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Halo 4 Announced (MS Conf, 2012, Start Of New Trilogy)

In my opinion your arguing is a bit pointless. Halo 4 is going to be set in a completely new planet with a completely new style, there will be new enemies, probably new weapons ecc.
What i wish in Halo 4's graphics to be fixed from previous games is the terrible aliasing, the frame rate and internal textures. Halo: Reach graphic is awesome, they just have to refine it.
 
The one thing I need from tommorrows press blowout:


Remember before the last 3 halo games came out how they would post screenshots?

And how they weren't any dinky old 720p shots either,

Click here to expand this FUCKING 5120 × 2880, 7MB BEAST

thumbnail version:
CmyCW.jpg


Sadly, no anti-aliasing though...
 
Why is everyone bitching about the picture? If he posted a series of them I'd understand.

Also, no one answered my earlier question :(

How many hours for you fancy Americans, until the embargo is up?

I need to know whether I can sleep before work tomorrow morning.
 
You just know now, that to troll us, Frankie will post the first gameplay screenshot of Halo 4 in this thread as a 102400000 x 76800000 image.
 
Why is everyone bitching about the picture? If he posted a series of them I'd understand.

Also, no one answered my earlier question :(

How many hours for you fancy Americans, until the embargo is up?

I need to know whether I can sleep before work tomorrow morning.

14 hours and 49 minutes.
 
Why is everyone bitching about the picture? If he posted a series of them I'd understand.

Before the edit it took a good 20 seconds for my page to load.

West coast here, wooooo crack of dawn, I'll be greeted with Halo 4 and frosted flakes.


You just know now, that to troll us, Frankie will post the first gameplay screenshot of Halo 4 in this thread as a 102400000 x 76800000 image.

As long as it's water effects, I dun care.
 
I thought I would post it without a quote around it, for dramatic effect, but that ended up destroying neoGAFs formatting. I edited it quickly after.

Its still causing my computer to stutter on this thread. 7 meg jpg's are resource intensive even if they are small. :( Any chance you can delete it and link to it?
 
Its still causing my computer to stutter on this thread. 7 meg jpg's are resource intensive even if they are small. :( Any chance you can delete it and link to it?
Pretty much. Had to turn images off on my phone to stop it from crashing every other time I loaded the page.
 
I loved Halo 3, especially the engine so smooth and crispy clear. Reach looked nice but that blur effect was annoying to me. Did it even run at 60 fps? It feels more like 30-ish to me.

I don't want to know what they have to do to make Halo 4 run on 7 year old tech, even narrower FoV?
 
I loved Halo 3, especially the engine so smooth and crispy clear. Reach looked nice but that blur effect was annoying to me. Did it even run at 60 fps? It feels more like 30-ish to me.

I don't want to know what they have to do to make Halo 4 run on 7 year old tech, even narrower FoV?

All Halos are 30FPS games. Why did you get an idea Reach was 60FPS game?
 
I really hope assassinations make it into Halo 4.. To be honest, I feel they may try to distance themselves from Reach, and I am afraid that assassinations may not make it. That would make extremely sad as they are one of the new things that Reach introduced that worked and were awesome.

Can't wait for Halo 4 news. I'll just leave this in here.

tsavo_hwy_legendary1.jpg


Legendary of course. I'm hoping for more moments like this one.

Not only that, but they remove all the screen-space effects like Ambient Occlusion.

Grass ends up looking like shit, really flat:

2PEne.jpg



These things look much deeper in the realtime renderer.


Man, these 2 shots close together really show how much an improvement Reach was artistically. Reach gets shit on all the time for muted colors, etc, but sometimes the "muted" tones work extremely well, and that image is a great example of this. Halo 3 looked so weird at some places, and overall was graphically underwhelming.

Interiors suck?

Halo 3 orbital looked pretty good to me!

I agree, maps like Orbital looked really nice graphically in Halo 3. Unfortunately that level of artistic quality was not present in every map, and some looked really bland.
 
Halo 3 looked fantastic, but had tech issues - i.e AA.

Reach looked less fantastic, but had fewer tech issues. I for one never had slowdown in it (other than All Hunters + Rockets + Firefight, of course).

By fantastic, I mean the 'fantastical' element. Reach was grittier, more blood'n'guts, whereas Halo 3 had the real high sci-fi tone.

I prefer Halo 3's tone, but Reach's engine.

Regardless, I want details to pore over. Can't wait.
 
