Halo 3 engine upgrade analysis (for ODST)

AFAIK her husband is Kenneth Scott, ex-id Software art director and super talented monster creator... also on the Halo team?


Yes, Kenneth Scott got hired by the Halo team and is working on current and future Halo games.What do you think about him working with the Halo series? You feel he coud do some great things for the Halo dev team?
 
Supposedly more like 20 MB according to Barbarian. Which of course is reasonable.

Which is what I thought. I'd think it'd be a little bit ridiculous for developers to lose 120mb just because of a 512mb debug. But this 360 developer tells me that's what they gained.
 
What do you think about him working with the Halo series? You feel he coud do some great things for the Halo dev team?

Ken is one of the most talented character artists in the industry... I think he could make the Flood scary. Heck, even his Grunts would probably cause nightmares.
 
Ken is one of the most talented character artists in the industry... I think he could make the Flood scary. Heck, even his Grunts would probably cause nightmares.

I agree with your statment Laa...All of this talk is getting me super excited for Halo Reach.Can't wait to see and hear more about the game.
 
http://www.gameguru.in/first-person-shooters/2009/11/the-technology-powering-halo-reach/
Halo 3 was really fun to play but the technology powering it seemed a little late for 2007, even though it featured some of the largest landfill arenas in modern day shooters. The newest addition in the series, which places the player in the shoes of an orbital drop shock trooper whose mission is to recover fragments of his teammates who disappeared during the events of New Mombasa, utilizes a modified version of the original Halo 3 engine.

Halo: Reach is being propagated as the next game to use technology that packs a wallop and this is what is being discussed as being put into the new engine that is being developed for the game. These features were spoken extensively at this years’ GDC conference with reference to DX11 technology:

Tessellators with close to 30K characters to achieve cinematic quality features.

The Hull Shader to patch control points in order to modify the behavioral pattern of the tessellator.

Domain Shader to optimize performance of the output of the GPU in order to mitigate bandwidth use.

These features allow real-time display of real-time images which are otherwise not achieved making creation of objects in the world easier for programmers whilst saving up on a limited memory module. Silhouette elaboration and terrain rendering whose objects offer a healthy degree of curvature.

All this allows for a visually heavy game in the Halo series. More as time elapses.
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Mod : removed pointless argumentative comparison
 
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All this allows for a visually heavy game in the Halo series. More as time elapses

I hope the information they have in that article is accurate, as it sounds like Reach could offer a nice visual improvement over Halo 3. Ideally I would like the jump in detail to be as big as possible, something like what Turn 10 is offering with Forza 3.
 
This is bullshit from a low-grade rumor site.

Hull/Domain shaders are parts of the DX11 tesselation mechanism. Somebody at Bungie might be playing with them, or present a lecture at GDC about them, but they can't be directly connected to Reach, because there's nothing of the kind on the Xbox 360.

This does not mean that the Reach iteration of the engine will or will not be awesome, or that it will or will not use tesselation - just that you shouldn't make any assumptions about it from a DX11 talk.
 
This is bullshit from a low-grade rumor site.

Hull/Domain shaders are parts of the DX11 tesselation mechanism. Somebody at Bungie might be playing with them, or present a lecture at GDC about them, but they can't be directly connected to Reach, because there's nothing of the kind on the Xbox 360.

This does not mean that the Reach iteration of the engine will or will not be awesome, or that it will or will not use tesselation - just that you shouldn't make any assumptions about it from a DX11 talk.

Perhaps it's about the PC version...

D.gif
 
Or perhaps what DX11 does with Hull and Domain shaders can be replicated on X360 albeit not in a 1:1 manner. And thus it's easier to just use the DX11 terms for ease of understanding when doing a presentation.

Regards,
SB
 
So is it confirmed then that Halo 3 ODST is not utilizing the advantages of the 1GB 360 Devkit?

It appears that they -have- made some upgrades, though noticeably not in resolution or AA.
 
ODST's visual improvements come more from the experience with the engine tools. As for the 1GB devkits, I doubt that their recent debut would have had much effect coming so late as far as ODST is concerned.
 
ODST's visual improvements come more from the experience with the engine tools. As for the 1GB devkits, I doubt that their recent debut would have had much effect coming so late as far as ODST is concerned.

Yeah, you can tell they have more experience with the engine now with regards to Halo ODST's presentation. For the curious, the whole game has been uploaded in 720p HD to YouTube where you can check out what the game has to offer if you're still on the fence about it. I was a bit skeptical, but after watching an early portion of the game I have to say I was pleased with what I saw. Without spoiling anything, the level I watched took place during what appeared to be heavy fighting between human and covenant forces around New Mombasa. The action was intensified by including more things taking place around the player, reminiscent of the carrier streaking overhead during the Tasavo Highway mission in vanilla Halo 3's campaign. The intro was also impressive, as it seems Bungie has managed to improve their character rendering, although it is still not amazing, it does look better than it did in Halo 3. The hole aspect of getting dropped into the city works great too, it was an overall impressive scene that seems like a great way to start the game.

Regarding the Halo 3 engine, how is it that during cut-scenes and other player controlled moments, such as when Sgt. Johnson asks you to check your targeting at the beginning of Halo 3, objects in the environment seem to cast shadows only to suddenly disappear a second later? I always found that visually jarring, and never understood why the couldn't get a decent lighting system for casting shadows on the characters and environment. As it is now, characters do not even cast shadows consistently, and some just seem to fade away even when you stand directly in front of them.

EDIT: I forgot to mention that overall Halo 3: ODST's campaign mode looks to be superior to that of Halo 3's. Everything looks very polished and it has a great sense of cohesion that I felt was missing from Halo 2 and Halo 3. I really think they could go on with releasing ODST missions, where you are dropped into different locations during the course of the Human - Covenant war.
 
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It seems that the weapon models have taken a jump in quality, atleast the newest additions. The M6SOCOM (silenced pistol, aka "Auto Mag") and the M7S (Silenced SMG).

The pistol especially looks decent up close when loading.
 
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