Difference between revisions of "Halo: The Master Chief Collection"
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(→Network: Set P2P to True for Self-hosted lobbies.) |
(→Video settings: Set AF and AA to Always On, added Digital Foundry ref and Self-Check ref to confirm this. Corrected Ref formatting.) |
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|4k ultra hd notes = | |4k ultra hd notes = | ||
|fov = true | |fov = true | ||
− | |fov notes = Supports between 70° and 120° with separate values for Player and Vehicle FOV ({{term|Hor+}}). Default FOV is 78°. The view model does not scale with higher FOVs.<ref>[https://support.halowaypoint.com/hc/en-us/articles/360037448411-Halo-Reach-PC-Known-Issues-12-3-19 Halo: Reach (PC) Known Issues - 12/3/19 | + | |fov notes = Supports between 70° and 120° with separate values for Player and Vehicle FOV ({{term|Hor+}}). Default FOV is 78°. The view model does not scale with higher FOVs.<ref>[https://support.halowaypoint.com/hc/en-us/articles/360037448411-Halo-Reach-PC-Known-Issues-12-3-19 Halo Support - Halo: Reach (PC) Known Issues - 12/3/19]</ref> Falcon FOV is locked at 78°. |
|windowed = true | |windowed = true | ||
|windowed notes = | |windowed notes = | ||
|borderless windowed = true | |borderless windowed = true | ||
|borderless windowed notes = | |borderless windowed notes = | ||
− | |anisotropic = | + | |anisotropic = always on |
− | |anisotropic notes = | + | |anisotropic notes = Must be forced via the GPU's Driver Control Panel, see [[Glossary:Anisotropic filtering|Anisotropic filtering (AF)]] for more information.<ref>{{Refsnip|url=https://www.youtube.com/embed/c5kCLcu8hdk?start=476&end=504|title=YouTube - Halo Reach PC/Xbox One Review: It's Good - But There Are Issues|date=2019-12-09|snippet=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.}}</ref> |
− | |antialiasing = | + | |antialiasing = always on |
− | |antialiasing notes = | + | |antialiasing notes = Uses a post-processing AA technique that cannot be modified nor disabled in the in-game settings.<ref>{{Refsnip|url=https://www.youtube.com/embed/c5kCLcu8hdk?start=403&end=418|title=YouTube - Halo Reach PC/Xbox One Review: It's Good - But There Are Issues|date=2019-12-09|snippet=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.}}</ref><ref>{{Refcheck|user=Weion|date=2019-12-09|comment=Tested on all Graphical Presets and no change with Anti-Aliasing strength.}}</ref> |
|vsync = true | |vsync = true | ||
|vsync notes = | |vsync notes = | ||
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|60 fps notes = Cutscenes are menus are capped at 60 FPS.<ref>{{Refcheck|user=Keith|date=2019-12-05}}</ref> | |60 fps notes = Cutscenes are menus are capped at 60 FPS.<ref>{{Refcheck|user=Keith|date=2019-12-05}}</ref> | ||
|120 fps = limited | |120 fps = limited | ||
− | |120 fps notes = Unlocking the frame rate causes frame-doubling for everything but mouse input for the camera.<ref>[https://www.youtube.com/watch?v=HhxJ2m_2iB4 Halo Reach unlocked FPS issue | + | |120 fps notes = Unlocking the frame rate causes frame-doubling for everything but mouse input for the camera.<ref>[https://www.youtube.com/watch?v=HhxJ2m_2iB4 YouTube - Halo Reach unlocked FPS issue]</ref> 60 FPS cap resolves the judder issue. |
|hdr = false | |hdr = false | ||
|hdr notes = | |hdr notes = |
Revision as of 06:19, 9 December 2019
Although this product has been released, it remains under active development - information may change frequently and could be outdated or irrelevant.
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] |
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 |
Key points
- See the Downloadable content (DLC) and expansions section for the included original and remastered ("Anniversary") Halo titles, and their respective release dates.
- 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 games can be purchased either individually as they are released, or in a discounted bundle containing all six games.
