Halo 4

texture filtering and grass draw distance sure are pretty awful... again. :[



Option A: Corjohna.
Option B: Chief leaves her for someone younger.
Option C: Norton Anti-Rampant 2558.

Texture filtering is pretty disappointing -it's like something that can't be improved in the Halo engine..though Reach was somewhat better when compared to 3/ODST in that aspect IIRC.

Hopefully things are better in the campaign because it will be a shame to see such a good looking title to be brought down by non-existent AF...oh well, trade offs have to be made just like every other game I guess.
 
Been watching plenty of HD videos on the mp and the graphics look great to me..Also, 343i has been saying the sp and mp are old builds and will end up looking a bit better.
 
Nice. :cool:
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Does anyone remember Halo 3? :smile: It doesn't even look the game is running on the same generation console.
Lordhoodhalo.jpg
 
Again, a lot of that is down to very high quality (and much more expensive) art assets. But I'd guess the H4 character is also using a larger texture budget, or at least it's UV layout is more efficient.

But the facial animation/capture system is very impressive too, I'd say it beats LA Noire's quality for example.
 
Again, a lot of that is down to very high quality (and much more expensive) art assets. But I'd guess the H4 character is also using a larger texture budget, or at least it's UV layout is more efficient.

But the facial animation/capture system is very impressive too, I'd say it beats LA Noire's quality for example.

This is probably a stupid question, but since you mentioned the texture budget separately, are you referring to more expensive art assets polygon-wise? Judging by how much Bungie talked about having more polys to play with in Reach, it seemed like their content creation tools were limited in that respect in Halo 3. Would explain the horribly low poly models scene in that game.

in that tiny image it made me think of starwars 1313.
is this real time cutscene or recorded in engine a la uncharted ?
wasn't halo 3 development started on xbox ?

i wonder if they still allow free roam replays.

According to Frankie, the cut-scenes in Halo 4 are running real time. It's letterboxed, so they do save some performance rendering fewer pixels during the cut-scenes.

Also IIRC theatre mode was confirmed to return, though no details have been given. It's unlikely they'll allow us to free roam during the cut-scenes since we couldn't do that in the previous games.
 
This is probably a stupid question, but since you mentioned the texture budget separately, are you referring to more expensive art assets polygon-wise? Judging by how much Bungie talked about having more polys to play with in Reach, it seemed like their content creation tools were limited in that respect in Halo 3.

That's absolutely not related to content creation tools. 3D modeling and texturing software was already there to do games like Uncharted or Gears at Halo's release. These apps were able to deal with million-polygon models for movies so a game asset shouldn't cause any problems...

It's more about
- lack of nextgen experience (every studio needed time to get up to speed)
- poly counts were probably more related to engine issues and poor choices (like the square marine heads - Chief himself was quite detailed)
- lack of proper texture streaming/caching to manage more frequent loads (you rarely need the highres textures, but then you need them FAST) which meant less detail in normal maps

See, a lot of games get by with very few polygons even nowadays. Gears characters are probably still under 20K triangles but the final quality was getting better and better through the releases. It's about knowing how to make the best use of the limited budgets and that only comes with experience.

So in short: lower quality assets and smaller general poly budget in the engine are the more likely cause.

According to Frankie, the cut-scenes in Halo 4 are running real time. It's letterboxed, so they do save some performance rendering fewer pixels during the cut-scenes.

As far as I know there's no dynamic GI of any sorts in Halo 4, so there isn't that much going on in those scenes. Some characters and a set and perhaps a few dynamic lights with shadows... although shadows do look better than Reach.
But I really hope we'll get some tech papers about the engine to learn the specifics ;)
 
That's absolutely not related to content creation tools. 3D modeling and texturing software was already there to do games like Uncharted or Gears at Halo's release. These apps were able to deal with million-polygon models for movies so a game asset shouldn't cause any problems...

It's more about
- lack of nextgen experience (every studio needed time to get up to speed)
- poly counts were probably more related to engine issues and poor choices (like the square marine heads - Chief himself was quite detailed)
- lack of proper texture streaming/caching to manage more frequent loads (you rarely need the highres textures, but then you need them FAST) which meant less detail in normal maps

See, a lot of games get by with very few polygons even nowadays. Gears characters are probably still under 20K triangles but the final quality was getting better and better through the releases. It's about knowing how to make the best use of the limited budgets and that only comes with experience.

