Halo2 confirmed for Fall 2004!

chapban. said:
What Qroach said. ;)

Ain we all be familar with the now (tm) console high resolution FSAAAAA screenshots? BUT of coz, i was not even talking that then, just saying how cool the draw distance be. :)

the draw distance is nothing spectacular if there's actually not much in that view volume, ya know. for bungee's sake, i hope those shots are not representative of the average scene complexity in the final product.
 
Halo's 25% none bundled attach rate (if that is indeed the none bundled number) is very impressive. But I would be doubtful of Halo having the highest none bundled attach rate of any console game ever.
 
Quincy

Johnny Awesome said it probably has the highest none bundled attach rate of any console game in history several posts back. Its not that far fetched, but I doubt that its the case none the less.
 
Teasy said:
Halo's 25% none bundled attach rate (if that is indeed the none bundled number) is very impressive. But I would be doubtful of Halo having the highest none bundled attach rate of any console game ever.

I think titles like Sonic The Hedgehog and Gran Turismo 3 sold more when they were bundled...
 
darkblu said:
the draw distance is nothing spectacular if there's actually not much in that view volume, ya know. for bungee's sake, i hope those shots are not representative of the average scene complexity in the final product.

This IS a multiplayer map. In Halo1 there be maps doing this and there be maps doing that. This map looks FINE for vehicular combat. They could add more eye candy objects here and there, BUT it may hamper the flow of vehicular fights. The is Bungie looking for gameplay than silly tech3D showoff. BUT you can see that it is quite complex already. Dont be surprising if you can scale those ledges and structures to position yourself for a better takedown!

AND the draw distance ain spectacular? :LOL: :LOL: :LOL:
 
AND the draw distance ain spectacular?

Chap.. psst... here... Darkblu, might have actually some skills in the world of 3D Rendering ( or have you as well started your full softweare renderign project lately ? ).

Draw distance is impressive when it comes with a complex environment: you could have a GIANT square room, totally empty... sure you cna see for miles... but if you had to add complex objects, etc... you would ave to cut that draw distance considerably.
 
halo2mp.jpg


That look pretty good for a multiplayer map. 7 Master Cheifs in the foreground, 1 Master Cheif in farground, one Warthog, probably supporting up to 16 players and more combat vehicles to be seen, bumpmapped ahoy, quality physics engine, firepower alight, texture filtering, somethin flyin' the sky, undulying grounds, detailed texture cliffs surrounded, fallen structures littered, land that seem to stretch on.

So psst..psst.. Defence Minister IBP, which other console multiplayer maps do this good? :p
 
Teasy said:
But I would be doubtful of Halo having the highest none bundled attach rate of any console game ever.
Yeah! I think both nGage owners bought the same title, so that's 100% right there! :p ;)
 
chapban. said:
That look pretty good for a multiplayer map. 7 Master Cheifs in the foreground, 1 Master Cheif in farground, one Warthog, probably supporting up to 16 players and more combat vehicles to be seen, bumpmapped ahoy, quality physics engine, firepower alight, texture filtering, somethin flyin' the sky, undulying grounds, detailed texture cliffs surrounded, fallen structures littered, land that seem to stretch on.

So psst..psst.. Defence Minister IBP, which other console multiplayer maps do this good? :p

you may be surprised to learn that, chap, but the master chiefs are hardly polygonal monsters - that's the whole point of bumpmapping, ya know (there are popular q3 custom models heavier on polygons than a master chief -- see this). and that's w/o even bringing into play geometry LOD for the further ones. so don't count too much scene complexity onto those proverbial '7 master chiefs + 1 warhog'. unfortunately, there's hardly anything else in those shots so i can clearly see your strive to overemphasize the role of the character models in the scene, but that's it. the scenes seen in those shots are vanilla by any contemporary standards, and the major cause for that is in the lanscape simplicity shown there - _the_ major factor determining the draw distance in an outdoors engine is the landscape complexity - all that is shown in those shots you praise so much is a handfull of regular-polyweight chars on a very, erm, shall i say non-obtrusive terrain.

