You'll notice how the light react nicely and naturally.
COD4 has HDR lighting too.
Let's hope the next Xbox also features backwards compatibility so it can play Halo3 with obscene amounts of AA and AF making it look just like photomode.Yes, but what's great about Halo 3 lighting is not only dynamic colour space, but also how light reacts with various surfaces etc. Too bad the image quality is so bad in the game, otherwise it would be the best looking game on consoles IMO.
Halo 3 gets a bad rap as a graphically underwhelming game. One which I think is quite undeserved. It has some very uneven spots to be sure, but when it hits its stride, boy does it shine.
I don´t doubt that the game "shines" and it looks better than some might want it to.
However, unless i am mistaking every screenshot you posted are not ingame or realtime shots, they are basicly "bullshots", i could post Photomode pictures from GT4 in comparison.
We had enough posts about 'bullshots' in the other Halo3 threads. Dig one of them up. No need to shit in this one.
Bullshots won't effect colors, lighting, atmospherics, particle effects. They do sharpen the textures and remove all kinds of aliasing artifacts, but the general look is pretty much what you get in the game...
I believe the Halo 3 shots are actually 49xAA, as when you take the shot it shows it render as a 7x7 grid of tiles.Well, this uberAA is makes what these screenshots look exceptional. Keep in mind that PGR4 Photo Mode doesn't even add better texture filtering, only exceptional AA and the difference of the view before and after taking a photo is huge! I wish we had AAx16 in games, this sharpness really makes a whole world of difference in my opinion.
Bungie said:Bungie graphics engineer Chris Tchou talked me through some of that technique.
Halo 3 screenshots are just hi-resolution renderings, directly from the normal game engine.
The initially rendered resolution is 3840 x 2160, but as you’ll see, that’s not what you end up with.
The 360 doesn’t have the memory to render at this resolution (especially while the game is running), so we render the image in 16 tiles and then crop and stitch them together. The final image is converted to the standard PC color space (from our ‘special’ 360 color space), downsampled to 1920 x 1080 (with a simple box filter), compressed to a jpeg on your xbox, and transmitted to bungie.net. That downsampling is where much of the “anti-aliasing” comes from.
The only tricks that are played during the rendering are to do with that jumbo magnification. The bloom filtering switches to a smooth bspline instead of bilinear – this gets rid of a subtle blocky appearance of the bloom on super bright lights which becomes more apparent in a high resolution shot.
Some textures are bumped to use 8x or 16x anisotropic sampling – this makes some ground and wall textures more detailed at farther distances, though it also has the side-effect of making tiling patterns more obvious. All of the post-processing is simply designed to make the big uploaded images function, and not be janky messes of obvious tiling.
Almost all of our LOD (Level of Detail) is based on the size of the pixels in an object. So when you are rendering at higher resolution, everything renders with more pixels, and will therefore use a higher LOD.
The final image is converted to the standard PC color space (from our ‘special’ 360 color space)...