
Respawn's Richard Baker explains why Titanfall framerate drops so often: it's mainly because of particles/physics. They are apparently using an outdated Havok version, similar to the one in Half Life 2.
He also promised future performance improvements, though.

The show is set to take place between July 14 and 16

In addition to the roughly 100 job cuts IGN reported earlier today at Respawn Entertainment, EA has made wider cuts across its organization today, impacting around 300 individuals total including those already reported at Respawn.
Absolutely insane. Man I'm hope they land on their feet EA needs to get the shit together badly....
This is why this industry has slow releases and none compelling games.
Why would anyone willingly work in the VG industry or specifically for one of these globocorp organizations that put you in constant fear of losing your livelihood based on terrible choices made by idiotic management, not the people with talent making the actual games?

MP1st has managed to unearth the title of the in-development Star Wars tactics game by Respawn and Bit Reactor.
turn based? hell yeah! not too many of those these days. I hear Expedition 33 is the same, so looking forward to that too.
I don't get why they used such an old engine. Source was great back in the day but it's showing its age now.
Don't know what engine I'd want Titanfall 2 on though? Cryengine usually has performance issues, UE has texture pop to the max etc.
Damn after this all talk of cloud computing where does put us at 792p with dipping frame but the game is fun after that though, but yep hopefully Respawn i believe in U.
I don't understand the purpose of using a old engine on next gen consoles period. One would think that fairly newer engines would be in development to coincide with newer hardware! Being as things are the architecture of the next gen consoles closely mimic PC architecture.
The issue present now in TitanFall will always be present imo, simply because of how old the engine is! The things that can now be accomplished now in todays tech, wasn't even a discussion in older tech. Therefore the set peramatters are restrictive in themselves, because certain attribute haven't even been factored into the equation.
I really hope they do, but the game is still a blast of as last night. :-)
So in a nutshell, we went with Source engine because we were the most familiar with it as a team and being a smaller start up it was the most cost effective for us and easiest to get results with.
As for Frostbite, Frostbite is not a licensed engine. You must be an EA Owned Studio to use it as far as I understand. They don't allow outside studios to use it, I think EA feels it's going to be their "edge" long term compared to others and in some ways I can't disagree.