oh, and re game physics (not that it's relevant or that anybody has seen h2's physics in actinon yet, but at least you'd know in the future) - in multiplayer games physics calculations (except for some very trivial/safe ones) are not dupilcated across all peers - you may have 20 players in the game, but that does not mean the physics calcs for each one of those 20 actors are repeadted across all 20 peers - usually the physics for one actore are calculated at one node only, and then broadcasted to the rest participants*. so at the end of the day, you can't even say that the physics for those 7 master chiefs + a warhog have been calculated on one node, see?

* otherwise, aside from the duplication of effert, other unwished effects may appear - duplicate physics calcs for one object per one moment in time may actually lead to divergencies - peer A sees actor X as falleing off a cliff, whereas peer B claims X is still sitting right on the cliff's edge.

Panajev2001a said:
Chap.. psst... here... Darkblu, might have actually some skills in the world of 3D Rendering ( or have you as well started your full softweare renderign project lately ? ).

Pana, there's hardly any need of such credentials here, it's all a matter of common sense : )
 
What say you boss. You be the true 3D guy around, i be just a plain old chap. :LOL:

STILL i think it(a single cut out snapshot) looks good for a mulitplayer map on a given console. The be sure to have more than a warthog at that map though. :)
 
chapban. said:
What say you boss. You be the true 3D guy around, i be just a plain old chap. :LOL:

i'm not the true 3d guru around, but you definitely need to start seeing things beneath the topmost one or two texture layers in screenshots. whenever you see some pretty per-pixel lighting and decent res textures you jump to announce the game as the second coming.

STILL i think it (a single cut out snapshot) looks good for a mulitplayer map on a given console. The be sure to have more than a warthog at that map though. :)

those shots surely show some spectacular artwork - and given the h2 engine turns out to be truly capable, the game could turn out to be a killer fps. but the shots don't demonstrate anything technically spectacular. so take it for what it is - early shots from a game in development with a some very nice artwork.
 
london-boy said:
those shots surely show some spectacular artwork

:oops: Does it? I guess it comes down to taste... I would hardly call that ARTwork...

so? since when are these boards a place for voicing of universal truths only? apparently all artwork is judged by everybody's personal taste, do i need to say each time i say something is beautiful that *i* find it as such?

moreover, artistic worth comes as a combination of both the artist's concept *and* skills with the tools of the art. whereas the former is a subject to taste, the latter is a matter of expertise, and my expertise tells me those h2 models i've seen so far are a masterful display of what can be achieved with the contemporary techniques (i.e. details realistically represented through per-pixel lighting and apt use of multiple texture layers). so feel free to disagree with me on the basis of personal tastes, but unless you come up with examples of actual game artwork demonstating better use of the tools of art than what's been demonstrated by h2, i'll consider my original statement not just taste-based, but also factual.
 
Oh, i do agree that the way they converted extremely high poly models into lower poly models with normal maps is cool. Although i still think a bit more polygons never hurt, especially since it's not like geometry is Xbox's bottleneck.
Also the texture work is very good, like it was in the first episode.
And i also like the lighting effects, although it's becoming the new "water" if you know what i mean (e.g. everyone's doing it for a cheap wow effect on graphics whores)

It just doesn't really appeal to me in the "taste" side of the brain, the one that goes beyond the technicalities and hardware capabilities... That said, it might turn out to be the reason to finally go bankrupt and get an Xbox all for myself, tired of playing other people's consoles...
 
From the (old) trailers and videos I've seen Halo 2 seems to be using stencil shadows which scale really badly with complex geometry. It's perfectly possible the scene compexity will be fairly low (polygon wise) to facilitate silhouette computations and the like. This can still look good with good artists and generated normal maps, but I'll doubt Halo 2 will have vast, detailed, dynamically lit landscapes.
 
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