So in short: lower quality assets and smaller general poly budget in the engine are the more likely cause.

See I knew it was a stupid question :p Thanks for the explanation Laa-Yosh.

So when you talk about the art assets you're talking about a range of things (textures, normal maps, etc.)?

As far as I know there's no dynamic GI of any sorts in Halo 4, so there isn't that much going on in those scenes. Some characters and a set and perhaps a few dynamic lights with shadows... although shadows do look better than Reach.
But I really hope we'll get some tech papers about the engine to learn the specifics ;)

Yeah it would be nice if they released something. There was a chance Corrine was going to speak at SIGGRAPH this year, but I don't think that happened.

I wonder if they would bother releasing tech papers on Halo 4 since it's so late in the generation and there may be more interest in next gen development instead of what a team is doing on these aging consoles.
 
Yes, there are so many things that determine the general "quality" of an asset.

The artistic side is a bit hard to quantify, especially with characters - how strong are the silhouettes, the proportions, is the anatomy correct, are there some characteristic features, are the colors nicely balanced etc. Valve actually has some pretty good guides available for DOTA that you can search for, although that game obviously has a very different art style and some specific requirements because of the camera angle and the gameplay.

But all in all 343's stuff is - IMHO - a marked improvement over previous Halo games, nicely balancing the added realism with the art style of the previous games. The Covenant still have colored armor with insect carapace like material attributes, the plasma effects are still quite saturated, the human weapons and vehicles and ships are still more practical and dull, and yet it all looks a lot more like real life, too.

The tech side is harder to guess, but the detail is certainly there, although the improvements are probably not as big as it was from Halo 3 to Reach. On limited hardware like consoles, it mostly comes down to efficiency. How much of the texture space is utilized is the start, but it's a lot about being good with optimization - mirroring a lot of the texture without it being obvious, removing triangles that don't contribute to the silhouette, using mask textures and vertex colors and packing multiple maps into the RGB channels of a single texture and so on.
For example I can tell you that the stuff in Mass Effect is absolutely top of the line as I've worked with Bioware's game assets. I can only guess that Naughty Dog is pretty good at this too; and it's logical to assume that 343's artists know their craft very well.

So it's probably a case of building better looking, better designed stuff with better efficiency. But keep in mind that Bungie was only to their second generation game with Reach, and 343's crew is now probably mostly on their third. So they're more experienced, and I'd expect Bungie's new game to look better than Reach, too.
Not to mention that Microsoft has probably payed a lot of money to recruit top quality talent. Like art director Kenneth Scott and concept artist Nicolas Bouvier (Sparth) were 'stolen' from id software well before Rage was completed. I mean just go look at Sparth's stuff, it's absolutely incredible. Or the audio, they hired Kojima's guy and the producer behind Massive Attack...


As for the tech, Bungie released a lot of papers at GDC from all their engines. It's how we know how the HDR in Halo 3 was resource intensive, or how there's an advanced impostor system in Reach. Once H4 is done and released, I expect 343 to follow this tradition as well.
 
Best outdoor terrain in an FPS this gen? The scene where Chief is waling is probably set up for an engine movie, but the Warthog shot seems to be an interactive one...

I also wonder how much they're holding back. I mean the Flood was kept secret all along with Halo CE and it was really a big surprise... But this time however, 343 has let it slip that
there will be at least one actual, living Forerunner in the game too
 
Yap. It looks very very detailed, even terrain in distance looks nice. Rocks look like candy bars. :LOL:

My favorite scene is 10:13. I seriously thought that was concept art.
 
I can't believe my eyes :oops:, I mean games are no supposed to look this good on the 360, right? After this video Halo 4 is my most awaited game of the year. :cool:
 
I can't believe my eyes :oops:, I mean games are no supposed to look this good on the 360, right? After this video Halo 4 is my most awaited game of the year. :cool:

343i is really pushing the 360's Xenos gpu as this game looks absolutely amazing and I can only wonder what they can do on next-gen hardware.This game and The Last of Us are going to the swan songs for this generation and what a way to end it.. :oops::cool:
 
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