Halo Infinite [XO, XBSX, PC, XGP]

Discussion in 'Console Gaming' started by iroboto, Jun 11, 2018.

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  1. orangpelupa

    orangpelupa Elite Bug Hunter
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    I wonder what the tick rate will be.

    AFAIK on some games like destiny 2, doesn't matter how high your fps is, the tick rate will still the abysmally low 15 ticks or something. While some other games like battlefield series allows custom tick rate to be set
     
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  2. PSman1700

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    Yes absolutely true. Allowing 120fps with a low tickrate for a online MP shooter would be odd. CS and BF servers allow for higher tickrates indeed, higher tickrate requires better server and network performance (and client?), probably something they got to consider.
     
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  3. Jay

    Jay
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    And that's the most important part. Console gamers aren't used to higher than 60.

    I've seen some people say, well that explains why it looked the way it did.
    That's just crazy, the showing was the campaign at 60fps, where things are turned up.
    If anything the mp would look worse than this, even at 60.
    Fingers crossed they pull a rabbit out the hat, but i don't see this news to be anything but a way to distract, as was probably something they was gonna say at the August event.

    The free to play mp makes sense, as many games have already gone that route.
    It should be pretty big on pc and console. From what I gather, as long as they don't take a big step back from Halo 5 mp and add some more accessible maps also for the newbies.
     
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  4. orangpelupa

    orangpelupa Elite Bug Hunter
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    I wonder how the matchmaking will work. Segregated by input method? Free for all but segregated by skill matchmaking?

    Destiny 2 have ridiculous amounts of auto aim and bullet magnet, making me play on pc with gamepad vs KBM users, resulting in as good/bad KDR as on PS4.
     
  5. TheAlSpark

    TheAlSpark Moderator
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    Perhaps 120fps is their budget without ray tracing? Add ray-tracing at 60fps (majority target audience).
     
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  6. Globalisateur

    Globalisateur Globby
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    It was exactly like VRS though. Stuff shaded at lower resolution (720p) in a 4K buffer. How else would you call it ?
     
  7. iroboto

    iroboto Daft Funk
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    That could have just been really bad texture filtering, or poor mipmaps, which we saw everywhere anyway. It is very difficult to see the difference especially at 4K, the pixels are so small, 720p from 4K is like 9x less resolution. VRS doesn't work specifically like that, you tell it how many pixel amounts a single pixel will spread. Even 1x2 is already saving you dramatically. I don't think that setting exists (at least with respect to the API). It's covered by Alex in a DF video.

    As per Tier 1 and Tier 2 VRS:
    Supports request for 1x1, 1x2, 2x1 and 2x2 coarse pixel size

    T2
    Shading rate 1x2 is guaranteed available if requested

    https://microsoft.github.io/DirectX-Specs/d3d/VariableRateShading.html

    There does seems to be some caps around a 4x4 setting.

    3x3 is not a setting.

    I'm doubtful that VRS was used.
     
    #547 iroboto, Aug 1, 2020
    Last edited: Aug 1, 2020
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  8. TheAlSpark

    TheAlSpark Moderator
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    Can it not be something they implemented in software (for XO)?
     
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  9. function

    function None functional
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    I think it's a software thing!

    I think it's done very coarsely on a per object basis (e.g. a whole grunt), and that the geometry and lighting remain native res. But based on the aliasing, it looks like they're using a single pixel's texture sample and shading stage to fill out a 3 x 3 area on that object.

    3x3 would make sense, I think, if you wanted to use an accurate (pixel centred and area centred) texture sample for the middle pixel of the 3x3 grid. Performance thing or LOD thing or LOD bug? Who knows!

    If it's an attempt at a VRS style software solution, then the down side is it looks a bit shitty compared to "proper" hardware VRS which is much finer grained and more intelligently applied. The plus side is it should work on XO and older PC hardware. Hopefully it won't be needed anywhere come release though. 3x3 blocks at 1080p would be ... brutal.
     
    #549 function, Aug 1, 2020
    Last edited: Aug 1, 2020
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  10. iroboto

    iroboto Daft Funk
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    A custom solution possibly. I don’t know.

    Typically if we are speaking about leveraging the DirectX API, if you don’t have the hardware feature it will emulate it via software. And that’s typically a terrible performance penalty and you’re still restricted to what the limitations are.

    I don’t know if it makes sense to do a custom VRS solution when dynamic resolution is likely a much easier thing to do since series X already supports VRS hardware. XBO and 1X can just use reconstruction or dynamic resolution.
     
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  11. dys0n

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    Sperasoft Collaborates with 343 Industries on Halo Infinite Development

    August 4, 2020 – Sperasoft, a Keywords Studio, is collaborating with 343 Industries and Xbox Game Studios to develop Halo Infinite – the next chapter of the legendary Halo franchise.

    With tens of millions of fans all over the world, Halo is a household name, and easily one of the biggest and most beloved series in video game history – which makes Halo Infinite one of the most highly anticipated games in the world today.

    Sperasoft specializes in co-development and has been supporting the biggest names in AAA game development with their projects for over 16 years – providing world-class expertise and resources in everything from engineering solutions to games design. For Halo Infinite, the Sperasoft team is contributing to the game’s content across multiple development mandates, developing components of the game and experience – working closely with our new partners at 343.

    “It’s an honor to contribute to the most famous FPS series in the world and to support the next generation of the Halo franchise” – said Denis Larkin, Chief Commercial Officer at Sperasoft – “Our development teams are thrilled with our 343 Industries collaboration on the anticipated upcoming release: Halo Infinite”.

    Halo Infinite had been originally announced at E3 2018 and returned this year with the world-premiere of campaign gameplay during the Xbox Games Showcase on July 23, 2020. The game will release Holiday 2020 for Xbox Series X, Xbox One, and Windows PC.
     
  12. iroboto

    iroboto Daft Funk
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    interesting. That's 2 outside studios working on infinite now.
     
  13. mpg1

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    Well there it is....lol

    Is there a link with that?
     
  14. BRiT

    BRiT Verified (╯°□°)╯
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    Come on, have some sensibility and just delay it until Bungie Day - July 7th and kill off Xbox One version(s).
     
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  15. iroboto

    iroboto Daft Funk
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    too many cooks in the kitchen. This wont' help solve their issues I think. They really need to resolve their workflows, tooling and processes first. And then they can ramp up quickly by throwing more people at it. But right now, I can't see this helping if people are getting stalled from checking in code for 4 weeks.
     
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  16. AzBat

    AzBat Agent of the Bat
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    Damned if they do, damned if they don't.

    How about split the difference? They could release the free-to-play multiplayer at launch & then release campaign later?

    Tommy McClain
     
  17. cheapchips

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    Looks like they've already made great graphical improvements and everyone can stop complaining. :lol:

     
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  18. zed

    zed
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    Still some pop in I notice
     
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