Didn't see this posted so i figured i should.
"Stop us if we're getting too technical... on the other hand, don't bother! When the opportunity arose to talk tech with Bungie on any topic of our choosing, let's just say that we didn't hold back. And luckily for us, neither did the studio. What we have here is a titanic 6000 word insight into the technical make-up of the Xbox 360's biggest exclusive of the year.
In this piece, we go into depth on a vast array of technical topics: we talk about the deferred rendering solutions employed by the Halo games, the enhancements made for Reach, anti-aliasing, atmospherics and alpha, plus we talk about how high-dynamic range lighting is handled in the new game.
It's fair to say that this is pretty high-level stuff, but our other discussions on performance, co-op/split-screen, artificial intelligence, animation, motion capture, the return of the Elites, plus the process by which Bungie polishes its game before release should be accessible to all. Also, we get to the bottom of the mystery of the deleted campaign level that had the player in control of a Covenant Scarab...
Joining us for this interview are graphics engineer Chris Tchou, character designer Chris Opdahl, community/writer Eric Osborne, senior animation lead Richard Lico and character engineer Max Dyckhoff. Thanks to each and every one of them for putting so much time and effort into what is one of the most expansive and comprehensive tech interviews we've ever published here at Digital Foundry."
http://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview








