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

Glad to see ElAnalistaDeBits is doing a great job. :sunglasses:

Halo Infinite Xbox Series S 120fps Mode Frame Rate Test

I guess it is 90fps mode.

It is a good choice alternative

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True 120 in multiplayer, where it matters.

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90fps for a 299,- box is super impressive.

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Yeah, itā€™s about time those who are forced to buy a system they donā€™t want saw benefits from a game they donā€™t want to play ā€¦ :phil_lmao:

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Yea for Series X I play multiplayer in 120 and 60 for Campaign. 120 in campaign is a nice option to have but in my opinion 60 is plenty for campaign and the drop in fidelity even on Series X isnt worth it.

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In the latest XCast, Staten touched on what I was talking about in regards to the parity in fidelity with Forge maps in contrast to the official maps. Which pretty much confirms to me what I gathered from that leaked video in regards to lighting. (Video is timestamped so you donā€™t need to find the quote)

On another note, it also got me thinking about when 343 was seemingly enthusiastic about implementing raytraced lighting when people were giving feedback after the Craig demo. When they said that I was a bit skeptical because implementing raytraced lighting isnā€™t as easy as flipping a switch if it doesnā€™t fit into your lighting pipeline.

But that was before Infinite was out and now that we can see how the lighting is implemented I think it would be pretty straightforward if they can hit the performance they need it to hit. Implementing it wonā€™t break any other system, it seems, is what Iā€™m getting at. I just donā€™t know if they can get it to be performant because itā€™s such a large open world with incredibly large draw distances put also with a lot of intimate and intricate detail.

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The lighting into the campaign is pretty dynamic at a huge scale so Iā€™m confident that forge will just inherit the campaign lighting.

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Thereā€™s already videos of forge you can find of tweaking the lighting in real time. Changing the colors of the shadows and highlights, intensity, bounce, etc. itā€™s just part of the real time system they developed for HI though idk if MP maps will move in real time vs static once made.

I dont really expect raytracing this year

I do not either. It appears they are still working on the engine if their GDC talk was anything to go by and stuff we can see in the game. Although to be fair, engines are always being worked on, but it seems like more fundamental issues are still being worked on with Slipspace.

Would be nice to get RT eventually. I hope it wonā€™t become another Minecraft case.

The whole ā€œvisual delta between Forge and official maps has never been this smallā€ has me pretty excited. Forge maps always had a bit of aā€¦ mark on them, and a large part of it was the visual quality.

Halo 5 for example had solid forge btb maps but visually they just didnā€™t hold up at all. It definitely detracted from their quality.

Forge canā€™t come soon enough.

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:smirk_cat:

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An example of some of the changes needed to get an engine designed for a specific platform and frame rate to work over multiple platforms and frame rates.

It is also somewhat interesting that the game does not use SMT on Xbox Series. Mind you, the game seems to not need it but there does appear to be a lot of CPU grunt available for 343 to tap into for the future.

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Very interesting. Seems they have cpu time left on Series consoles for additional stuff. How about some cool physics effects, like vegetation moving when a grenade explodes?

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Overall vegetation swaying in the wind would be great. Itā€™s become standard for most games nowadays, hell, even Xbox One games had it and even crazier I think even 360 games had some of that.

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This isnā€™t even itā€™s final form, I hope it gets implemented more on Series S games.

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