Digital Foundry - Halo Infinite Gameplay Trailer Analysis: Are The Graphics Really 'Flat'...?

Well, you just accused him of being a liar, yet here he is stating the same thing you accused him of being a liar for not mentuoning.
Perhaps you ought to address that before trying to shift the conversation?
Maybe they should go for Unreal Engine to lift up the graphics to at least meet current gen graphics... Oh wait, Epic Games are Sony shills now. :lollipop_smirking:
I like Arcadia, but maybe I rubbed him/her the wrong way or I came in the middle of a fight as I just checked now.

I don't know, maybe you could've tried addressing the points Arcadia was making instead of just shifting to some other fanboy garbage?

Then again, maybe you couldn't.
 
Game looked fine to me. its a shooter that is builded for multiplayer community's. Visuals will always be sacrificed. They should have gone with 1440p 120fps.
Wow, one more guy who isn't interested in Next Generation and graphically fidelity. We are talking about Microsoft's Strongest argument to buy their 12 TF, most powerful console of all time.
 
Well, there seems to be a lot of vegetation, which is GPU heavy at that fps, apparently. I also agree I've seen way more impressive greenery elsewhere.
I think the main problem is the distance at which vegetation is drawn from the player. It's extremely short, feels like a couple of meters.

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Infinite got a 4K/60 upgrade. Let's wait a few months to see the full game too. 🤷‍♀️
It's too late. Game looks like x360 in backwards compatibility mode, maybe even worse in some aspects.

The most expensive game on the most powerful hardware? MS may need to re-evaluate their hiring practices based on superficial attributes like skin color and sexual orientation instead of merit alone. EVERYONE should be pissed and send a message that this is simply not good enough.

What's even further disappointing is this game running on some high end PC configuration instead of a console that is launching in a few months. If you want to represent your game in the best possible light, what does that mean for this game on XsX?
 
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I mean we should wait for more of the final game before passing judgement.
The flatness of the demo could be down to many factors that may not be in the final game
343i may need to hire more engineers perhaps?
Some games look good during early demos, but got downgraded in the final release. 🤷‍♀️

That single level demo shown, has nothing to go against what Phil has spoken before.

You said it was being held back by Xbox One and then said Phil admitted about this bei bc a cause of cross gen games :LOL:... and now we are dancing around the point...
 
In DF they are desperate, they have bet on the losing horse and they no longer know what to do to save Xbox. Well DF should know that XBOX SX is born dead, it sounds hard but it is so, it will be a real failure. Remember my words in a year.
 
In DF they are desperate, they have bet on the losing horse and they no longer know what to do to save Xbox. Well DF should know that XBOX SX is born dead, it sounds hard but it is so, it will be a real failure. Remember my words in a year.
is this some fucking alt account or are you for real?
 
You said it was being held back by Xbox One and then said Phil admitted about this bei bc a cause of cross gen games :LOL:... and now we are dancing around the point...
I mean just temper your expectations on launch games, especially with covid around us. I think this we know. So the halo reveal weren't that bad, it looks and plays like old school halo.
 
He is saying the game looks bad because most of it is indirect lighting, but it still looks trash in directly lit areas. The models, textures etc are just not upto par. And the environments are really lacking in terms of detail. Some parts look like minecraft. LOD levels are pathetic. Reminds me of ps3 era.

But still very informative video. He also makes a good point about the art design of the enemies.
 
Why weren't there any comparisons to the original 2018 demo? That was the vision.



I don't follow DF, but apparently this guy goes soft on Xbox. That's really lame if true. It's like look, you're an adult. That sort of fanboy bullshit is for children and teens. Analyze things as they are and be honest. Or maybe he's afraid of upsetting Microsoft.

Because that's clearly a fake "in-engine" trailer and anyone believing the game would look like that is retarded beyond saving?

In-engine. Don't fall for this bullshit.
 
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I mean just temper your expectations on launch games, especially with covid around us. I think this we know. So the halo reveal weren't that bad, it looks and plays like old school halo.

Really Teflon Spencer. Literally nothing will stick to the guy, never to blame for anything ever :LOL:.
 
Really Teflon Spencer. Literally nothing will stick to the guy, never to blame for anything ever :LOL:.

Imo because Phil has been as open as a Head can be. Communicating, speaking with every layers of the media, changing things and be flexible to criticisms.
When you try to be as positive with feedbacks, your words may become a double-edged sword against you.

Nothing is going to be perfect on roll-out, i been in projects, and seriously the theory and books, all dont apply in reality.
We need to stick with an end game and get judged on that.
 
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People also don't quite get that apparently the game has to run at 60fps on a fucking Xbox One. THAT is the insane part. In all of my expectations of the game being cross gen, which most people here ignore when dogpiling, I assumed that the title would be well sub 1080p and 30fps on the Bone and have a performance option of 4k(ish)30 or 1080p60 on the OneX, with a 4k60 on the XSX. Trying to get anything remotely open world running at 60fps on a 1.3 tf system is insanity. Would explain a whole lot of how it looked though.
 
Why weren't there any comparisons to the original 2018 demo? That was the vision.



