The major two suggested in the video were ease of iteration (i.e. dynamic lighting will make creating content much faster versus traditional baked lighting) and of course enabling variable lighting conditions/time-of-day (good for variety and replayability). Will be interesting to see whether there are further benefits.I hope we eventually learn the benefits of the Slipspace engine for 343. If it potentially gave them that many issues (speculation), what made the engine desired enough for it to be used in the final release?
Totally agree. There's grass pop-in as well as pop-off. In the beginning right before MC gets into the vehicle there's pretty jarring grass 'pop-offs', in other words it's getting occluded but it's something that should be happening off-screen just outside of the camera's FOV, not on-screen as it did. That immediately broke immersion.It's not just the lighting.
It's the pop in (seriously I've never seen grass pop in so pop right in front of the player character, as well as the horrid amount going up the elevator).
It's the art design.
It's the flat physics and zero damage/hit detection
It's behaves like a last generation game.
It looks nothing like the engine reveal, at all. Not from a technical aspect nor from an artistic one.
I'm afraid so many people are focusing on the lightning and "wait for ray tracing to fix it!". But there's two issues with that. 1, that doesn't fix the artistic design choices and flat looking damage effects, and 2, that's not even at launch...
According to Cerny (I take it we all trust his words on this forum), RT GI should be the cheapest graphics related RT you can do. Makes sense since you can fake great looking GI on current gen consoles already.
No PC GPU supports 3x3 Pixel modes either, so, yeah.
It could be anything as you cannot source the actual quality of pixels in shots or what happened between their Release. Consider Ing the subjective quality of shots MS released for this game, and that they have not even provided uncrompressed Video to the press, I am not comfortable with making VRS claims for anything. The quality is just not there to make a verifiable claim.
What are the franchises that are large scale, with day night cycle for current gen?
RDR2
Assassins Creed
Watchdogs
Horizon Zero Dawn
Ghost of Tsushima
Ghost Recon: Wildlands
FPS:
Far Cry 5
It's hard to do. 343 is going to have their hands full shipping a new game on a new ambitious engine on Xb1, XB1x, PC, Xss, Xsx. I think they bit more than they can chew.
To come back to the subject, it is absolutely not a problem of texture as some say, nor a problem of LOD, streaming, filtering or even mipmap. We can clearly see that the problem does not concern the textures. These are blocks that overlap perfectly in 3x3, it is not at all in UV space.
In addition, the effect is applied by object and not just any way on the image. It is not by chance. It stops perfectly at the edge of the objects. It is therefore an effect by draw call (as can be done with VRS). And this does not apply on the geometry, the edges of the polygons remain full-res (as with VRS again).
It is not MRS (Multi-Resolution Shading) either. And it is not a compression block either because it is direct feed (compression blocks would not be perfectly 3x3 and would not be confined exactly inside an object).
In summary, I know that the VRS 3x3 does not exist and that makes it even more intriguing.
It also shows that it's time to stop with these stories of "native 4K" (largely the fault of Microsoft who talks a lot about it). It no longer makes sense. Native 4K is not an end in itself and is, in many cases, a pure waste of resources. It would be much more relevant to simply form an opinion on the final result on the screen.
Yep. This is exactly what I think. I think this is using the tech presented in their own VRS patent which was always mostly talking about how to implement VRS via software (meaning, without dedicated hardware). And it makes sense because of compatibility for the myriad of devices they support, from XB1, countless PC configs up to Xbox Series X.Are potentially looking at some software solution for vrs?
I recall Modern Warfare 2019 had implemented software VRS. It makes sense they'll want a software solution that works on the base platforms.
Spiderman ps4 in itself looks better than halo infinite currently regardless. I was amazed how good NY looked. Add in 4k 60fps and it performs the same and looks way better than halo infinite.Stop spreading lies.
Better models, better lighting, ray tracing, better lod and more are shown in the trailer and the developer already said there're even more things coming that wasn't possible on ps4.
We arent going to look for vrs in compressed Video (compression makes false negative Identifikation), nor are we going to look for 3x3 Pixel modes that no PC gpu supports nor XSX supports. There is no 3x3 Pixel Mode like that post mention on any GPU out there, not a Single one.
