Titan Fall Fanon Wiki

Second reveal teaser for Titanfall 3

Happy New Year to all Titanfall fans! Welcome to the blog post from Respawn Entertainment and Gravity Well about Titanfall 3!

Titanfall 3 is now scheduled to release in the 10th anniversary of the first Titanfall game as we felt that although it is close to being finished, it is still not ready to release in the end of 2023, so we end up with the second reveal teaser of Titanfall 3 instead and pushed back the release date of a highly-anticipated sequel to Titanfall 2 that fans are waiting for to 11 March 2024.

Enhancing the realism of Titanfall 3 campaign with neutral entities[]

While enemies that fights each-other do exist in Titanfall 2 campaign, they're limited to aliens. So we want to expand this aspect to the glorious form; not only there are now human (including TALOS) enemies that fights eachother, but we also expand the behavior of some NPCs in the campaign by introducing so called "neutral entities" where these NPCs/entities aren't neither friendly nor hostile.

Fortunately, for those wanting for a traditional campaign experience, this is limited to specific missions like Standoff and Within the Crossfire as we only want the departure from traditional military conflicts between corporate and freedom factions to be limited to one-off missions.

Regarding performance and optimization concerns in Titanfall 3[]

Since Titanfall 3 is developed in Unreal Engine 5 (instead of the new Source 2 engine from Valve) and given the fact Star Wars Jedi: Survivor have performance issues so naturally, the people concerned that Titanfall 3 would be a stuttery mess. So we want the performance of Titanfall 3 at medium settings to be just as good as Titanfall 2 on highest settings and this is done through various optimization techniques within the requirements of Titanfall 3 being expanded and enhanced compared to Titanfall 2 (sorry, we didn't provide the sufficient details on how to optimize the UE5 game better than the rest), and as for the #StutterStruggle thing plaguing PC gaming, this is done by combining the pre-compilation step (compiling shaders during loading screens and before the actual game starts) with leveraging the new features in Unreal Engine 5.1 and 5.2 (asynchronous shader compilation and skip drawing until compilation respectively).

Any questions[]

Leave a comment for questions and concerns. Constructive criticisms are appreciated.