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Digital Foundry: Hands-on with Halo 5: Guardians

Yeah, I mean, a pre-release quote is one thing, but the game is in the hands of millions of gamers now, and has been thoroughly analyzed by professionals who found no such improvements. Leading me to believe that either the improvements are non existant, or so imperceivable as to have been missed by millions of keen eyes.





No one said that. Drops not bothering someone and being non existent are two completely different things. Although I only have a measly 193 hours in BF4. Also, BF4 was 900p+ for those who did it right. :p
I think those that chose the DS4 over the Xbox One controller for BF4 definitely didn't do it right. :P And when the Pro controller comes out there will definitely be no going back.
 
The lighting model is too close to Halo 5
Seems like they're rounding out usage as much as anything. For instance, Halo 5 shows lots of dynamic lights with specular reflections, which likely translates to a very large increase in the cost of lighting compared with Halo 4 (and one which will be felt in bringing the game to life even if it doesn't massively change environment shots).

It still has massively increased poly counts, new lighting effects, character models, textures, etc. All upgraded by a large margin from the original.
Not strictly so, however. For instance, Halo 1 carries out lighting fully separately for each light source, so you can have multiple specular lobes interacting with each other in the same region of the screen, and that sort of thing. CEA seems to accumulate sources before actually running them through the BRDF, so sometimes you get crazy effects like your flashlight causing a surface to actually darken.
The original game also features a few spots with real-time reflections, and is generally much snazzier with dynamic effects.
 
Not strictly so, however. For instance, Halo 1 carries out lighting fully separately for each light source, so you can have multiple specular lobes interacting with each other in the same region of the screen, and that sort of thing. CEA seems to accumulate sources before actually running them through the BRDF, so sometimes you get crazy effects like your flashlight causing a surface to actually darken.
The original game also features a few spots with real-time reflections, and is generally much snazzier with dynamic effects.

It is quite interesting how almost no halo game has increased the complexity of the effect when you shoot the assault rifle against metal... Halo 1 is still king there.
 
It is quite interesting how almost no halo game has increased the complexity of the effect when you shoot the assault rifle against metal... Halo 1 is still king there.

I think Reach did something in that area, I can't remember if it worked with the assault rifles though.
 
Even with the pop in, I love this Apex map. The level design looks great, and the PvE mechanics will be amazing. Disappointed to learn that 1080p is a rarity in arena, though. Hopefully it's at least 900p most of the time.
 
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