The controversy and debates/chaoses this Halo Infinite trailer created could be some way to gain PR and attention?
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Okay, so I've been looking at the 4K images that AISparkStrong linked to, I've noticed some more oddities that align with the others noticed. This time it's a grunt and the rock behind him.
Some element of the rendering appears to be .... upscaled. As far as I, in my ignorance, can tell:
- Geometry seems to be rendered at 4K.
- At least one element of lighting is done at 4K - there are small changes within the larger, very similarly grouped blocks.
- It's not related to a rectangular area of screen space (full res objects can overlap these partially lower res ones)
- Due to the regular nature of the patterns (3x3, and perhaps others) it seems to be aligned to screen spac
- As a grunt is involved, it's definitely not just related just to static environmental scenery
- It may be happening on a per object basis, be it a rock or a tree or a grunt.
- Lower resolution elements seem (to me) to include model specular or gloss, so maybe it's some kind of weird LOD issue?
Anyway, I hope you enjoy the finely crafted, professional image I constructed in MS Paint (not Paint 3D, I'm a holdout).
I think they've got the basis of a very promising engine, especially when combined with next gen lighting techniques. But this was the wrong way to try and sell it, the wrong way to try and sell XSX, and the wrong type of reveal running on the wrong hardware.
I think Craig will ultimately be proud of Slipspace...
Could this be variable rate shading?..
Yes, that's what i get from the DF analysis, there's much room for improvement, and that seems to be the whole idea behind Infinite i think. They can update and improve over time, they indicate that with saying there will be a patch short after launch to include ray tracing. Over the years the graphics could be on a whole different level.
This fits their cross-gen strategy, a rolling generation. The downside is that you wont get 'forbidden west' like graphics day one.
He also does pixel counting for all the games he covers: usually with min, average-ish and max resolution and provides the screenshots for his pixel counts. He gives us another perspective. For instance he was the one who discovered that Gears 5 resolution was highly variable and could get as low as 1080p on XBX. He has also a good eye to find reconstruction artefacts.VGTech just does FPS benchmarking right? I’ve never seen an analysis as in-depth or insightful as DF anywhere else. FPS benchmarks aren’t a dime a dozen but don’t inform about the broader issues.
Yeah, during the reveal lighting seemed to be one of the major issues. RT will do wonders for this game, however, in a game so vast it may be a substantial hit on performance. Sadly AMD is a “bit” behind NVIDIA in this area.
I think Alex covers both hardware and software styles here.Seen it mentioned somewhere else but wondering if they have created some sort of weird hybrid VRS solution so it could be implemented on both Xbox One and XSX. Maybe it's software based on Xbox One and hardware based on XSX?...
I think Halo Infinite would benefit more from the extra depth that next gen lighting would give than being 4K, and if they need to lower the resolution so be it. Once the game has its RT patch they could default to that, but give the user the option for the older, simpler system if they preferred to stay at maximum resolution.
I think Alex covers both hardware and software styles here.
Seen it mentioned somewhere else but wondering if they have created some sort of weird hybrid VRS solution so it could be implemented on both Xbox One and XSX. Maybe it's software based on Xbox One and hardware based on XSX?...
I think Alex mentions how developers in the past handled some 'light' variants of VRS in games like Crysis etc.I didn't see anything in that about none VRS supporting hardware....? Good video though!
I think Alex mentions how developers in the past handled some 'light' variants of VRS in games like Crysis etc.
You’re right.*Since I was one of the first ones to directly call out DF for this video, I'll go ahead and respond directly to this comment. This is going to sound asshole-ish
I did.An explanation is not an apology. If Alex is wrong factually about something in the “Halo Infinite ... flat?” video, then specify it. As iroboto mentioned, this is the technical subforum: fewer feelings, more facts. It should be easy to shoot Alex’s explanations down if he makes so many mistakes. A mistake in another video is not a valid reason to dismiss this video. Even a broken Alex may be right twice a console generation.
there was also some serious pop-in issue with respect to shadows. So what may have appeared as 'no-lighting' or 'flat-lighting' may have actually just been, shadows delayed for so long that you'd think it was the fault of averaging the valuesI did.
With the excuse of most things take place in shadow, as shown twice in the video with the following graphic
I pointed out this is not true, most actually takes place in the directional light (or where dir light covers a fair chuck of the screen), as I said actually go back and watch the video you will see this to be the case. the problem is like I showed with a screenshot from my game is they needed to increase the contrast between shadow and lit, very easily rectified, they choose the best time of day to showcase the game, sunlight low in the sky, so plenty of contrast between lit and shadowed, and dark enough that FX stand out, if it took place at the midday sun, then thouse explosions look way worse mate. Of course this still is not gonna look as good as games with baked static lighting in the shadowed parts (increase the AO then j/k) . OK so Ignore that, only consider dynamic lighting, like I said is why do all these other games that manage open world and dynamic lighting look so much better WRT lighting ? i.e. this was not really addressed. Its true perhaps they are going for a raytraced solution, hence the low polygon count, that was my initial thought, but the more I thought about it and like at all the other technical things that just aint good, I dont have high expectations with the studio.