http://www.eurogamer.net/articles/2...ands-on-with-halo-the-master-chief-collection
Halo CEA: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 2 AE: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 3: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 4: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.
More at the link.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.