Summer Haze
Banned
In terms of overall optimisation, there's still the best part of a year left to significantly improve matters before the Autumn release. In a series first, Halo 5 is launching with 60fps set as its target frame-rate from the get-go. It's an ambitious objective given the push for a visual overhaul too, and right now it mostly hits the mark. However, dips to the low end of 50fps are an issue with too many enemy Spartans on-screen - especially noticeable on the winding Regret stage. Meanwhile, tearing is introduced during these drops too, cutting into the top third of the screen, though hard to notice given that this is above its HUD (which, curiously, is also rendered at 720p).
That we're seeing frame-rate drops at all could be construed as a bit a of a worry, particularly given that we're only playing on medium-sized, vehicle-free, 4v4 slayer matches - where 16-player (or higher) big team battles are on the fans' checklist for the final product. Indeed, bearing in mind the 720p resolution, the appearance of any frame-rate problems at all is rather surprising. Well, in mitigation, it's important to stress that we are dealing with pre-production code here, and based on our observations, the idea that the GPU is to blame for the frame-rate dips may be off-beam.
Looking at the performance videos on a frame-by-frame basis, it seems that various glitches can kick in at any moment - and don't necessarily seem to be caused by intense GPU work. We'd hazard a guess that the artificial drop to 720p has indeed removed the graphics hardware as an obstacle to the game's target 60fps for the most part, and that other bottlenecks and glitches in the work-in-progress pipeline are causing many of the issues in the beta code. For example, we see frame-rate drops caused by even simple actions like reloading and walking immediately after a respawn. Even picking up a gun and firing for the first time can produce performance dips. Other times, drops occur on a seemingly random basis, with no visible evidence of what might be the cause. All of these issues should hopefully be resolved by launch.
More at the link
I wasn't sure about which parts of the article to pick out and embed in the thread, and it's pretty in-depth hands-on and I didn't wanna post too many. My apologies if I chose shitty ones.