Your comment about our Analyse being less than complete has no ground to stand on.
Richard Leadbetter said:While the jury is still out in the absence of higher quality assets, what we've seen so far across the board shows little to no evidence of the use of variable rate shading - a technique Microsoft is championing as a key efficiency driver in next-gen rendering.
What are the franchises that are large scale, with day night cycle for current gen?
RDR2
Assassins Creed
Watchdogs
Horizon Zero Dawn
Ghost of Tsushima
Ghost Recon: Wildlands
FPS:
Far Cry 5
It's hard to do. 343 is going to have their hands full shipping a new game on a new ambitious engine on Xb1, XB1x, PC, Xss, Xsx. I think they bit more than they can chew.
No one has seen 4k 60fps Spiderman unless you're a time traveler.Spiderman ps4 in itself looks better than halo infinite currently regardless. I was amazed how good NY looked. Add in 4k 60fps and it performs the same and looks way better than halo infinite.
Spiderman ps4 has been out for a while now... insomniac says the new game is 4k 60fps. I was stating that spiderman ps5 at 4k 60fps would be better than the way halo is looking now even if it looked exactly like spiderman ps4 which is checkerboard 4k 30fps because spiderman ps4 has very good graphics already.No one has seen 4k 60fps Spiderman unless you're a time traveler.
Well, I guarantee there will be plenty of games that will take advantage of all those flops.
I hope we eventually learn the benefits of the Slipspace engine for 343. If it potentially gave them that many issues (speculation), what made the engine desired enough for it to be used in the final release?
Halo 4 and 5 also had a bigger problem preventing proper long-term support: Technical Debt from Bungie's engine - Particularly, a little thing called the Tag System, where assets and scripts (grouped up into Tags, which automatically attach their relevant dependencies) are baked into maps at Compile-Time - This was a necessary optimization for the OG Xbox when Halo 1 was made to keep load-times down on a live-reading DVD, however said system was retained well into Reach on 360 despite not being needed anymore since Bungie never had the time to get rid of it in their chaotic development schedules. This is why Reach never got DLC Armors despite apparent teases of it, because adding any armors and such would mean updating every map, both MP and SP, to have the assets.
Assuming Slipspace isn't just another "Creation Engine" name-switcheroo, or is an upgrade on a par comparable to GoldSrc->Source/Source->Source 2, then this big problem getting in the way of large scale patching will be much less of a problem.
True. But that's a criticism of the art, not the horsepower.A fun game that looks good is better than a fun game that does not
not having anything to show off that horse power at launch is a problem tbh
However I don't understand why this demo video does not have a giant 'work in progress/does not represent final product' disclaimer.
True. But that's a criticism of the art, not the horsepower.
Did I miss the launch?
I completely agree with you. Hellblade 2 looks good and I expect 2k, FIFA, Madden to have all the fanciful graphicscan you tell me about the next gen visually impressive launch titles that you've seen for xbox series x? Im buying the system day one, im
Not a sony fan boy, but lets be honest in terms of visually impressive next gen launch titles, like the xbox one had in ryse and forza 5, the series x doesnt seem to have anything comprable at launch. Nothing we can look at and say "wow, thats next gen"
Yeah it looks incredible. Cant wait to see more :)
Overall, i really see an art issue here. Nothing pops, or rather everything pops the same. There are no great contrasts, i dont see much of an artistic intent to draw the viewers attention anywere.
Digital Foundry: Halo Infinite E3 2019: A Taste Of Next-Gen Xbox Graphics?
Is this the level of graphical fidelity we should expect from launch Xbox Project Scarlett titles? Alex checks out the Halo Infinite trailer from E3 2019, dissecting the technology and showcasing how the new Slipstream Engine stacks up against prior Halo tech. Thank you to Logitech G and the...www.resetera.com
I found this old thread, don't know how people would react with a bump so I thought it would be better to keep the talk here
It does seem that Halo Infinite, the way it looks, its Halo from old gen with 4k 60fps on it. They talk a lot about the compromises necessary to make Halo 5 60fps on Xbox One and its looks like the same situation.
can you tell me about the next gen visually impressive launch titles that you've seen for xbox series x? Im buying the system day one, im
Not a sony fan boy, but lets be honest in terms of visually impressive next gen launch titles, like the xbox one had in ryse and forza 5, the series x doesnt seem to have anything comprable at launch. Nothing we can look at and say "wow, thats next gen"
According to Cerny (I take it we all trust his words on this forum), RT GI should be the cheapest graphics related RT you can do. Makes sense since you can fake great looking GI on current gen consoles already.
