Digital Foundry: Hands-on with Halo: The Master Chief Collection

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http://www.eurogamer.net/articles/2...ands-on-with-halo-the-master-chief-collection
While the single-player elements are fully-featured, final and complete, Microsoft's guidelines - put in place to ensure "the sense of rediscovery by fans" - limit us to showing you just one campaign level from each game, and in the case of the new anniversary edition of Halo 2
Halo CEA:
Based on a playthrough of the iconic Silent Cartographer stage, Saber's Xbox 360 artwork scales up nicely and comfortably into the full HD resolution, but the move to 60fps causes hiccups on two different fronts: internal simulation tick-rates for certain elements are hard-set by the original engine to a 30Hz refresh, producing scenes with some components - such as vehicles in the opening cut-scene, for instance - updating at a different rate to the renderer, resulting in obvious judder.

At other points, it's clear the engine itself can't sustain 60fps, introducing stutter of a different kind. Other elements of the scene - such as the obvious shadow cascade that sees some very noticeable pop-in - also remain unchanged from the Xbox 360 version. Look beyond the issues though, and what's fascinating is just how well the basics hold up even in the modern era. Halo: Combat Evolved may lack the refinements found in each subsequent sequel, but the gameplay here is still golden - Bungie got the fundamentals so right, and despite some of the rendering glitches, 60fps works here, elevating the experience.
Halo 2 AE:
Our experiences of the work carried out by Saber on Halo 2 are fairly limited based on the single level we have to go on - and that's a bit of a shame because there's so much more to get excited about than we can actually tell you at this point. However, the 30Hz elements of Halo 1 are gone, overall frame-rates are smoother, and the remastering work generally is on another level, but that will have to wait for now.

The only tangible compromise in the new Halo 2 concerns resolution - Saber settles on a 1328x1080 framebuffer, which produces rather interesting results. Upscaling artefacts are limited to the horizontal axis only, and the upscaling filter to make up the difference is pretty good. Since supporting the classic 'insta-switch' is apparently a key component in the resolution reduction, we would still have preferred this to have been an optional mode - with removing it restoring full 1080p - but as it happens, perhaps other developers might want to look at the results of a similar horizontal upscale in favour of the 900p 'default' we see in many multi-platform titles. Treyarch did something similar in Call of Duty: Black Ops 2 on Xbox 360, upscaling from 880x720, and the results were pretty good there too, though the benefits of full multi-sampling anti-aliasing were definitely a key component in that effect working.
Halo 3:
Based on the Sierra 117 level we can show you at this point, Halo 3 is the surprise package. While it takes a while to get used to the angular, low-poly models, the sheer quality and style of Bungie's original art shines through and is presented without compromise: the sub-HD 1152x640 framebuffer(s) of the Xbox 360 original simply can't compare to the pristine 1080p offered by the new game. In addition to that, the anti-aliasing technique works beautifully in smoothing off the distracting upscaled jaggies of the original.

Frame-rate, too, is pretty consistent, sticking closely (but not perfectly) to the target 60Hz refresh. This is actually a double win - not only do we benefit from a 2x boost to temporal resolution, but it also sees the elimination of the odd frame-pacing issues seen in the original game. Both of these elements see the extra power offered by the Xbox One technology providing a tangible boost to gameplay - the raw playability of the experience is almost on another level compared to the original game. It's early days, of course, but we'd love to file Halo 3 alongside Bluepoint Studios' work on Metal Gear and God of War as a game where the quality of the original graphics and gameplay attain a new level running on more powerful hardware.
Halo 4:
Our first impressions of Halo 4 are of refinement - everything is sharper and smoother - but the reality is that there were fewer issues hanging over from the last generation in need of redressing. In its new 1080p60 guise, Halo 4 is both a celebration of 343's accomplishments (we'd almost forgotten how good the performance capture and facial rendering was) but also an example of the remastering uncanny valley we also saw in The Last of Us on PS4. When it looks good, it's simply stunning, but lower quality assets - mostly ground textures in the Infinity stage - do stand out as incongruous, particularly when texture filtering doesn't show quite the improvement we would hope for.

Another aspect shared with The Last of Us is a more inconsistent frame-rate, certainly in comparison with the more solid Halo 3. When we hit the magic 60, the experience is phenomenal, but the dips beneath are quite noticeable, and briefly interfere with the interface between player and machine in terms of controller response. Based on the context in which the dips are happening, it looks like Halo 4 may well be more CPU-limited than GPU - a reminder of just how capable the last-gen consoles were in that regard, particularly in the latter years when developers really pushed the older hardware to its limits. On the whole though, it's difficult not to be enthused by an Xbox One version of Halo 4. Looking back to our original coverage of the Xbox 360 version, we're reminded of just how beautiful this game was - and is. Even a 1080p port should be something very, very special.
More at the link.
 
Sounds like it is looking good for the most part, odd about the strange resolutions and lack of consistency in frames on a couple of them though.
 
Briefly watched Halo: CE comparison.

