Sure, Halo 4 looks leagues above Reach imo
Halo 4 is one of the few games that actually looks better in the bigger screenshots
and is hands down one of the most impressive games i have seen in my life
Very pretty (though these are still tiny screenshots I guess I'm just not used to looking at 720p stuff on my 10 year old 1200p crt monitor
)
I also think it's good that they prebake pretty much everything , the artstyle is good the color scheme is great, every time a console tries to do any dynamic lighting or shadows it just completely shits the bed, the end result this way is ten times more consistent and better looking. (same reason why mirror's edge looks so much better than any other ue3 game)
Though to be honest, if you remove the cardboard cutout backgrounds in the outdoor scenes there isn't much left in this scene other than really ugly vegetation in the forground.... You might as well use rayman as an example then...
I cringe every time I see someone link that uncharted vita shot of the waterfall and the huge vista that is entirely 2d to show off the visuals.
I kinda forgot what the original argument was.
If it was that you can with talent and effort and enough smoke and mirrors get nice results on ancient weak ass hardware: definitely.
But using this (or a game like rage) as an argument that a lot can be done technically on old hardware is just wrong.
The whole point of a way more powerful hardware in next gen would be that you can do all this stuff dynamically in real time and have all the shadows and effects be calculated at a high precision.
People always bitch and moan about rising dev costs, well if there is one thing that is expensive to do it is having to prebake and manually adjust the lighting and light bouncing etc into every single texture, because every time you change ANYTHING (move a fake light source or move objects or change layout) you can throw most of the work away and start over...
Just try to place a few candlesticks in map in UDK, waste half an hour creating a bunch of extra lights to get it to look right (with one lightsource everything behind any obstacle will look way too dark) and then mess with their position and color and brightness to get it all to look right.
Then change a few things about the layout of the room, or move a big obstacle in the middle or move some meshes around and you get to fuckin start all over again.
No wonder map design sucks so much in mp games these days, it's just too laborious to redo everything after playtesting when you want to make changes.
In ue4 for example with their real time solution you don't have to do anything... you place the one light that the player can see ,set its properties and the engine does the rest, you could move everything inside the room as much as you want and it would still look right.
Again look at rage, how much was that game delayed , how ridiculously long did it take them to make it (everything is prebaked in rage too), how long did they have to muck about to get their game to work on consoles (theres an hour long interview with carmack where he explains in detail how much work they had to do), and only to still have the game end up being a static looking texture popping mess.
With better hardware without nasty bottlenecks devs will save a lot of time.
I think they'll save a lot of time already just from the upgrade, last gen consoles just weren't powerful enough to do any dynamic lighting at a decent resolution and framerate, nor half the stuff the AAA games try to pull off. Almost every effect on ps3/xbox is done at half or quarter resolution, and many at half framerate. (+ the hideous fourth wall breaking LOD swapping they have to do).
I said it once before, it'll take a 4x leap just to get current games at an acceptable resolution and framerate, and probably another 2x that just to actually render these things in more than a 10 feet bubble around the player (the lod in games like far cry 3 is really embarrasing).
Current console games bite off way more than the consoles can chew, we need a big jump to see a graphical leap without immediately getting all these awful compromises again.
Right now optimisation seems to mean 'make everything as the artists and mappers envision it, then turn everything back off and remove everything until it actually runs on the wheezing old hardware. (usually at 20-30 fps)