http://i.imgur.com/7rw1Qwb.webm[url...ds can express how amazingly perfect this is.
With what seems to be a highly variable resolution that can dip to numbers that impact image quality in noticeable ways (based on those quotes), I wonder why the decision wasn't just to make a less graphically ambitious game and/or lock it at something less than 1080p? Still, I'm glad they're hitting their 60fps target for all those that are looking forward to this game.
Too much tinfoil going off in this post.Just my two cents here:
I guess they started to develop the game and didn't plan to initially hit 1080p, Instead they planed to make a visually good looking game with a lower resolution. I think they planed for 900p at best (maybe even lower, like Titanfalls XONE resolution) and 60fps.
Later the 900p vs 1080p debate started to backfire for microsoft, they did their best to to play it down with stuff like 'cloud computing' or 'the picture is shown anyway in 1080p on your TV' or 'you can't even tell the difference on a screen below x inch' and finally with 'we can do it too!'
By this time they decided to do everything to be able to write 1080p on the gamebox for Halo 5 as it is (most probably) their most important franchise and people expect it to be a graphical powerhouse.
But it was too late to change the game enough to reach 1080p/60fps in all situations so they implemented a dynamic resolution and are in a way going for a 1080PR game.
From a marketing standpoint I can understand that. As a gamer; fluctuating resolutions aren't as bad as inconsistent frame rates but it sucks anyway. I want my games to run in my TVs native resolution and 60fps.
Be careful what you say, some will call you a troll.Would've loved to see what Halo 5 could've been on PS4 or better hardware.
Feels handicapped on the One. Which is unfortunate for me because Halo is literally THE reason I bought my XBOs.
Really, it's hard to tell the difference between Halo 4 MCC and Halo 5. No exaggeration.
The lighting, character models, textures, physics, etc. are all too similar. Vehicles exploding and characters getting shot just don't seem to have the "oomph" they should. Which was my largest complaint with Halo 4.
At least the sound effects are bloody amazing.
And as they said in a documentary, if they were going to go 60fps, it had to be now.
343i were not the first to implement horizontal scaling. Grand Turismo 5 Prologue did it back in 2007, 1280x1080 to 1920x1080.Too much tinfoil going off in this post.
Their older builds (E3) were running at a much lower resolution. They will of just optimised and implemented a dynamic scaler due to it looking better. Keep in mind 343i were the first to implement horizontal scaling with H2:A.
I doubt that H5 on PS4 would like significantly better. PC is another story of course.Would've loved to see what Halo 5 could've been on PS4 or better hardware.
Anamorphic rendering is nothing new. H2A isn't even the first Halo game to use a compressed horizontal axis relative to vertical (that would be Reach). Also, H2A's graphics were implemented by Saber, not 343i.Keep in mind 343i were the first to implement horizontal scaling in H2:A.
Don't get why. Halo 4 looks better than most current gen games.Be careful what you say, some will call you a troll.
Fair enough. Schooled.Anamorphic rendering is nothing new. H2A isn't even the first Halo game to use a compressed horizontal axis relative to vertical (that would be Reach). Also, H2A's graphics were implemented by Saber, not 343i.
Good to see a developer favoring gameplay over graphics
This is something I've been wondering for some time; aside from reduced input latency and the general smoothness of aiming (in shooters), how does the gameplay actually benefit from it? My assumption has always been that if you strive to hit 60 fps at all times, you (may) need to reduce the complexity of, let's say, AI/path calculations, the amount of triggers in single-player campaign missions, etc. etc. I believe I understand why it would be very beneficial in a racing sim though, e.g. if the frequency of the physics calculations can be clearly shown on screen and thus provide immediate feedback to the player.
I might be completely off-base and would honestly like to be enlightened. What irks me is that when some people say "gameplay over graphics", it seems they disparage anyone liking 30 fps by insinuating they are "graphics whores".
Locked 60fps will trump graphics every time.
Bravo.
This alone is beneficial to a very large degree.This is something I've been wondering for some time; aside from reduced input latency and the general smoothness of aiming (in shooters), how does the gameplay actually benefit from it?
Not necessarily, IIRC Frankie said the game is being built from the ground up for 60FPS.My assumption has always been that if you strive to hit 60 fps at all times, you (may) need to reduce the complexity of, let's say, AI/path calculations, the amount of triggers in single-player campaign missions, etc. etc. I believe I understand why it would be very beneficial in a racing sim though, e.g. if the frequency of the physics calculations can be clearly shown on screen and thus provide immediate feedback to the player.