Dips when nothing's happening on screen that should make the game dip? Landing in the Pelican drops to 50fps? What?

I'm almost disappointed they bothered including both game engines for Halo: CE and Halo 2 if it impacts appearance and performance so badly that Halo 3 and 4 run better.

Edit: Was the person playing Halo 3 drunk at the time?
 
Based on the context in which the dips are happening, it looks like Halo 4 may well be more CPU-limited than GPU - a reminder of just how capable the last-gen consoles were in that regard,

RIP current-gen.
 
I'm gonna fire up my dusty old black Xbox and play some Halo 1 because the graphics of that game still amaze me...it just looks so much better than anything from that generation.
 
2 engines running at the same time.

I still do not understand how this was considered a priority. A few seconds delay transitioning between the two graphics engines would have been considered instantaneous/good enough by most people. If I had to decide between full 1080p with a 10 seconds pause to switch the engine and the current approach I would have preferred the former option.
 
I still do not understand how this was considered a priority. A few seconds delay transitioning between the two graphics engines would have been considered instantaneous/good enough by most people. If I had to decide between full 1080p with a 10 seconds pause to switch the engine and the current approach I would have preferred the former option.
Bizarre decision. CE anniversary on the 360 had just one engine running at a time, right?
I doubt people will be switching between the two often enough to be worth it. Hope they can patch up the frame rate niggles later : looking forward to the MP analysis
 
Bizarre decision. CE anniversary on the 360 had just one engine running at a time, right?
I doubt people will be switching between the two often enough to be worth it. Hope they can patch up the frame rate niggles later : looking forward to the MP analysis

I just switched in the CE anniversary one time to show my girlfriend how it looks back in the day.

i'll probably never use that feature in halo 2..maybe once.

so I really don't understand this decision.
 
I'm gonna fire up my dusty old black Xbox and play some Halo 1 because the graphics of that game still amaze me...it just looks so much better than anything from that generation.
You really think so? The texture work, per-pixel lighting, and shader quality was all a step up but the dodgy frame-rate, very simplistic geometry, and mediocre animation bring it down. From that same period in 2001 I think Metal Gear Solid 2 stands the test of the time much better with superior animation, 60 fps, an an incredible attention to detail. Obviously it's much smaller in scope but it looks less dated to my eyes.

Halo 2, though, is quite ugly by today's standards.
 
Bizarre decision. CE anniversary on the 360 had just one engine running at a time, right?
I doubt people will be switching between the two often enough to be worth it. Hope they can patch up the frame rate niggles later : looking forward to the MP analysis

IIRC CE Anniversary was running two engines at the same time just like Halo 2 Anniversary.

Also really interesting to read that the 1328*1080 framebuffer scales really nice and maybe better than 1600*900 even though it's less pixels wise. Better upscaling plus freeing some time due to lower pixels (that can be used elsewhere) sounds like a good framebuffer solution for the Xbone.

Of all the games I'm more curious to see Halo 3, this game will really shine at 1080p/60fps.
 
Bizarre decision. CE anniversary on the 360 had just one engine running at a time, right?
Nope, it was exactly the same for the CE Anniversary. Two engines running at the same time, instant switching.

Also really interesting to read that the 1328*1080 framebuffer scales really nice and maybe better than 1600*900 even though it's less pixels wise. Better upscaling plus freeing some time due to lower pixels (that can be used elsewhere) sounds like a good framebuffer solution for the Xbone.
And it could even be a possibile solution to Xbox One public perception problems. The fact it's *1080 could mean you won't see many people around complaining it isn't 1080p, even if it obviously isn't. If this proves to be a good technical alternative to 900p, MS should push it to every developer struggling to reach 1080p.
 
You really think so? The texture work, per-pixel lighting, and shader quality was all a step up but the dodgy frame-rate, very simplistic geometry, and mediocre animation bring it down. From that same period in 2001 I think Metal Gear Solid 2 stands the test of the time much better with superior animation, 60 fps, an an incredible attention to detail. Obviously it's much smaller in scope but it looks less dated to my eyes.

Halo 2, though, is quite ugly by today's standards.

do you think there is a chance or a 30fps limiter patch? the stuttering in h1 sucks, i cant be that hard to port a 12 year old game and have a solid framerate.
 
Sounds like a great job by all studios involved!

It does? Sounds like a hodge podge of issues here and there. I suppose the focus was on Halo 2 anniversary, with the others being a more straightforward(ish) ports. Surprised by the lower resolution on Halo 2 simply to accommodate the instant switching - how often will people really do that on the fly?

Sounds like DF like the Horizontal scaling better than scaling from 900p. Makes sense so I wonder why other devs don't go that route if it improves image quality?
 
Oddly enough Halo 3, which everyone claimed was going to look the worst of the four based on first impressions, seems to be the most stable of the bunch. Kind of sad to see framerate issues :c I can understand Halo 4, but CE? Hardly the most taxing of games.
 
