Definitely seemed liked more than a lighting problem to me too. I always wonder if I'm crazy when assets dont have the clarity they should and folks never say anything about it.The actual 343i post actually highlights that the issues went way beyond the lighting:
Lighting was atrocious, sure, but there was an overall lack of perceived detail.
Going heavy on mesh shading would mean it needs to be exclusive to Series X/S & PC requirements would be RTX 2000/RX 6000 min. I am not sure if Microsoft would do that, the big elephant in the room with Infinite's visuals is trying to hit 60fps on Xbone, so Microsoft might at least have to cancel the Xbox One versions.
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.
lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
I'm not sure where this disconnect is coming from. Alex did not do a general Halo Infinite technical breakdown and then only focus on lighting, he chose lighting specifically because it was one of the most common comments and did a technical analysis on that facet of the game.Is it, though, when what people criticized about his video was not that is was inaccurate, but that it was incomplete, that it didn't properly cover all of the other visual issues the demo displayed?
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.
In response to folks saying the game looks current gen for a variety of reasons he says at the beginning of the video that "it all comes down to lighting for the most part." That reductiveness is probably where the disconnect stems from if you were more bothered by issues not related to lighting at all.I'm not sure where this disconnect is coming from. Alex did not do a general Halo Infinite technical breakdown and then only focus on lighting, he chose lighting specifically because it was one of the most common comments and did a technical analysis on that facet of the game.
It does not matter that other visual issues weren't covered because that was not the objective. Context and relevance are the basic requirements for discussion or debate. That doesn't change because we're on a message board.
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.
They were wrong, Dictators video was focused on why the demo looked flat, this was the biggest criticism over the demo. In no way did he proclaim this to be the only issue but it was the reason why it looked "flat".The disconnect comes from saying this
when the criticism the video got wasn't from being inaccurate on his assessment of lighting.
I mean, you're right in that if you make a video focused on discussing light, you shouldn't get criticized for not covering something else as long as you make it clear that's your focus and not something else. But you also don't get to do say you're critics were wrong when they objectively where right in pointing out that the issue are much bigger than the lighting.
I'm pretty sure that's concept art. When I zoom in, it looks like concept art
You should have commented on the lack of blood pools. Irresponsible!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.
lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
uh its not a manmade look
its the foundation / support structure of the halo ring out of place... not man made.
lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
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.
So we're going from accusing one analyst as being biased to calling another the same?They were wrong, Dictators video was focused on why the demo looked flat, this was the biggest criticism over the demo. In no way did he proclaim this to be the only issue but it was the reason why it looked "flat".
Almost all the issues he pointed out are what 343 are working on, along with other things. The point is he was 100% correct in his analysis and he did this with no bias, unlike a certain other games analyst.
I maintain that they're existence isn't bad but they are used too prevalently. Right now they overpower the "natural" beauty found on Halo rings they just need to be used more sparingly and replaced with rock formations, foliage, etc.When I say "manmade" I don't necessarily mean "human" made. halo rings are manufactured ring world's. For all intents and purposes, they're man made. Not natural. But either way its more the point it looks terrible.
Aside from the graphics, the gameplay reveal rubbed me the wrong way, probably because it seemed overly scripted such as the convenient weapon placement and looking in certain directions to see animals and birds to make the world feel more alive but it just stood out as being 'faked' rather than natural and reactive to me.
Man that is some serious necro bump swag.
Pretty much every game i can think of has done this for the first gameplay reveal, gameplay reveals are always heavily scripted to show of the game.
I maintain that they're existence isn't bad but they are used too prevalently. Right now they overpower the "natural" beauty found on Halo rings they just need to be used more sparingly and replaced with rock formations, foliage, etc.
We are discussing Dictators Halo Infinite gameplay analysis and that's all.So we're going from accusing one analyst as being biased to calling another the same?
They were wrong, Dictators video was focused on why the demo looked flat, this was the biggest criticism over the demo. In no way did he proclaim this to be the only issue but it was the reason why it looked "flat".
Almost all the issues he pointed out are what 343 are working on, along with other things. The point is he was 100% correct in his analysis and he did this with no bias, unlike a certain other games analyst.
Serving 🐦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.
Haha, this is great! 😂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.
They do address the hex columns in the post, too. And I don't think they will be all over the final game either. Remember, we're near the edge of where the Halo ring fractured. That's why those columns are there. It's the ring trying to rebuild itself.Yeah, I agree. Like when you played halo 1 and you're outside there were large structures embedded in the otherwise natural landscapes. But It was more natural formation than something that was "built". I've just never liked it much. It feels like a limited visual styling and at distance just looks grey and simple. The forge editor suffered similar issues too. It was way too limited of a visual appearance imo. The end of halo 3 in the warthog should have been a point of excitement but the entire environment looked about as basic as it could get....I think it just needs more visual interest more than removing it entirely. Just to stop it all looking so flat.
To be fair, this isn't actually a manmade thing. Basalt columns are an actual geological phenomenon:lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
To be fair, this isn't actually a manmade thing. Basalt columns are an actual geological phenomenon:
Columnar jointing - Wikipedia
en.wikipedia.orgGiant's Causeway - Wikipedia
en.wikipedia.org
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.
It's based on those, but it isn't those. It's Forerunner metal.That isn't what they are in halo though are they? They look like they just surround raised land formations in a very artificial way. If they organically transitioned like basalt columns it would already look a hell of a lot better than what it looks like now.
Isn't everything on a Halo ring artificial in some way?That isn't what they are in halo though are they? They look like they just surround raised land formations in a very artificial way. If they organically transitioned like basalt columns it would already look a hell of a lot better than what it looks like now.
I'm alright with it personally. I wouldn't doubt they tried to go for a more visually dense design for the pillar stuff, but it probably proved to be too visually noisy. As it is now there's a good contrast between the clean pillar stuff and nature that I think works really well.lighting aside, does anyone else really dislike the design aspect of the pillars surrounding the edges of all the natural formations? i get the feeling they were trying to go for a "manmade" look, but it kind of looks cheap. it reminds me of the forge assets in the MP map editor, i've just never been a fan of it.
Organic stuff is still organic, but the Hex walls are straight up just Forerunner metal that is normally covered.
Technically, yes. But it's not like a rock or cliff face is metal...god... can you Imagine if they went that far with it 😂