• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Halo Infinite - New 4K Screenshots

Shit looks like some mid tier PS4 game.
It's clean and won't distract you from enjoying the gameplay if it's good. But by no way is it groundbreaking.

As long as the gameplay ends up good, I'll grab the game on PC and will have a good time. No matter how lastgen this looks.
Why do the cretins appear when anything Halo is shown? Whats a mid tier PS4 game look like exactly? 🤔
 

PaintTinJr

Member
You essentially looking at a very bad environmental light sky color on the surfaces. It's an ambient color so it washes out shadowing. Nothing is painted in with these images. They need to work on that AO some more. The environment lighting is flattening out the look.
Isn't that just a problem with the nature of the engine renderer - presumably forward rendered, rather than deferred?

When rock solid 60fps or higher is your target for this type of game, your clock time per frame doesn't leave much room to manoeuvre on fidelity and fx IMHO. Dropping cross-gen might make it easier to enhance things, but I very much doubt the engine can stream data fast enough., unless they drop PC support to a tiny niche -with DirectStorage Nvidia RT IO cards - and focus just on the XsS and XsX.

I suspect Carrmack's last engine for Rage would look significantly better, and hold frame-rate better, with enhanced visuals - on everything from X1 to PC.

A game to show the Xbox next-gen graphics, but designed around tiny frame-times - so probably not a deferred rendered game on Xbox - and is an arena shooter in a huge sandbox - for high octane gameplay - and cross-gen is really the wrong product to fulfil that task, when those constraints are all competing against visual showcase IMO.
 

driqe

Member
It looks a lot better than its initial reveal but I still want to see it in motion. What I really want to know is did they get rid of that god damn grappling hook?
How can you not like grappling hooks?

5PwX3OD.jpg
 

Riky

$MSFT

VFXVeteran

Banned
Isn't that just a problem with the nature of the engine renderer - presumably forward rendered, rather than deferred?

When rock solid 60fps or higher is your target for this type of game, your clock time per frame doesn't leave much room to manoeuvre on fidelity and fx IMHO. Dropping cross-gen might make it easier to enhance things, but I very much doubt the engine can stream data fast enough., unless they drop PC support to a tiny niche -with DirectStorage Nvidia RT IO cards - and focus just on the XsS and XsX.

I suspect Carrmack's last engine for Rage would look significantly better, and hold frame-rate better, with enhanced visuals - on everything from X1 to PC.

A game to show the Xbox next-gen graphics, but designed around tiny frame-times - so probably not a deferred rendered game on Xbox - and is an arena shooter in a huge sandbox - for high octane gameplay - and cross-gen is really the wrong product to fulfil that task, when those constraints are all competing against visual showcase IMO.
No.

The engine preference has nothing to do with the environment sky lighting equation. Most of these engines are deferred because they need many light sources (tiny) and rely heavily on the depth buffer for screen-space calculations. Considering this is shown on a PC, I'd expect much better lighting than this. If Cyberpunk can implement proper ambient occlusion despite it using RT, then 343 can implement it too. There are way too many papers out there with the information on how to implement good environment lighting to not do it properly. Add DLSS into the mix to get your frametimes and you got your 60FPS easily on even mid-tier GPUs. The XSX is another story, but we are being shown PC images.
 

Varteras

Gold Member
Who the fuck doesn’t like grappling hooks? Best thing in most games that have them. They’ll fit in perfectly in halo.
How can you not like grappling hooks?

5PwX3OD.jpg
I just don't. To me it clashes with Halo. Like, you have all this advanced technology but your best means of traversal is... a grappling hook? Not a jet pack. Not an anti-gravity device. A hook and a rope.
 
you cant go to that tower or those mountains you moron
I think your reaction shows to us that he has touched a sensible cord for you, whatever you say... This is no excuse for the new Halo to look like the 12 years old Halo.
Uninspired? How? And what does that even mean?
It's just like the old Halos. It's kind of sad.

I'm honestly not sure what people see in these screenshots, as someone pointed out just running a last gen at 4K 60 fps should not be what we want the most from these new consoles (the fact that it runs at native 4K should be a hint that it's not pushing the graphics envelope too much either).
 