I was worried about the 30Hz logic stuff with Halo 1. The PC version had similar issues way back when. Still, can't wait to get my hands on this.
 
Oddly enough Halo 3, which everyone claimed was going to look the worst of the four based on first impressions, seems to be the most stable of the bunch. Kind of sad to see framerate issues :c I can understand Halo 4, but CE? Hardly the most taxing of games.

I think there are inherent issues left over from the CEA port that need addressing more than anything else. It doesn't sound like the framerate itself is the biggest problem; but the animations being out of sync seems to be far more noticeable.

I'm actually surprised that Halo 4 is having framerate issues. There aren't that many open areas in that game, and vehicular combat is far rarer.
 
No work done to improve textures or models? Am I reading that right?

Yea. Except Halo 2. Big thing here was Halo 2 was remastered. Sounds, graphics, new CG cutscenes, Etc.

Beyond that, everything was bumped up to 1080 P, 30 --> 60 FPS, and AA was added.
 
I think there are inherent issues left over from the CEA port that need addressing more than anything else. It doesn't sound like the framerate itself is the biggest problem; but the animations being out of sync seems to be far more noticeable.

I'm actually surprised that Halo 4 is having framerate issues. There aren't that many open areas in that game, and vehicular combat is far rarer.

Yeah it's obviously just some quirks with the design, not really the XB1's fault.
Either way, I already pre-ordered it <_<
 
I don't get the quote about cpu weakness. I mean, cpu are weak compared to the pc counterpart, but it's definitely more efficient and powerful of the older 360 hardware. Games are older, how can limit a remaster? I don't see what's wrong to the xbone cpu for handle games like this series. Isn't it more matter of the bandwith bottleneck?
 
I don't get the quote about cpu weakness. I mean, cpu are weak compared to the pc counterpart, but it's definitely more efficient and powerful of the older 360 hardware.

It appears as if reaching consistent 60FPS at 1080p is a CPU related limitation.

Looking at the Halo 4 footage; the framerate drops to 50 and stays there when the player looks at the detailed jungle geometry, especially while sprinting. Combat seems to be at 60 more often than not, and the particle effects don't seem to be having any major effect.

I don't know much about CPU vs GPU but this sounds like a CPU bottlenecking the game.
 
I still absolutely don't understand why they thought having 2 engines work at the same time was that important. I'd rather have prettier graphics/more stable framerate than a feature I might use once or twice.
 
Ground textures as an example of uncanny valley, right...
I reread that and what the heck? Lol halo 4 looks good but it never looked real enough to me for an uncanny valley effect. (Except for the first cut scene, I couldn't figure out if Halsey was an actress or CG). I don't think the Uncanny Valley is what DF thinks it is.
 
It appears as if reaching consistent 60FPS at 1080p is a CPU related limitation.

Looking at the Halo 4 footage; the framerate drops to 50 and stays there when the player looks at the detailed jungle geometry, especially while sprinting. Combat seems to be at 60 more often than not, and the particle effects don't seem to be having any major effect.

I don't know much about CPU vs GPU but this sounds like a CPU bottlenecking the game.
From what I know, the hardware struggle to handle 1080p 60fps in most if case for the bandwith bottleneck and gpu limits (16 Rops). Multiplat but exclusive too, proved it from awhile. Now Halo it's limited to the Cpu? Sounds weird to me.
 
Ground textures as an example of uncanny valley, right...

I reread that and what the heck? Lol halo 4 looks good but it never looked real enough to me for an uncanny valley effect. (Except for the first cut scene, I couldn't figure out if Halsey was an actress or CG). I don't think the Uncanny Valley is what DF thinks it is.

They wrote remastering uncanny valley, meaning that remastering was done but is not quite there yet.
 
Thanks guys. Not been following this one very closely so missed that at E3.

I know this is a Digital Foundry thread, but since you haven't been following the game...

The biggest thing to note here is if your a Halo Multiplayer fan, the whole multiplayer suite is available. You can play Halo 1-4 online & 6 remastered maps from Halo 2 Anniversary. Which is pretty cool.

As for the ports, I think on Halo 1 & 2 were done by Saber, and Halo 3 & 4 were done by Ruffian. They seem like decent ports to me.
 
It looks like everyone did a good job by reading that article. It seemed like they wanted to say more and were excited to share but just couldn't. I haven't played Halo 1-3 in so long I feel like in almost playing them all over again. I worked at GameStop when Halo 2 was released and I remember just having the greatest launch night in a long long time.
 
From what I know, the hardware struggle to handle 1080p 60fps in most if case for the bandwith bottleneck and gpu limits (16 Rops). Multiplat but exclusive too, proved it from awhile. Now Halo it's limited to the Cpu? Sounds weird to me.

Could you write that in English please... ?

Anyway just watched the kids. Meh nothing game breaking, pre-load still all good. Week off work to play it as well.
 
As someone said in the Community thread, the biggest thing to take away is that splitscreen is probably going to get the short straw, especially in Halo 4.
 
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