I loved Halo 3, especially the engine so smooth and crispy clear. Reach looked nice but that blur effect was annoying to me. Did it even run at 60 fps? It feels more like 30-ish to me.

01SVC.gif


I like it at 30fps, I find CoD unsettlingly real at 60fps, just doesn't look good for Halo.
 
Hey what kind of capture equipment do you guys have at 343?

They have offline renderers for these kind of things. very similar to what happens to screenshots from theatre mode, but they get many more options. Technically they could allow any resolution even on the retail versions, but that would take up to much space and bandwidth for storing those shots on B.net
 
They have offline renderers for these kind of things. very similar to what happens to screenshots from theatre mode, but they get many more options. Technically they could allow any resolution even on the retail versions, but that would take up to much space and bandwidth.

Cheaters
 
I just hope they aren't still compiling quake 2 era BSPs and using static light maps. WYSIWYG, realtime, dynamic lighting FTW. Can you imagine forge with that? And maybe some kinda GI solution like LPVs in crysis?

I disagree, I think a mix of pre-computed and realtime gi is the best way to go. Bungie was right on track with their lighting model.
 
They have offline renderers for these kind of things. very similar to what happens to screenshots from theatre mode, but they get many more options. Technically they could allow any resolution even on the retail versions, but that would take up to much space and bandwidth.

Actually we capture in real time (no tricks) and these days we use the AJA Ki Pro to capture at the native resolution in Pro Res 422.
 

Not really, you could technically even 'play' halo at that res! Nothing is added, somethings like AA, SSAO and detail ratios may be adjusted, but its still the same old Reach. It would play about as fast as a slideshow in 99 percent of areas on an xbox.

IIRC Rage has realtime resolution scaling for when things got intense and you would miss the 60 fps target, or vice versa.


Actually we capture in real time (no tricks) and these days we use the AJA Ki Pro to capture at the native resolution in Pro Res 422.

I think he was reffereing to the 5K x 2.5K picture.

I disagree, I think a mix of pre-computed and realtime gi is the best way to go. Bungie was right on track with their lighting model.
Right now, its almost entirely Baked. There are no bounced lights on Forgeworld maps made from forge pieces, or even shadows.

heck, you cant even fake the effect with the lights they provide in forge. Maybe if they had fully adjustable deferred lights and anti lights that you could place, you could do what crysis 2 did on consoles with fake hand placed radiosity.
 
They have offline renderers for these kind of things. very similar to what happens to screenshots from theatre mode, but they get many more options. Technically they could allow any resolution even on the retail versions, but that would take up to much space and bandwidth.

Bungie may have done that for the Spike awards Reach trailer, but that's not how trailers are typically made.

Edit:

Beaten by the man himself
 
Right now, its almost entirely Baked. There are no bounced lights on Forgeworld maps made from forge pieces, or even shadows.

heck, you cant even fake the effect with the lights they provide in forge. Maybe if they had fully adjustable deferred lights and anti lights that you could place, you could do what crysis 2 did on consoles with fake hand placed radiosity.

I thought they had implemented the methods from bungies lighting research in reach where they have a mixture of baked and realtime lighting.

www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx

it's from 2009, and it describes their atmosphere model pretty well too. i think part of the problem is that they create the lightmaps beneath their diffuse so they dont actually do radiosity, which is a shame imo.
 
I thought they had implemented the methods from bungies lighting research in reach where they have a mixture of baked and realtime lighting.

www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx

it's from 2009, and it describes their atmosphere model pretty well too. i think part of the problem is that they create the lightmaps beneath their diffuse so they dont actually do radiosity, which is a shame imo.

I'm not saying there is anything wrong with the way they have done it in the past, before forge world, but now that we have dynamic map editor (I assume halo 4's will only be more dynamic) it may be time to use a more balanced approached between prebaked and dynamic lighting. Deferred lighting was a step in the right direction for reach, but they could have done more with forge because of it.

After reading Crytek's presentation on lighting (First in the list and seventh are the ones of interest) Its probably safe to conclude that you are correct that a fully dynamic lighting scheme is not going to happen on this generation of consoles. LPVs are not available in the xbox or ps3 version of Crysis 2, after all. I still wish they would give more options for lighting forge levels though.

Have you ever used Sandbox for Crysis 2 by chance? Hand placed deferred lights seem ideal for this generation of consoles and custom maps. Bungie's Destiny is seemingly moving towards much more WYSIWYG tools, but Reach was almost entirely baked.
 
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