Looks pretty amazing for an open world 60fps game, the first and probably only next gen game until 2022, bring it on.
As a big fan of Halo since its inception idk if i can consider it a true next gen. I can't simply because its a cross gen title with next gen upgrades sprinkled on top. Its same situation as Horizon Forbidden West is for me.

A true next gen game won't happen until late 2022 and really starting in 2023.
 
I'm not sure what some people are expecting when they say it looks like shit. These updated graphics look great, and it's a work in a progress so it will likely look better in the final release.
 
I think your reaction shows to us that he has touched a sensible cord for you, whatever you say... This is no excuse for the new Halo to look like the 12 years old Halo.

It's just like the old Halos. It's kind of sad.

I'm honestly not sure what people see in these screenshots, as someone pointed out just running a last gen at 4K 60 fps should not be what we want the most from these new consoles (the fact that it runs at native 4K should be a hint that it's not pushing the graphics envelope too much either).
This is exactly what fans want
 

Varteras

Gold Member
I'm not sure what some people are expecting when they say it looks like shit. These updated graphics look great, and it's a work in a progress so it will likely look better in the final release.
Some people insist on shitting on something no matter what. The tribal mentalities some of these people have prevent them from seeing anything other than blue, green, or red. They behave like they're at war with everything at stake while these companies laugh all the way to the bank.
 

the_master

Member
This game needs to be compared to Destiny 2, 60fps fps with semi open world environment.
I think that Destiny 2 with the next gen patch looks very good on xsex.
I think that this Halo should look way better than it does. Lighting is still a long way off.

We should also compare this with the first halo infinite trailer, claimed to be in engine. Those graphics, that art direction was perfect. Aim for that!!!
 
Wow, they all look fantastic. Can't wait to see this running on X and PC. Love that it's not going for that ultra realistic look and looks very reminiscent of Halo: CE. Really love what I'm seeing. Can't wait. Been playing through SPV3, and honestly think I'm just gonna do a series playthrough before the end of the year. SPV3 is so damn fun it's like playing Halo: CE all over again.
 

fallingdove

Member
I just don't. To me it clashes with Halo. Like, you have all this advanced technology but your best means of traversal is... a grappling hook? Not a jet pack. Not an anti-gravity device. A hook and a rope.

I'm with you. Grappling hooks in Halo seem like the absolute laziest traversal mechanism that 343 could have implemented. Grappling hooks have also been done to death. So many other things they could have done given the setting.
 

PaintTinJr

Member
No.

The engine preference has nothing to do with the environment sky lighting equation. Most of these engines are deferred because they need many light sources (tiny) and rely heavily on the depth buffer for screen-space calculations. Considering this is shown on a PC, I'd expect much better lighting than this. If Cyberpunk can implement proper ambient occlusion despite it using RT, then 343 can implement it too. There are way too many papers out there with the information on how to implement good environment lighting to not do it properly. Add DLSS into the mix to get your frametimes and you got your 60FPS easily on even mid-tier GPUs. The XSX is another story, but we are being shown PC images.
That sounds like you are out of your depth technically speaking about the choice of renderer going by your last comment.

For a competitive shooter that relies on accurate zbuffer picking - to determine hit detection - ML upscaling is just a big fat no. As you would effectively be picking at the 720p native resolution, not the 4K one, as you can't ML enhance missing depth buffer values; especially when the values in the native zbuffer are perspectively projected at accuracy that is already way bellow the precision needed to reconstruct accurate positions for shadowmap comparisons - to within metres - as geometry leaves the foreground to the background.

Trying to use ML to create those missing values wouldn't work, and aiming at 720p in the engine, while looking at 4K would not be a suitable solution either because the user has an incoherent view of what they are doing.

The first set of pictures for this game, screamed Forward renderer going by the artefacts IMO, and these shots still have hallmark visuals of a forward renderer with aliasing that never exists in modern deferred games - and less passes or more rendered passes is a keystone design choice when responsiveness, frame-rate and high native resolution are your game's constraints; especially when you are scaling up from Xbox1.

Most 3rd party modern shooters that target 60fps(for all target platforms) ultimately use a forward renderer - the most recent in memory being that EA used idtech3 as the baseline engine for Titanfall IIRC. And being a VFX artist, you should be familiar with the difficulty of advanced special FX when you have to do things in a single pass - because complex VFX are typically more performant and easier to implement with some recursion to save and share intermediate values between passes, or at final frame construction - in a deferred renderer solution.

