8wekyb3d8bbwe\SystemAppData\wgs\ |
Steam | <Steam-folder>\userdata\<user-id>\976730\remote\<user-id>\Saves\ |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/1064220/pfx/[Note 1] |
- Saves cannot be transferred between the versions.[6]
Save game cloud syncing
System | Native | Notes |
---|---|---|
Steam Cloud | Used to save mid-mission checkpoint in Campaign and Playlists.[7] | |
Xbox Cloud | Progress will transfer between the Xbox One and PC versions (mid-mission checkpoint progress is not retained as not compatible).[7] |
Video
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | |||
Multi-monitor | Centered HUD is an option. Cutscenes are pillarboxed. Use this tool as a workaround. | ||
Ultra-widescreen | Spanned HUD is an option. Cutscenes are pillarboxed. Use this tool as a workaround. | ||
4K Ultra HD | |||
Field of view (FOV) | 70-120° for player and vehicles (Hor+). The view model does not scale with higher FOVs.[8] Falcon FOV is locked at 78°. | ||
Windowed | |||
Borderless fullscreen windowed | |||
Anisotropic filtering (AF) | Uses a weak level of AF by default; see Anisotropic filtering (AF) for better quality.[9] | ||
Anti-aliasing (AA) | Uses a post-processing AA technique that cannot be modified nor disabled.[10][11] | ||
Vertical sync (Vsync) | |||
60 FPS | |||
120+ FPS | Cutscenes and menus are capped at 60 FPS.[12] All game animations max out at 60 FPS. Unlocking the frame rate causes frame-doubling for everything but mouse input for the camera.[13] 60 FPS cap resolves the judder issue. | ||
High dynamic range display (HDR) | See the engine page to force native HDR output, or the glossary page for other alternatives. |
- The game engine may allow for manual configuration of the game via its variables. See the Unreal Engine 4 page for more details.
- Graphics quality is limited to presets. Enhanced graphics mode dramatically increases the distance at which models load in and the distance at which lower detailed models are swapped in.
Input
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Pause function can not be rebound (by design). | |
Mouse acceleration | Mouse Smoothing also supported. | |
Mouse sensitivity | Look, Vehicle, and Zoomed Mouse Sensitivity values. | |
Mouse input in menus | ||
Mouse Y-axis inversion | Separate values for Look and Flight. | |
Controller | ||
Controller support | ||
Full controller support | ||
Controller remapping | Limited to presets, see Controller remapping. | |
Controller sensitivity | ||
Controller Y-axis inversion | Separate values for Look and Flight. |
Controller types |
---|
XInput-compatible controllers | ||
---|---|---|
Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers |
---|
Generic/other controllers | ||
---|---|---|
Button prompts |
Additional information | ||
---|---|---|
Controller hotplugging | ||
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Controller remapping
Universal
- The Universal Presets apply to all games in the collection.
Halo Reach
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | Menu Music, Game Music, Effects, and Voice Chat. | |
Surround sound | 7.1[14] | |
Subtitles | In-game cutscenes only | |
Closed captions | ||
Mute on focus lost |
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
Simplified Chinese | ||||
Traditional Chinese | ||||
French | ||||
German | ||||
Italian | ||||
Japanese | ||||
Korean | ||||
Portuguese | ||||
Spanish | ||||
Latin American Spanish |
VR support
3D modes | State | Notes | |
---|---|---|---|
vorpX | G3D, Z3D, DirectVR Officially supported game, see official vorpx game list. |
Network
- Online features require a free Microsoft account.
- Supports cross-play between Microsoft Store and Steam versions. PC/Xbox cross-play is being looked into but is unlikely to be in place at launch.[15]
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
Local play | Will be investigated to see if it can be supported post-launch.[15] | |||
LAN play | 16 | Co-op, Versus Co-op limited to 4 players[16] |
||
Online play | 16 | Co-op, Versus Co-op limited to 4 players |
Connection types
Type | Native | Notes |
---|---|---|
Matchmaking | Hosted on 343i's Dedicated Servers. | |
Peer-to-peer | Self-hosted lobbies are Peer-to-Peer. | |
Dedicated | Matchmaking Online matches are hosted on 343i's Dedicated Servers. No official dedicated server is provided. | |
Self-hosting | Can host peer-to-peer Custom Game lobbies. | |
Direct IP |
Ports
Protocol | Port(s) and/or port range(s) |
---|---|
TCP | 4811, 52390-52397, 52401-52425, 52460-52638, 52855, 53070, 53274, 53490, 53719, 53962, 54085-54090, 54175, 54382 |
UDP | 4379, 7551, 61421 |
- This game supports Universal Plug and Play (UPnP) for automatic port configuration.
Issues unresolved
Known issues
- See this support page for a list of known issues affecting Halo Reach.
