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#551 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Different issue - the 4RTs+ depth is well within 20MB. 704 had to do with general perf (plus a bit of savings for GDDR3 mem).
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#552 | |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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Quote:
I don't mind if they dropped deferred for Halo 4. Reach (please don't kill me guys) never looked pleasing to my eyes as far as lighting goes. Interiors looked a bit flat, and outside they didn't really need bunch of light sources (neither they had) like R* needs with their games for example. So it never seemed like they took advantage of deferred. Also, using deferred lighting they needed to process geometry twice. Will be interesting to see comparison of the results between Reach and Halo 4 if 343i went with forward renderer. The way I understand it, 343i took Halo 3 engine and went in their direction, while Bungie build on that and went in other. Will be hard to weight pros and cons, art direction, asset quality and production values play big part in visuals. Last edited by Ruskie; 24-Sep-2012 at 22:27. |
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#553 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Good or Bad, this definitely looks like a Halo game.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#554 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Wonder if the QTEs are the new load hiding. >_>
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#555 |
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Senior Member
Join Date: Aug 2004
Posts: 1,855
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Seems like the plasma grenade explosions have been toned down. They were spectacular in Reach. In that video, not so much.
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#556 |
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member
Join Date: Feb 2002
Posts: 7,507
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Huhh? X360 has 10MB EDRAM, that won't fit the render targets at 720p.
1280 * 720 * 4bytes * 3buffers = 11MB
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My opinions do not represent that of my employer blah blah etc. |
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#557 |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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#558 | ||
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
Quote:
From what I understand they shipped the game without the dynamic radiosity (GBuffer3), so yes, they are down to 3RTs, but there's also depth during the G-buffer pass, so that's still 4*(1280*704*4Bpp) -> 13.75MiB (vs 14.06MiB). Reducing the res to 704 doesn't solve eDRAM space. Even if it's 2RTs + depth, 1280x704 is still going to give you 10.31MiB. They'd have to drop down to 1280x680 to get under (like Trials HD, IIRC) - of course, they were more performance sensitive, so that makes sense. --------
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#559 | |
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Senior Member
Join Date: Sep 2009
Posts: 1,933
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Quote:
AFAIK Battlefield 3 is the only fully deffered renderer in a 360 boxed title. |
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#560 |
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Member
Join Date: Mar 2007
Location: Nebraska
Posts: 451
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#561 |
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Regular
Join Date: Aug 2006
Posts: 6,823
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#562 |
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Senior Member
Join Date: Dec 2009
Location: netherlands
Posts: 1,454
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#563 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Friendly.
Was really curious about what they might look like under Kenneth's reign.
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#564 |
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Member
Join Date: Aug 2011
Posts: 218
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#565 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Can't wait to see how they approach next-gen.
It's really quite a shame (in general) when console exclusives will never make it to PC. ----- http://i.imgur.com/eW8xx.jpg I guess that confirms custom models for co-op campaign players (besides Chief).
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#566 |
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member
Join Date: Feb 2002
Posts: 7,507
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This is from the multiplayer, the Flood won't appear in the single player campaign though. At least for now, they should make a comeback eventually
And yeah, I've been just thinking about how much 343i might be architecting H4's engine with the next Xbox in mind...
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My opinions do not represent that of my employer blah blah etc. |
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#567 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Displacement maps?
---- http://i.imgur.com/YRnnV.jpg poor elite XD
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#568 |
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member
Join Date: Feb 2002
Posts: 7,507
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Hmm, what is that Grunt lit by, isn't it the plasma shot?
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#569 |
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member
Join Date: Feb 2002
Posts: 7,507
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I'm not sure about the usefulness of displacement mapping, people seem to generally believe these current models to have far more polygons than the actual value. In fact looking at just these screenshots it seems that higher AA quality would contribute a lot more to the visuals, unless they moved the cameras twice as close to the characters.
I mean just look at the image with Chief, Lasky and the female Spartan, what element would you improve first - and if it was using only FXAA and not the current oversampling? So with regards to next gen, I was thinking more about the lighting... but if H4 isn't deferred than it'd involve a lot of significant rewrites to reintroduce this approach...
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#570 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Probably a plasma grenade.
Quote:
At least for the Flood, I was thinking more in terms of next-gen morph targets (for transformation & infection). They tried that with Halo 3, but I was wondering about how they would do that with more advanced tessellation techniques available (there's that word again :3). Generally though, I was thinking the grunts, jackals, and Flood that could use more poly's for organic details. edit: Sure, Human/Elite armours are already hitting diminishing returns for what you'd see during gameplay.
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#571 |
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Member
Join Date: Aug 2011
Posts: 218
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The art in Halo 4 just gives the impression of higher polys...
![]() Reach was no slouch. But geez... Look at the fidelity on The Flood. Actually AlStrong... I wonder how dynamic mutations for The Flood would look next gen. Last edited by Reiko; 26-Sep-2012 at 10:19. |
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#572 |
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member
Join Date: Feb 2002
Posts: 7,507
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Funnily enough, it could easily be that the Reach characters use higher polygon counts and more texture space... that's how far efficiency and art direction can go on a limited system.
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My opinions do not represent that of my employer blah blah etc. |
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#573 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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The grunt comparisons had me convinced of that.
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#574 |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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I really like the 'lens flare' like effect (as seen also in Dead Space 1 I think). The shadows still 'pop in' (a character moves into a lit area and the shadow gradually fades in. Also the number of lights, or the lights in general from explosions and weapons look toned down, numbers as well as intensity and duration.
But it gives a really clean image, plus you can see they really improved the shadow draw distance. Even without the epic halo music, this already looks theatrical, so I believe we are all in for a treat
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"If we look at this objectively, then color is definitely scientifically better." |
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#575 | |
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Member
Join Date: Jul 2005
Posts: 218
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Quote:
Thanks for this. So it's there, just subtle in the released footage. |
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