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Digital Foundry: Halo 5 Hands-On Tech Analysis/Frame-Rate Test

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Played it today at EGX.


Framerate is silky smooth, my only problem with it is some of the animations running at 30fps e.g. A marine running. It was really jarring to see it.
 
Played it today at EGX.


Framerate is silky smooth, my only problem with it is some of the animations running at 30fps e.g. A marine running. It was really jarring to see it.

huh? are you sure about this? We have no heard anything like this. Instead 343 have emphasised many times that the main reason they didn't wanted to do split screen was, entire game, animation and game world was designed around 60fps.
 
Personally, I don't see the need for every game to be 60fps. Halo has done just find at 30fps, it's not like it was in dire need of a bump to 60fps.

No, it wasn't fine at 30FPS and yes it was in dire need of 60FPS. See Halo 5 and MCC to some degree. It easily makes the games much more enjoyable, especially when the 60FPS are locked or nearly locked.

Thank god 343i actually decided to make 60FPS a priority, rather than listening to the "It's fine at 30FPS" camp.
 
To be honest... Can't think of a shooter with similar balancing mechanisms ...

Though many console games have borrowed from halo over the years...

You mean Halo is better in terms of balancing? That is possible, but I was talking about uniqueness.

Also Splatoon Gyro controls are probably the best that is available in the field of console aiming. No auto aim, extremely precise. The closes you can get to kb/m precision on a console. Anyway, I don't want to derail the thread with Splatoon.
 
I really hope this becomes industry standard for both 60fps and 30fps games. I imagine the resolution really only drops down low during chaotic scenes when you really wouldn't notice it much. I'm crossing my fingers that DICE is doing something similar with Battlefront, but I'm not getting my hopes up.
 
huh? are you sure about this? We have no heard anything like this. Instead 343 have emphasised many times that the main reason they didn't wanted to do split screen was, entire game, animation and game world was designed around 60fps.

I've definitely noticed certain enemy animations running at 30fps
 
No, it wasn't fine at 30FPS and yes it was in dire need of 60FPS. See Halo 5 and MCC to some degree. It easily makes the games much more enjoyable, especially when the 60FPS are locked or nearly locked.

Thank god 343i actually decided to make 60FPS a priority, rather than listening to the "It's fine at 30FPS" camp.
I would not be shocked at all to see Halo 6 run at 30fps for sp for all the bells and whistles then keep mp 60fps.
 
Extremely impressive fps for this franchise. Might take another look considering it holds up in heavy mp situations.
 
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Really?

Never gets old. :)
 
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Why doesn't DF mention how often it changes?

I image that it would take a long time to pixel count enough frames to get a good idea of how the resolution scaling behaves. Also some intermediary frames between the lowest and highest resolution may lack suitable edges for pixel counting.
 
Upon watching the video it does not look much better to me than something like Wolfenstein which also has a locked 60 if I remember correctly. Still, H5 probably has a lot more alpha effects going on. FOV looks extremely small unfortunately, but that's expected on consoles.
 
Is there a reason the textures on Chiefs hands at the very beginning are jittering so much? :/
Super heated gas. It's better to let rip before putting your helmet back on.

Looks like 343i fixed the rim of SSAO incorrectly being applied when the background's out of focus in cutscenes.

The other cutscenes seem to have everything animating at 30 but the fade-in from black here updates at 60.

Image quality's nice in this shot, just some weird SSAO around the silhouette.

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i like the direction 343 has gone. you know actually hitting 60 constantly after talking about it ... restricting microtransactions to the new mode etc etc
 
Damn...so it can go from 1080p to lower than 900p? Have they said how often this occurs?

And then the question remains..how bad are we going to notice it? Are there any examples of dynamic resolution on this level? And if so, how bad was it?
 
Upon watching the video it does not look much better to me than something like Wolfenstein which also has a locked 60 if I remember correctly. Still, H5 probably has a lot more alpha effects going on. FOV looks extremely small unfortunately, but that's expected on consoles.

What? Don't make me wrong, as great a game as TNO is, its graphics is not impressive AT ALL, keep in mind it is a id Tech 5 game which suffers from massive texture pop-ins on all platforms, very simple effects, and even on PC with maxed settings the texture is also nothing to be proud about, let alone with its almost non-existent AA solution, Halo 5 easily triumphs over it with PBR, better textures (less AF yes but still), more effects and larger scale.
Check your eyes if you think these are better, TNO's strength is in its great art direction, technically it is simply not an advanced game, that is also why it managed to achieve 60fps on all consoles including PS360.
 