If you are correct and they are doing deferred rendering, then the game's artefacts look more like industrial sabotage by employees, than graphical oversights. because 3 or 4 buffers being assembled to construct those final frame images should automatically alleviate the artefacts.

Also IIRC, I thought poor SFS/VRS implementations were supposedly a big contributor to blame the issues with the original reveal. Correct me if I'm wrong on this, but if you are using those two techniques with a deferred renderer, how would they ever be more than 1 frame away from correcting an incorrect LOD of texture, or an inadequate shading rate - when previous deferred results could have been accumulated to hide the issues?
 
Last edited:

the_master

Member
That sounds like you are out of your depth technically speaking about the choice of renderer going by your last comment.

For a competitive shooter that relies on accurate zbuffer picking - to determine hit detection - ML upscaling is just a big fat no. As you would effectively be picking at the 720p native resolution, not the 4K one, as you can't ML enhance missing depth buffer values; especially when the values in the native zbuffer are perspectively projected at accuracy that is already way bellow the precision needed to reconstruct accurate positions for shadowmap comparisons - to within metres - as geometry leaves the foreground to the background.

Trying to use ML to create those missing values wouldn't work, and aiming at 720p in the engine, while looking at 4K would not be a suitable solution either because the user has an incoherent view of what they are doing.

The first set of pictures for this game, screamed Forward renderer going by the artefacts IMO, and these shots still have hallmark visuals of a forward renderer with aliasing that never exists in modern deferred games - and less passes or more rendered passes is a keystone design choice when responsiveness, frame-rate and high native resolution are your game's constraints; especially when you are scaling up from Xbox1.

Most 3rd party modern shooters that target 60fps(for all target platforms) ultimately use a forward renderer - the most recent in memory being that EA used idtech3 as the baseline engine for Titanfall IIRC. And being a VFX artist, you should be familiar with the difficulty of advanced special FX when you have to do things in a single pass - because complex VFX are typically more performant and easier to implement with some recursion to save and share intermediate values between passes, or at final frame construction - in a deferred renderer solution.

If you are correct and they are doing deferred rendering, then the game's artefacts look more like industrial sabotage by employees, than graphical oversights. because 3 or 4 buffers being assembled to construct those final frame images should automatically alleviate the artefacts.

Also IIRC, I thought poor SFS/VRS implementations were supposedly a big contributor to blame the issues with the original reveal. Correct me if I'm wrong on this, but if you are using those two techniques with a deferred renderer, how would they ever be more than 1 frame away from correcting an incorrect LOD of texture, or an inadequate shading rate - when previous deferred results could have been accumulated to hide the issues?
I don't see why a competitive shooter must have hit detection based on the z-buffer. Raycast to ragdoll or specific collision works well. Also, bullets in halo and many games are not hit scan, they have a travel velocity, so if you want to use a z buffer it won't be the render buffer for the game view, but a very small super simplified custom one. It will also have to work on the server to verify other players hits.
Or am I missing something?
 

PaintTinJr

Member
I don't see why a competitive shooter must have hit detection based on the z-buffer. Raycast to ragdoll or specific collision works well. Also, bullets in halo and many games are not hit scan, they have a travel velocity, so if you want to use a z buffer it won't be the render buffer for the game view, but a very small super simplified custom one. It will also have to work on the server to verify other players hits.
Or am I missing something?

Are you familiar with graphical picking? Whether the picking is a zbuffer value or a back buffer colour value used to uniquely identify polygons from each model asset, you are still required to render to a full depth buffer and all visible polygons per frame, anyway, so elaborate hit detection verse a small set of data and a picked item (by depth or polg model ID) from the rendered frame is still the lightest burden on network data and lightest server processing burden to make a game state decision - in a client/service configuration - AFAIK. With network games supporting larger numbers of simultaneous players, I will be surprised if a game server has to do full hit validation from reconstructing all the game's models moving in worldspace for every frame.
 