That's not a ranking from least to most expensive tho. Just a list of potential uses for the RT hw.
Yes, they used a similar graphic when talking about power consumption.In the presentation it really did sound like least to most expensive.
That's not a ranking from least to most expensive tho. Just a list of potential uses for the RT hw.
No go watch again Road to PS5 he said this is from least to most expensive.
It is at 30:50, I post the link of the video when he talks about it
The Road to PS5
PS5 lead system architect Mark Cerny provides a deep dive into PS5’s system architecture and how it will shape the future of games.youtu.be
Yeah "real" GI will be more expensive - so that slide is very disingenuous if they mean RTGI and it has to do with the computational complexity/expense.Global illumination is certainly not less expensive than shadows.
There's a reason nearly all games using DXR so far have used it for shadows or reflections (to complement SSR), and not full blown GI.
Halo 5 is already doing Native 4K at 60fps most of the time on Xbox One X.Digital Foundry: Halo Infinite E3 2019: A Taste Of Next-Gen Xbox Graphics?
Is this the level of graphical fidelity we should expect from launch Xbox Project Scarlett titles? Alex checks out the Halo Infinite trailer from E3 2019, dissecting the technology and showcasing how the new Slipstream Engine stacks up against prior Halo tech. Thank you to Logitech G and the...www.resetera.com
I found this old thread, don't know how people would react with a bump so I thought it would be better to keep the talk here
It does seem that Halo Infinite, the way it looks, its Halo from old gen with 4k 60fps on it. They talk a lot about the compromises necessary to make Halo 5 60fps on Xbox One and its looks like the same situation.
Craig, man.Craig probably takes up 90% of series X power, goddammit Craig!!
Yeah "real" GI will be more expensive - so that slide is very disingenuous if they mean RTGI and it has to do with the computational complexity/expense.
One thing it could be refering to is Ray Traced assisted probe diffuse global illumination. It would not be physically accurate of course like real fully RT GI (even just for the diffuse), but maybe that is what is meant there.
Senior Graphics Researcher (12 month contract) - London
PlayStation London, GB
Research and develop graphics techniques like real time ray tracing and point cloud rendering for next generation console platforms.
July was indeed a very much work-in-progress slice of the technology, and a reasonable set of key features from global illumination and dynamic time of day, to GPU-driven rendering and variable rate shading were all in active development. Much of the graphics team's capacity, along with that of some key technical artists, was focused on achieving high resolution and performance leading up to the demo, which meant several of these features didn't quite get the level of polish and bug fixing that was warranted.
Some of the key areas of progress include better quality of global illumination, ambient occlusion, shadows, volumetric lighting, sky, and atmosphere. We have also addressed issues with our GPU-driven rendering and texture streaming solution that should mitigate the LOD popping and texture quality issues that were prevalent in the July demo.
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.Firstly, there's been a lot of work done re-tuning our dynamic lighting values to add more punch and contrast to the image. These included adjustments to our sun intensity, fog/atmosphere, and the addition of color grading which did not make it into the July gameplay demo.
We've improved some of our materials to get more specular response, more wear-and-tear on weapons/vehicles, more fidelity in our characters, and more macro breakup on large surfaces like rocks, terrain, and the hex walls. We're now also getting more of our textural detail coming through to the final frame thanks to a sharpening process that our graphics team have added. This helps offset some of the natural blurring of temporal anti-aliasing and it certainly helps our assets shine.
Damn hahaI am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I always knew you were right, I never understood the hate you got. I feel like some of the hate came from fanboys in denial, idk. I'm glad they are making all the changes needed to make this look better. Oh, and Kudos to you for being so fucking on point. Love your work, man.I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:
https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video.
It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.