DLC and expansion packs
Name | Notes | |
---|---|---|
Halo: Reach | Release Date: December 3, 2019 | |
Halo: Combat Evolved Anniversary | Release Date: TBA | |
Halo 2: Anniversary | Release Date: TBA | |
Halo 3 | Release Date: TBA | |
Halo 3: ODST | Release Date: TBA (Campaign only) |
|
Halo 4 | Release Date: TBA |
- All titles in the collection will be released one at a time, in the order listed above, to ensure their quality and allow players in without having to wait for the entire collection to be finished.[3]
Essential improvements
Skip intro videos
Remove the video files[4] |
---|
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/976730/pfx/[Note 1] |
- Local settings are shared between the Steam and Microsoft Store versions.[6]
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/976730/pfx/[Note 1] |
- Saves cannot be transferred between the versions.[7]
Save game cloud syncing
System | Native | Notes |
---|---|---|
Steam Cloud | Used to save Mid-Mission Checkpoints in Campaign and Playlists.[8] | |
Xbox Cloud | Progress will transfer between the Xbox One and PC versions (Mid-Mission Checkpoint progress is not retained as not compatible).[8] |
Video settings
- Support for FOV adjustment and variable frame rate may change per title due to limitations.[9][10][11]
Input settings
Controller remapping
Universal
- The Universal Presets apply to all games in the collection.
Halo Reach
Audio settings
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | Reach: Subtitles only appear in cutscenes, not in gameplay. | |||
Simplified Chinese | ||||
Traditional Chinese | ||||
French | ||||
German | ||||
Italian | ||||
Japanese | ||||
Korean | ||||
Polish | Not available in Reach. | |||
Portuguese | ||||
Russian | Not available in Reach. | |||
Spanish | Voiceovers for Halo 2: Anniversary were never made, and is therefore not included. | |||
Latin American Spanish | Voiceovers for Halo: Combat Evolved Anniversary were never made, and is therefore not included. |
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.[11]
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
Local play | Will be investigated to see if it can be supported post-launch.[11] | |||
LAN play | 16 | Co-op, Versus Co-op limited to 4 players (2 players in Halo: CE and Halo 2)[12] |
||
Online play | 16 | Co-op, Versus Co-op limited to 4 players (2 players in Halo: CE and Halo 2) |
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. | |
Self-hosting | Can host 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
Game-specific
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.[13][14]
Issues fixed
Slow connections to matchmaking games
Disable matchmaking relays in the Network settings at the main menu.[15]
|
---|
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 | |
Interface | Unreal Engine 4 | Used for the Main Menu UI and Customization UX. |
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. |
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) | 20 GB (Windows Store: 24.93 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>/976730/
. - Use Wine's registry editor to access any Windows registry paths.
- The app ID (976730) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.
References
- ↑ Halo Waypoint - Halo: Reach Arrives December 3rd - last accessed on 2019-11-14
- ↑ Halo Waypoint - MCC Development Update - November 2019 - last accessed on 2019-11-23
- "PC Forge and Theater are coming online for Halo: Reach later next year"
- ↑ Halo Waypoint - MCC PC & Halo: Reach
- ↑ 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.
- ↑ 8.0 8.1 8.2 Halo Waypoint - MCC Development Update - October 2019 - last accessed on 2019-10-31
- ↑ Halo Waypoint - MCC Development Update - April 2019 - last accessed on 2019-12-03
- ↑ Halo Waypoint - MCC Development Update - November 2019 - last accessed on 2019-11-23
- "We know this is a very important feature for the community, and with some recent refinements, VFR will be included at launch."
- ↑ 11.0 11.1 11.2 11.3 r/gaming - MCC PC, Halo: Reach, and Halo Insider AMA - last accessed on 2019-03-19
- "
Video Settings:
- Yes, support for FOV-sliders is the plan. We will adjust what level of FOV is supported on a title by title basis. As an example, if adjusting the FOV causes significant player/weapon model distortion, we may need to put limits in.
- Uncapped framerate is the plan, but the specific level of support will vary by title.
- re: Crossplay - PC players will be able to play together regardless of which store they choose to purchase from. In terms of Xbox One to PC crossplay, it's not something we're currently committing to at launch but it is top of mind and the team is actively investigating this.
- re: Dedicated servers for Reach - our goal is to continue using dedicated servers to power the matchmaking experences within MCC. We'll definitely share more details as development progresses.
- A custom games browser is of course very important to us and something we're looking forward to bringing to MCC on PC and Xbox One.
- Regarding Splitscreen: This one is tricky and the team is still looking at what can be supported.
- Currently our focus is on Win10 and Win7. Win8 is still being investigated.
- "
Video Settings:
- ↑ 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"
- ↑ Digital Foundry - Halo: Reach's remaster is OK - but key improvements are required - last accessed on 2019-12-08
- "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."
- ↑ Cite error: Invalid
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