Really? What do you call it when an object lies between a light source and a surface that stops the light reaching that surface, if not occlusion?Technically there's no such thing as 'occlusion'
Really? What do you call it when an object lies between a light source and a surface that stops the light reaching that surface, if not occlusion?Technically there's no such thing as 'occlusion'
Based on this beta, the visual progress from Halo 4 is largely brought by way of a new lighting model and screen-space effects, such as motion blur, ambient occlusion, bloom and lens flare.
Imagine a simple scene - a character standing in front of a wall.
Well, you hope 343i is aware of the framerate hiccoughs at least, and perhaps the animation issue in that pre-battle sprint thing.
but the character animations and camera update at around 30-40fps.
i.e. This beta is basically a complete throw away as a rendering showcase
Then again, it could still be relatively close to their final version - especially if you consider that 343 will probably have enough time to release a Halo 6 on the X1 where they can leverage a lot more knowledge about the architecture. Focus on gameplay in H5 with a scaled up H4 renderer, and then build a new one on top of that...?
Interesting is the fact that the good utilization of PS3's cell yields results that rival those of PS4's and XO's CPUs.
Cell (7 SPEs + one PPE) at 3.2 GHz actually has twice the theoretical peak FLOPS of a 8 core 1.6 GHz Jaguar. I am suprised that it doesn't beat the Jaguar in this particular scenario since cloth simulation (heavy linear vector crunching) is a pretty much a perfect use case for SPUs. This result also points out the fact that Cell loses very badly in everything more complex (branches, memory pointer chasing). 600 cycle memory latency and no branch prediction makes complex things hard. Jaguar on the other hand has nice vector units with super low latency, allowing you to mix vector math with other code easily. Jaguar can be easily beat Cell by 5x or more in more complex code.
In Halo 5 players are not difficult to see because of lack of resolution, but because of the saturated colour palette used, since Halo 4 the developers have had opted for a Killzone esque approach to colouring where maps/levels have a dominant colour palette...for example in the beta it is easier for Blue team players to blend in Truth than it is for Red team player and the opposite for the other map Empire.
We've had Halo games in the 6th gen era too you know with 480P resolution. Granted Halo 5 looks pretty poor due to low resolution, the maps itself in Halo games aren't large enough for resolution to affect visibility in any significant way. Battlefield is different because the 6th gen era consoles had BF games limited in scope and likewise for the 7th gen era games, and you could see how hard it was in that game to figure out players especially because they'd all blend in, and this is an issue that exists even today if you play on PC because the clothes the soldiers wear look alike for friend and foe and they match the environment quite well.
EDIT: I find it surprising that the article made no mention of Halo 2 Anniversary multiplayer. Those maps were built on an upgraded Halo 4 engine as well and ran at 1080P/60FPS. It would have been an interesting comparison between that and Halo 5 beta. I am disappointed in how DF articles these days lack any depth and any technical commentary is limited to the captions under an odd few screenshots.
But yes, the SPUs suck at "general purpose" programming.
Granted in h5 beta there is 0 AA solution visible compared to bf4. And despite how hard it is to see players have adapted quite well.
Arena shooters are very much based on map control so you should already be looking where your opponents could be relative to you. That and you can't go prone behind foliage.
Bf4 is completely wide open with squads needing to do firing arcs to cover larger areas and people will camouflage behind cover. And lastly time to kill is so much higher in halo, most long range hits provide you ample time to seek cover after being hit.
The situation is not easy on the eye today but does not nearly affect the game as much as one would believe.