duessano
Member
No, not really.
Yeah, really they did. I think the their failure at scaling the UI is the worst. If it sold for $39.99, it wouldn't be that big of a deal.
No, not really.
Yeah, it's quite disappointing.I'll say this before and I'll say it again, the fact that last gen games are struggling to maintain a framerate (regardless of "optimization") speaks volume as to the hardware in the nextgen boxes, and especially the x1.
People will say this stuff is "unoptimized" or whatever, but I fail to see how optimization at times is anything other than "making the game look worse so it runs better." The fact that it dips in halo 4 during hectic moments or level load moments tells you that has to do with heavier utilization and not inefficenies." It is wholly unsurprising that halo 5 beta will be 720p if this is the case. I find this a damn shame, because these games have great art direction and gameplay that need better hardware to be done justice too.
Yeah, it's quite disappointing.
I do think you're being a little harsh on the concept of optimization. It need not always mean "removing stuff". There are very real changes that can be made to improve performance without a massive loss in quality. It's not just about turning stuff off.
Still think the consoles are under-powered, though, but I'm not sure what else they could have done.
The 15GB patch is because the game is to large for a bluray.A 15GB day 1 patch should have told everyone very clearly this game was a rush job
But as long as idiot reviewers keep giving high scores, who cares?
This game needed more time
A 15GB day 1 patch should have told everyone very clearly this game was a rush job
But as long as idiot reviewers keep giving high scores, who cares?
Xbox One did not have time... this holiday season is too important for the console...
It's full 1080P in Multiplayer which lacks the feature so who knows?Do you think it's reasonable and accurate to say the fidelity of H2A isn't suffering because of the switching feature?
The 15GB patch is because the game is to large for a bluray.
how can that be? music and videos? those assets and textures cant take up more than a few gigs
It really depends on the title but I'd agree that 1/2/3 are running fine most of the time. 4 isn't, it suffers from very noticeable drops.
The multiplayer runs on a modified Halo 4 engine which is not true of the Halo 2 Anniversary campaign.It's full 1080P in Multiplayer which lacks the feature so who knows?
Ive played through the entire chapter 3 at Halo CE yesterday with Anniversay graphics. There was some noticiable stuttering, sure. The most apparent until now was at chapter two when I got the warthog. But I think, until now, that still it is completely playable honestly. I still think they should give us the option to play at locked 30 though, sometimes the stuttering can be a bit annoying.
With Classic mode though, yeah, it runs perfectly fine.
Selfishly I'm ok with that as Halo 4 is the most recently played and tbh I'm not in a hurry to replay it.
For the split screen modes - which are the thing I'm most concerned about - do the games still try and stay at 60 but fail, or do they sensibly switch down to 30?
Do you think it's reasonable and accurate to say the fidelity of H2A isn't suffering because of the switching feature?
I really hope they come out with the 30fps lock patch soon for the splitscreen modes are effected. Or heck, do some sort of optimization like maybe running it at a lower resolution or less fidelity in that mode to maintain a smooth framerate, I've seen games do this before. I'm not a programmer so I don't know how it works, but if knocking down the resolution or asset quality in multiplayer to 900p or 720p, will help them get a smooth 60fps in multiplayer, I'm all for it. Or if 1080p @ 30fps will result in a smooth experience for splitscreen, I'm cool with that as well.
This is not a good enough answer. The consumers get burnt every time.
I am not saying it is right, I am saying that this is what I think happened. Can you imagine the backslash in case of delay to spring 2015 (the same year as halo 5) and how holidays 2014 would have gone for xbox one only with the AC bundle (and considering the clusterfuck Unity is...)
Absolutely. A 30Hz cap would have solved this issue in most cases.The 2/3 player splitscreen for Halo 3 & 4 renders native with the black bars, so it's actually already a lower resolution. Generally the bottleneck for split-screen will shift towards the front-end of the rendering i.e. CPU & geometry setup, as there's a scaled up count of objects to be rendered.
30Hz lock would probably be the better solution for split-screen consistency (IMHO).
This was the original explanation:The only thing I can think of is that they need to have the depth buffer for the classic mode for geometry boundaries (related to physics/pathing/ etc). *shrug*
Now, I don't buy that 720p60 was their original target for H2A but this is a direct contradiction:Here's an explanation from 343 executive producer Dan Ayoub: “During development we were really pleased with the way the engine and buffer allowed us to switch instantly between classic and Anniversary engines that are running simultaneously – however that, as you might expect, put a hit on resolution. The campaign of Halo 2: Anniversary looked fantastic at 720p with the level of detail and clarity it gave us, but like every other aspect of the game and tech, we wanted to push it further. So in the last weeks of development, our teams were able to meet a stretch goal and the campaign of Halo 2: Anniversary now runs 60 fps at a crisp resolution of 1328x1080, which is a significant and meaningful boost in image quality we think fans are really going to appreciate. All of the other games across the entire package of The Master Chief Collection run 60 fps at 1920x1080 native.”
A fade in wouldn't work. The engine is either running in sync or it isn't. The fidelity of the game is not suffering, it's balanced to achieve a set goal. We've been very open about this throughout, as you know.