Too much tinfoil going off in this post.
Their older builds (E3) were running at a much lower resolution. They will of just optimised and implemented a dynamic scaler due to it looking better. Keep in mind 343i were the first to implement horizontal scaling with H2:A.
Last time I checked the game was referred to as 60FPS 9 times out of 10 and not 1080p 60FPS in official marketing videos.They implemented a dynamic and fluctuating resolution solution because it looks better. This had for sure nothing to do with marketing being able to call the next huge halo release a 1080p60fps game to prove that their own console is a power house.
Too much tinfoil thinking on my side. Ok then.
This is something I've been wondering for some time; aside from reduced input latency and the general smoothness of aiming (in shooters), how does the gameplay actually benefit from it? My assumption has always been that if you strive to hit 60 fps at all times, you (may) need to reduce the complexity of, let's say, AI/path calculations, the amount of triggers in single-player campaign missions, etc. etc. I believe I understand why it would be very beneficial in a racing sim though, e.g. if the frequency of the physics calculations can be clearly shown on screen and thus provide immediate feedback to the player.
Played Warzone yesterday and characters and objects at a distance looked really odd. Like low res and the animation wasn't smooth. I don't know if it has anything to do with this dynamic resolution malarkey though.
Shout out to lead playtester James though at EGX. Such a nice bloke and really accomodating and friendly.
Locked 60fps will trump graphics every time.
Bravo.
Sounds like most of the time it is at 1300x1080 - not far off 1280x1080 or 2/3 1080p full HD.that sounds like a lot of compromise to hit 60fps. Depending how often it drops to really low resolutions, i'd say it may have been a better option to reduce detail levels to bump that up. Both cases would still stick with 60fps.
Would've loved to see what Halo 5 could've been on PS4 or better hardware.
Feels handicapped on the One. Which is unfortunate for me because Halo is literally THE reason I bought my XBOs.
Really, it's hard to tell the difference between Halo 4 MCC and Halo 5. No exaggeration.
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The lighting, character models, textures, physics, etc. are all too similar. Vehicles exploding and characters getting shot just don't seem to have the "oomph" they should. Which was my largest complaint with Halo 4.
At least the sound effects are bloody amazing.
And as they said in a documentary, if they were going to go 60fps, it had to be now.
Last time I checked the game was referred to as 60FPS 9 times out of 10 and not 1080p 60FPS in official marketing videos.
Maybe a little too much tinfoil, yeah.
And people were fine with it being less than 720 for the most part. What changed their minds?Strange, people were fine with all previous Halo's were in 30 fps, what change their minds?
Then I don't know why they choose a dynamic resolution in the first place. Granted inconsistent FPS are much more worse but a changing resolution doesn't help either. I prefer consistent IQ and performance and see no gain in dynamic solutions.
Then I don't know why they choose a dynamic resolution in the first place. Granted inconsistent FPS are much more worse but a changing resolution doesn't help either. I prefer consistent IQ and performance and see no gain in dynamic solutions.
You're comparing two bullshots of cinematics to say they look the same. One look at the actual game in action compared to Halo 4 on Xbox 360 will make you see what a huge difference it is. I think people are also forgetting that a lot of their Halo 4 image quality has been rose-tinted by the phenomenal graphics it has as part of MCC at 1920x1080p/60fps which is essentially a remaster. Not meaning you, but a lot have forgotten how blurry and poor Halo 4 now looks when running on Xbox 360, instead using the remaster as an example of comparing the game.
I do agree that the hardware is definitely a hindrance to Halo 5. But they've made do with what they have and we have a Halo experience that will be better than before.
Strange, people were fine with all previous Halo's were in 30 fps, what change their minds?
No it's not, far from it.Don't get why. Halo 4 looks better than most current gen games..
And people were fine with it being less than 720 for the most part. What changed their minds?
Because "1080pr" has benefits over 900p that Madness outlined above. We saw some of these benefits with advanced warfare, too. I'd imagine that once you nail the dynamic resolution technology it probably makes stabilizing the framerate easier.
And frankly, playing the smaller encounters at 1080p and larger encounters at 810p for instance is preferable to 900p throughout; especially because the more chaotic encounters will mean you will be focusing on graphics less anyway.
The only thing that bothers me is the poor AF. I really thought this generation would be the end of muddy textures. It really has a massive negative effect on resolution, and I'm not talking about pixels.
Well, the other thread was for the first video which did not have an article to go with it. The embargo for multiplayer content ended today so the full thing is up. That's all.
Graphics are part of the gameplay.