Damn...so it can go from 1080p to lower than 900p? Have they said how often this occurs?

And then the question remains..how bad are we going to notice it? Are there any examples of dynamic resolution on this level? And if so, how bad was it?

Did u notice it watching the video?
 
I'd be lying if I said I never doubted their ability to get it truly locked. What they've shown so far looks BETTER than the beta, and I remember people laughing when that wasn't even a locked 60 fps at that point. In the games that have had dynamic resolution scaling, I personally don't notice the switch at all in motion. It's a better solution than simply locking it to a lower resolution 100% of the time.
 
You mean Halo is better in terms of balancing? That is possible, but I was talking about uniqueness.

Also Splatoon Gyro controls are probably the best that is available in the field of console aiming. No auto aim, extremely precise. The closes you can get to kb/m precision on a console. Anyway, I don't want to derail the thread with Splatoon.

No I'm saying the way halo goes about balancing it's gameplay sets it apart from other shooters... It's unique in that regard...

Also, there are features that halo made popular in shooters, like the regenerative health system, and limiting the player two two weapons... It's also one of a few remaining shooters to retain Arena shooter principles... It's also unique in that it's gameplay mechanisms allow it to support massive number of gametypes... One minute you could be playing a standard team death match. The next your playing rocket race or GrifBall...

To insinuate that Halo isn't unique is disingenuous ...


I'm not saying anything about splatoon at all...
 
Super heated gas. It's better to let rip before putting your helmet back on.

Looks like 343i fixed the rim of SSAO incorrectly being applied when the background's out of focus in cutscenes.

I do not think that was SSAO, rather from the volumetrics in the background in combo with the dof.
What? Don't make me wrong, as great a game as TNO is, its graphics is not impressive AT ALL, keep in mind it is a id Tech 5 game which suffers from massive texture pop-ins on all platforms, very simple effects, and even on PC with maxed settings the texture is also nothing to be proud about, let alone with its almost non-existent AA solution, Halo 5 easily triumphs over it with PBR, better textures (less AF yes but still), more effects and larger scale.

Check your eyes if you think these are better, TNO's strength is in its great art direction, technically it is simply not an advanced game, that is also why it managed to achieve 60fps on all consoles including PS360.

Those do not look like console screens of TNO at all. In fact, they cannot be.
 
Super heated gas. It's better to let rip before putting your helmet back on.

Looks like 343i fixed the rim of SSAO incorrectly being applied when the background's out of focus in cutscenes.
I do not think that was SSAO, rather from the volumetrics in the background in combo with the dof.

I suspect it was a "pre-multiplied alpha" issue.

See notes of slide 12:
http://advances.realtimerendering.c...1 Advances in Real-Time Rendering Course).pdf
 
This is good to hear. I remain cautiously optimistic just because I want Halo 5 to be the best Halo yet. I believe it has that potential, but I won't raise my expectations of it meeting that potential until it releases. I know 343 has a TON of good, well thought out ideas for Halo 5, but all that remains is the execution.
 
810p is a pretty low res, surely you would be able to notice it even through YouTube.

Forgot to answer your question. Can't say i noticed anything really while watching the video. I have a feeling when i'm playing the game in October i'll probably be too busy shooting the baddies and simply enjoying it to even notice....or care.

With that said, it's just a huge huge bummer that these consoles are not more powerful. 1080p and well...60fps should have been the stantard for the new consoles. But yeah, enough has been said about it, it's not the case and it is what it is.
 
I do not think that was SSAO, rather from the volumetrics in the background in combo with the dof.


Those do not look like console screens of TNO at all. In fact, they cannot be.

Those are PC screenshots at highest settings with no additional effects (injected AA and such), on consoles it looks worse. The game looks good in motion but static images are very rough.
 
I suspect it was a "pre-multiplied alpha" issue.

See notes of slide 12:
http://advances.realtimerendering.c...1 Advances in Real-Time Rendering Course).pdf

Actually, this sounds even better.
Those are PC screenshots at highest settings with no additional effects (injected AA and such), on consoles it looks worse. The game looks good in motion but static images are very rough.

Indeed. A a game with terrible image quality.. and tbh... terrible performance given how it looks.
 
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