Last edited:
At first glance it looks pretty good, but upon further inspection... wth is up with the aliasing? I will say it seems to have more depth than the last demo. Halo games are always a blast though so the GFX coming second isn't that big of a deal as long as the gameplay is rock solid.
 
it's a crossgen game what's wrong with you guys ..at this point this is trolling
Well i mean without really derailing too much, Spider Man Miles Morales looks Miles better and thats a cross gen open world game. Keep in mind that same dev is releasing another PS exclusive very shortly. I would say they do have a leg to stand on when you put it into perspective. Overall i actually think it looks decent.
 

VFXVeteran

Banned
That sounds like you are out of your depth technically speaking about the choice of renderer going by your last comment.

There are many aspects to using either one or both. Using both is a preferred way from what I heard in order to handle transparencies but also get the multiple light sources in.

For a competitive shooter that relies on accurate zbuffer picking - to determine hit detection - ML upscaling is just a big fat no. As you would effectively be picking at the 720p native resolution, not the 4K one, as you can't ML enhance missing depth buffer values; especially when the values in the native zbuffer are perspectively projected at accuracy that is already way bellow the precision needed to reconstruct accurate positions for shadowmap comparisons - to within metres - as geometry leaves the foreground to the background.

You aren't picking any of the framebuffers to ML up. We are talking about a final rendered frame here. We used Octane and Redshift that used ML to approximate a final rendered image all the time to save on render times. This is a post process that's doesn't know about any of the z-buffer, w-buffer, normal pass, FX pass, AO pass, etc..

The first set of pictures for this game, screamed Forward renderer going by the artefacts IMO, and these shots still have hallmark visuals of a forward renderer with aliasing that never exists in modern deferred games - and less passes or more rendered passes is a keystone design choice when responsiveness, frame-rate and high native resolution are your game's constraints; especially when you are scaling up from Xbox1.
What aliasing are you talking about? Screenspace, texture aliasing?


Most 3rd party modern shooters that target 60fps(for all target platforms) ultimately use a forward renderer - the most recent in memory being that EA used idtech3 as the baseline engine for Titanfall IIRC. And being a VFX artist, you should be familiar with the difficulty of advanced special FX when you have to do things in a single pass - because complex VFX are typically more performant and easier to implement with some recursion to save and share intermediate values between passes, or at final frame construction - in a deferred renderer solution.

I would rather defer to most being a combination of both. Unity and UE can render combined forward+deferred. Btw, I'm not a VFX artist. I'm a graphics programmer.

Also IIRC, I thought poor SFS/VRS implementations were supposedly a big contributor to blame the issues with the original reveal. Correct me if I'm wrong on this, but if you are using those two techniques with a deferred renderer, how would they ever be more than 1 frame away from correcting an incorrect LOD of texture,

Textures don't have LOD unless you are streaming massive amounts of data like in FS2020. None of these FPS are using texture LOD. You are looking at typical texture using regular anisotropic filtering with MIP mapping.
 
Well no shit, the game is being developed still.
That would be a reasonable argument if they weren't planning on having it release Holiday 2020.
If even at this late stage it still needs that much work, then what the fuck were they thinking to begin with?

As for the graphics, yeah its a big improvement. Its gone from looking frankly rubbish, to slightly below average for its class of AAA game.
 

Derktron

Banned
That would be a reasonable argument if they weren't planning on having it release Holiday 2020.
If even at this late stage it still needs that much work, then what the fuck were they thinking to begin with?

As for the graphics, yeah its a big improvement. Its gone from looking frankly rubbish, to slightly below average for its class of AAA game.
I agree anything could happen but then again I'll hold my final judgement whenever they show actual gameplay of the updated version of the game.
 

FritzJ92

Member
I'll believe it when it releases. 343i are master manipulators when it comes to marketing and if you fall for this you deserve to be let down again for the....4th time?
He's right, Halo 4 screens look better and that game is 2 generations old. Yes Halo 4 was a linear game, but again, I'll believe this screens when I play them. Halo 5 also had some beautiful pre-release game and that game looks AND plays like crap.
Its 60fps on ps5, as I mentioned in my post


An FPS can't look good? BF1 looks amazing and it's an FPS.
It’s still checkerboard 1800P rendering, not even almost half of 4K... considering the Series x is suppose to run the game at 4k60 you are making Halo Infinite look even better
 
Top Bottom