Post-processing effects 'disappear' on higher resolutions
- Post-processing effects are targeted for the game's original 1152x720 resolution, meaning the larger the resolution, the less pronounced the effects appear.[17]
Sound issues
- The overall sound quality seems lower on the Master Chief Collection version of the game compared to the original Xbox 360 release.[18] The issue was caused by changing the sound middleware (to FMOD) during the porting process according to official development updates. According to the developers, a fix is in the works and will be included in a future patch.[2][19] [Note 2]
Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 11.1 | |
Shader Model support | 5.0 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
Middleware
Middleware | Notes | |
---|---|---|
Physics | Havok | |
Audio | FMOD, Miles Sound System, Wwise, iZotope | Utilizes multiple audio processing systems across the collection.[21] |
Interface | Unreal Engine 4, Scaleform | The former is used for the Main Menu UI and Customization UX, whereas the latter is used for the in-game UI.[21] |
Cutscenes | Bink Video | |
Multiplayer | Xbox Live, Steamworks | |
Anti-cheat | Easy Anti-Cheat | Players have the option to launch the game without anti-cheat to play with custom modifications. Matchmaking is disabled in this mode. |
Shortcut to launch without anti-cheat
Create a custom shortcut (Steam only)[citation needed] |
---|
|
System requirements
Windows | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 7 | 10 |
Processor (CPU) | AMD Ryzen 7 2700U 2.20 GHz Intel Core i7 8750H 2.20 GHz |
AMD FX 4100 3.6 GHz Intel Core i7 870 2.93 GHz |
System memory (RAM) | 8 GB | |
Hard disk drive (HDD) | 19.4 GB | |
Video card (GPU) | Radeon Vega 10 Mobile Intel UHD Graphics 630 1 GB of VRAM DirectX 11.1 compatible Shader model 5.0 support |
AMD Radeon R7 360 Nvidia GeForce GTX 560 Ti 2 GB of VRAM |
Notes
- ↑ 1.0 1.1 Notes regarding Steam Play (Linux) data:
- File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data.
- Games with Steam Cloud support may also store data in
~/.steam/steam/userdata/<user-id>/1064220/
. - Use Wine's registry editor to access any Windows registry paths.
- The app ID (1064220) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.
- ↑ When editing the page, please keep the linked information in mind.[20]
References
- ↑ Halo Waypoint - Halo: Reach Arrives December 3rd - last accessed on 2019-11-14
- ↑ 2.0 2.1 Halo Waypoint - MCC Development Update - November 2019 - last accessed on 2020-03-09
- "
Forge and Theater Support:
- PC Forge and Theater are coming online for Halo: Reach later next year
- To update Halo: Reach for Xbox One and PC required entirely changing the encoding for the game’s audio which has resulted in it sounding different from the original release. We are aware that areas of the title don’t sound like what you or we ideally want them to. It will take some time to work through solutions to improve the overall experience for audio and that work is already underway. When it is ready, we will flight to test the fixes we can make prior to updating the title. We also plan to go into more detail on our Reach audio journey in a later blog.
- We know this is a very important feature for the community, and with some recent refinements, VFR will be included at launch.
- "
Forge and Theater Support:
- ↑ Verified by User:Aemony on 2019-12-03
- ↑ Verified by User:Aemony on 2019-12-03
- Verified the presence of the option on both Steam and the Microsoft Store versions of the game.
- ↑ Verified by User:Aemony on 2019-12-03
- Verified by launching both versions and seeing what settings carried over.
- ↑ Verified by User:Aemony on 2019-12-03
- The saves of each version uses a separate file structure from the other version.
- ↑ 7.0 7.1 7.2 Halo Waypoint - MCC Development Update - October 2019 - last accessed on 2019-10-31
- ↑ Halo Support - Halo: Reach (PC) Known Issues - 12/3/19
- ↑ YouTube - Halo Reach PC/Xbox One Review: It's Good - But There Are Issues - last accessed on 2019-12-09
- "The way that detail is resolved into the distance though will depend on the version of the game you're playing, for example textures. Curiously all versions of the game have a default non-configurable, lower level of anisotropic filtering. So textures into the distance in all game versions - even on PC - become less defined and blurry. On PC, you can of course mitigate this by forcing a higher level of anisotropic filtering in your [GPU] control panel."
- ↑ YouTube - Halo Reach PC/Xbox One Review: It's Good - But There Are Issues - last accessed on 2019-12-09
- "The Anti-Aliasing this time though is very standard, nothing exactly completely modern. It's just a simple post-processed anti-aliasing as far as I can tell, that does okay when the camera is still, but when you move your camera aliasing will rear its face."
- ↑ Verified by User:Weion on 2019-12-09
- Tested on all Graphical Presets and no change with Anti-Aliasing strength.
- ↑ Verified by User:Keith on 2019-12-05
- ↑ YouTube - Halo Reach unlocked FPS issue
- ↑ Verified by User:Aemony on 2019-12-03
- ↑ 15.0 15.1 15.2 Cite error: Invalid
<ref>
tag; no text was provided for refs namedReddit AMA
- ↑ Halo Waypoint – The Halo Bulletin E3 2014 - last accessed on 2019-03-19
- ↑ Digital Foundry - Halo: Reach's remaster is OK - but key improvements are required - last accessed on 2019-12-08
- "
- Beyond frame-rate, the next big upgrade is resolution. Reach originally operated at a sub-HD 1152x720
- However, there are some differences that perhaps shouldn't be there - especially in the post-process pipeline. Effects like ambient occlusion, bloom, depth of field, film grain and motion blur seem to adjust based on resolution. So, for example, the depth of field effect meant to blur with a width of, say, 10 pixels at sub-720p now blurs with the same width of 10 pixels at 4K instead, inherently lessening and compromising the intended effect. In short, the higher the resolution of the remaster, the less impactful the post-process effects are - and I really hope that this is addressed.
- "
- ↑ YouTube - Halo MCC - Halo Reach Flight 3 vs 360 Halo Reach - Gun sound comparison - last accessed on 2020-01-05
- ↑ Halo Waypoint - MCC Development Update - December 2019 - last accessed on 2020-01-05
- "This is a known-issue we had at launch and work on this is in progress. Our goal is to get this out ASAP."
- ↑ PCGamingWiki - Talk:Halo: The Master Chief Collection - INI tweaks - last accessed on 2020-01-05
- ↑ 21.0 21.1 Halo Waypoint - Halo: The Master Chief Collection Credits - last accessed on 2019-12-09