Halo: Reach

About the GTA4 comparison, I wonder how the player would feel in a Halo game if he turned around and half the Grunts and the Wraith would disappear and a bunch of Flood with a Mongoose would spawn out of nowhere instead. I think random generated NPCs like that don't really work in an FPS game.

Seriously, comparing these games is stupid.

:rolleyes:

I know you are trying to make a point, but it is very unclear. Pick any open world game, say Red Faction Guerrilla. Lots of enemies, large destruction, vehicles, etc. all with good IQ and performance. Defending Bungie to the last breath is very irrational. We should expect more because we have seen it done in many games and it is no longer 2007 (not that is was a good excuse then).
 
:rolleyes:

I know you are trying to make a point, but it is very unclear. Pick any open world game, say Red Faction Guerrilla. Lots of enemies, large destruction, vehicles, etc. all with good IQ and performance. Defending Bungie to the last breath is very irrational. We should expect more because we have seen it done in many games and it is no longer 2007 (not that is was a good excuse then).

Nobody is defending Bungie as you are unintelligently suggesting my friend...Not sure why you keep commenting in a Halo related thread when you have never played any of the Halo games before..Your opinions on anything Halo is null and void as a couple of people in this thread have already put you in your place.Yet, you keep coming back with the same played out argument that was just shot down by Joshua Luna...
 
Defending Bungie to the last breath is very irrational.

What is irrational is the baiting and the lack of specific dialogue and the false generalizations like, "Defending Bungie to the last breath."

I am still waiting for a reasonable answer to your wild claims before your vacation... but I won't hold my breath.
 
Joshua,*ModSnip* Don't worry about it and lets just keep talking about the game, like we were doing before.Anyways, have you had the chance to listen to the new sound effects on the AR, DMR and frag grenades??If so, whats your opinion about it?
 
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:rolleyes:

I know you are trying to make a point, but it is very unclear. Pick any open world game, say Red Faction Guerrilla. Lots of enemies, large destruction, vehicles, etc. all with good IQ and performance. Defending Bungie to the last breath is very irrational. We should expect more because we have seen it done in many games and it is no longer 2007 (not that is was a good excuse then).
WOW.Its just a game, you like it or you don't.
 
So what do people think about the fuss their making on their 'imposter tech", isn't it just LOD?

Like Halo 3 and every other game uses?

Heh, kind of like the recent Sonic game boasting of baked in GI or MW1 pimping normal maps on everything. Sometimes it is how you are doing it and if it benefits the game.

LOD is pretty standard; if they are using it so they can have a lot of detailed characters on screen and it creates nice battlescapes then it is worth chatting about. I don't think this is the first game to uses lower detailed / less shader intensive models for the distance (I would venture a guess BF games have been doing that for a long time).
 
I don't think this is the first game to uses lower detailed / less shader intensive models for the distance (I would venture a guess BF games have been doing that for a long time).

And GTA4, Oblivion, Fallout 3, KZ2, Crysis, Banjo-Kazooie N&B etc.
So what's so special about Reach?
Even Halo 2 was doing this 5 years ago

Next thing they'll be boasting about the inclusion of texture streaming!
 
Maybe there's a key detail we're missing. After all, Halo 2 and 3 used LOD as well, so I doubt they would give it some fancy name and tout it as a bullet point...

Or maybe they would, considering how some people eat this technobabble up.
 
Did you guys heard the new podcast.
That assassination mechanic sounds wicked.
They said they wanted to make as many animation possible.

The animation depends on several things.
Side of attack,Angle of attack,weapon(gun,knife,etc),and even mid air animation.
Dont know if this was a joke or real they even said you can kill someone by jumping onto them from like a 2 stories high platform.
Ooh and they confirmed that normal assassination is still there like the one in halo 3 (melee behind).
Hope they make something look like the knife kills in turok.

http://www.youtube.com/watch?v=dmImH0sdgDQ
 
Did you guys heard the new podcast.
That assassination mechanic sounds wicked.
They said they wanted to make as many animation possible.

The animation depends on several things.
Side of attack,Angle of attack,weapon(gun,knife,etc),and even mid air animation.
Dont know if this was a joke or real they even said you can kill someone by jumping onto them from like a 2 stories high platform.
Ooh and they confirmed that normal assassination is still there like the one in halo 3 (melee behind).
Hope they make something look like the knife kills in turok.

http://www.youtube.com/watch?v=dmImH0sdgDQ

Wow..the Assasination kills are going to be much more dynamic then the one's seen in MW2 and other fps games..Damn, I wanna play the beta so bad already...
 
Maybe there's a key detail we're missing. After all, Halo 2 and 3 used LOD as well, so I doubt they would give it some fancy name and tout it as a bullet point...

Or maybe they would, considering how some people eat this technobabble up.

IIRC, somebody talked about an engine (CryEngine 3?) using something they also called imposters, where a character would be rendered into a texture. The texture would then be used for a few frames, before being updated. This only occurs in the distance.

Seems far more likely that Bungie has implemented the above than renaming LOD. Considering how little bungie has talked about much of their tech to the public, they don't sound nearly that shamelessly boastful.
 
It's been discussed before... For example they could render (internally) a palette of many little 32x32 or 16x16 pixel sprites from a character to store several animation frames (walk attack, whatever) and from several angles. They could even render a normal map and use it to re-light the sprite. Then it could be used to display several characters at once.
One entire type of character for like one or two 512x512 textures, maybe even smaller.

Think about how Populous 3 displayed characters:

213775.jpeg

200208.jpeg
 
IIRC, somebody talked about an engine (CryEngine 3?) using something they also called imposters, where a character would be rendered into a texture. The texture would then be used for a few frames, before being updated. This only occurs in the distance.

Seems far more likely that Bungie has implemented the above than renaming LOD. Considering how little bungie has talked about much of their tech to the public, they don't sound nearly that shamelessly boastful.

For CryEngine2 -> it would be clouds and vegetation using this AFAIK. I think Assen gave a good explanation about this method works some pages back. How it despite slower than regular LOD swapping with ugly sprites imposter tech gives better looking distant vegetation for smaller cost than highres sprites (which would affect perfomance badly). But also as you said regarding update rate.
 
imposters and LOD are not something to boast about, NOT using them now that is something to boast about :)
In fact with todays tech theres less much need to use them than there has in the past, A future cryengine will not use imposters as GPU power is increasing faster than vertex etc rates

LOD/imposters
pros
- better FPS
cons
- more memory used
- graphically worse

halo is a game thats impossible to have a talk about the quality of the gfx tech, remember here on these forums when halo3 came out, some ppl were saying 'its near the top graphically' which was completely illogical.
btw - Laa-Yosh halo:reach will not use natal (like I said it wouldnt)
 
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