Games Analysis |OT| Time To Argue About Pixels And Frames!

I haven’t watched the DF videos yet because I didn’t want to see any Halo prologue footage before playing it myself but I think I know what they mean about aliasing.

Even with sharpening at 25 I still see weird shimmering,aliased lines on the metal ground plates in the prologue areas. Sometimes when I move or look around it shimmers very noticeably and when I watch again it’s gone.

That was the first thing I checked. I actually expected it to not use Nanite because I didn’t know if this software solution could run on older hardware.

I do need to add that I don’t know if it uses it for terrain. I focused on all of the objects that detail the world.

1 Like

I watched DFs Halo video for the first time now. That 2019 trailer difference compared to final shocked me. I had forgotten how good 2019 citscene trailer actually looked and I don’t really get at all why the team changed it so significantly. From the much better black levels, more detailed pilot, some objects looking better and so on. It looked superb in 2019, why change it so drastically? Surely can’t be a problem for Xbox hardware to run that.

And the part earlier in the video where he shows the trees in the distance, no shadows at all and then he shows a tech that UE has and it makes a huge difference. It could make the landscape look a lot better in the distance. Maybe in future updates?

I get it’s art direction, but I expected the updated UE5 fortnite to look a lot better lol.

That game has still to run on mobile and Switch and 60fps on PS4 XB1 :man_shrugging:

2 Likes

Lol I agree and understand, it’s not a big deal at all I was just expecting to see some mad cool shit from Unreals own creators haha.

They have a UE5 Matrix demo coming in TGAs

no I meant like, in their own games. But yeah, looking forward to that Matrix thing. That Keanu shot was insane.

Hmmm they’re publishing games now so I wonder if they’ll offer the studios to use and leverage UE5 and even give them involved help with it and stuff.

oh 100%

Fall Guys bout to destroy PS5s soon. :rofl:

No but I was thinking more like Remedy and gen DESIGN :thinking: but the Fall Guys studio they acquired so for sure

Gen Design is possible, but Remedy is extremely competent with their Northlight engine already and I don’t see them changing that, but definitely some generic tech sharing can happen, for sure.

And yet when you actually play the game none of that matters at all.

The weird hang up on worrying about what X looks like compared to Y is starting to baffle me. This game doesn’t need to look better. Its absolutely perfect for what its trying to do.

Its rock solid 60FPS and that’s the thing that matters for Halo and any shooter really.

Sometimes I think all people want is tech demos.

I mean, there’s always room for improvement, the details John is talking about are almost all bugs (the animation thing for sure) and things they can polish with time, then I agree they are not of the utmost importance, also the game HAD to release this year no matter what, otherwise this would have been a 2022 game, like many others tentative console launch games (God of War, Forbidden West, even Elden Ring, the real finished Cyberpunk 2077, etc…), the delayed modes are a clear sign of that. Halo is the premiere Xbox series, so it’s expected to have a top notch presentation in every aspect of the game.

I disagree.

It definitely matters I would say. Having the visuals the best it can be absolutely adds to the experience, a great deal I would say. Obviously it wasn’t gonna look like the 2018 trailer, but that part in the DF video with the trees and landscape in the distance simply looks very bad and I would say this about any game.

The same with the cutscene, it just has me wondering why they decided to change or even I would say downgrade it that significantly. I give praise where I think the game deserves it and I’ll give critique where I think it really could have been a lot better. Also this thread is for exactly that, discussing this stuff. I don’t like how so often whenever someone criticizes visuals from games it’s being called worrying or how it doesn’t matter or that it doesn’t need to look better. I would say it’s very subjective.

GT7 got shit and jokes for that very bad looking bit in that one video, but the draw distance part with the landscape and trees and no shadows at all just looks equally as bad. Long story short I’d love to see this improved in future updates. It being a 10 year plan I don’t expect updates to just be MP and SP lands, there’s no way visually it hasn’t visually improved significantly in about 5 or so years.

3 Likes

Series X really can’t make it, huh? I’m starting to think there’s something not right.

I didn’t watch the videos myself yet.

I watched the Matrix thing, they needed Coalition to release a worse performing demo? Lmao.

{{Copy/Pasted from B3D}}

From DF:

  • The city is 4,138 km wide and 4.968 km long, slightly larger than the size of downtown Los Angeles
  • The city surface is 15.79 km2
  • The city perimeter is 14.519 km long
  • There are 260 km of roads in the city
  • There are 512 km of sidewalk in the city
  • There are 1,248 intersections in the city
  • There are 45,073 parked cars, of which 38,146 are drivable and destructible
  • There are 17,000 simulated traffic vehicles on the road that are destructible
  • 7,000 buildings
  • 27,848 lamp posts on the street side only
  • 12,422 sewer holes
  • Almost 10 million unique and duplicated assets were created to make the city
  • The entire world is lit by only the sun, sky and emissive materials on meshes. No light sources were placed for the tens of thousands of street lights and headlights. In night mode, nearly all lighting comes from the millions of emissive building windows
  • 35,000 simulated MetaHuman pedestrians
  • Average polygon count? 7000k buildings made of 1000s of assets and each asset could be up to millions of polygons so we have several billions of polygons to make up just the buildings of the city