I don't follow DF, but apparently this guy goes soft on Xbox. That's really lame if true. It's like look, you're an adult. That sort of fanboy bullshit is for children and teens. Analyze things as they are and be honest. Or maybe he's afraid of upsetting Microsoft.

Oh, wow! Between 4-10 seconds you can read "GAME ENGINE DEMONSTRATION". :messenger_face_screaming:

This is false advertising.
 
Everything he said may well be true, but it also struck me as irrelevant. He explained why the techniques 343 are using look bad, which I'm sure is sound. What he didn't explain was how every other game manages to look way better despite being under the same strictures.

Saying 'it's ok RT can fix this' is laughable, really. Horizon FW isn't using RT GI, is open world and has dynamic time of day, and still looks about 2 full generations ahead of Halo Infinite. Other games don't need RT to look attractive.
 
Why would it be mismatch like that? Texture loading issues? We saw this issue in FF7 Remake as well.

Many elements in the image are in low-res. These are not mipmap differences. We can clearly see that it's low-res in the screen space at the shader level.
It looks a lot like VRS 3x3.

This raises a lot of questions. Microsoft is the only one to speak intently of native 4K to market these games. They are the only ones to put this notion of "native" forward, whereas this notion no longer has any meaning as the image compositions are so complex and composite.
It would be pretty comical if Microsoft were overselling native 4K on these games when they heavily use VRS.

The VRS is the same approach as the dynamic resolution, one is temporal, the other is spatial, but it is the same objective in the end: to reduce the resolution to distribute the load (the VRS offering just more freedom).
Except that dynamic 4K is not used to inject 720p behind.

It would be absurd that a game that injects 720p everywhere in the image via the VRS could be labeled "native 4K" while a dynamic resolution game that goes down to 1440p cannot.
As long as you use VRS, the "native 4K" label shouldn't have its place (a label that doesn't make sense anyway).

Today, the most relevant is to see the overall quality of the result on the screen.

The question that remains is: is this really VRS 3x3 or some other technique? Or a mixture of several things?
 
Dude the whole time he was like "it's all in shadow" "it looks flat because of the shadow" I was like "uh yeah they can literally place lights anywhere they want" if it looks bad because of shadows then THATS THEIR OWN DAMN FAULT
 
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Dude the whole time he was like "it's all in shadow" "it looks flat because of the shadow" I was like "uh yeah they can literally place lights anywhere they want" if it looks bad because of shadows then THATS THEIR OWN DAMN FAULT

..... That's the point? What are you mad about? He's just explaining the technical reason behind why things look bad in the shadow.
 
That's a common, known problem with UE4. This game really shouldn't have that issue seeing as it's a custom engine.

I'm thinking these people had no business trying to make their own game engine in the first place. They aren't the first I've seen that backfire on.
 
I'm thinking these people had no business trying to make their own game engine in the first place. They aren't the first I've seen that backfire on.
Maybe. Looking it up, apparently Halo has been using the same engine (Blam!/Halo Engine) for every game since the very first one, Combat Evolved to Halo 5. Infinite is the first to use a brand new engine so maybe they fucked up in changing.
 
The lighting thing is fascinating. Halo Infinite is behind, and nothing will change that, but it's something I've been noticing lately.

Far Cry 5, for example. At the right time of day, and lighting conditions, that game can look stunningly gorgeous. At others? Decidedly more average. It's almost a generational difference between scenes.

It's something I'd like DF to look at more. This weird inconsistency depending on lighting is a new thing to gaming, and seeing it addressed for the first time was really interesting.

Hell Ghosts of Tsushima does this too. Sometimes the game looks next gen, sometimes it looks mediocre at best. It is crazy. Still can't really fix the art style in Halo though, they are CLEARLY going for an updated Halo CE look, and I'm just not feeling it that much. Which is a shame.
 
I really wanted them to evaluate what 343 has demoed of the Slipspace engine vs this gameplay. Am I the only who thinks they scrapped that engine and went back to what they used for Halo 5?
 
Watching dealer's reaction video with timdog and co.
Only one guy is keeping it real.
Timdog gives a 9 out of 10 for the show.

At the end of the show dealer asks everyone what they are upto.
All t of them say they are playing ghost and loving it.


So you have xbox fans playing ghost and nothing else cuz its a great game. That should tell you something.
 
So if the game is GPU-bound as Alex suggests, how much would the devs need to reduce the resolution to sufficiently make up for the corresponding work the GPU will need to do with a ray-traced lighting system? And what about the frame rate - can the engine then maintain 60 FPS, which is a target for MS and 343?

And to note, HI already has dynamic resolution in place, so at what point does the resolution drop affect the look of the textures?
 
I have seen people complain about many aspects of halo infinite graphics, but no one said "flat" just unimpressive for many reasons.

Wtf happened to Halo?
 
Everything he said may well be true, but it also struck me as irrelevant. He explained why the techniques 343 are using look bad, which I'm sure is sound. What he didn't explain was how every other game manages to look way better despite being under the same strictures.

Saying 'it's ok RT can fix this' is laughable, really. Horizon FW isn't using RT GI, is open world and has dynamic time of day, and still looks about 2 full generations ahead of Halo Infinite. Other games don't need RT to look attractive.

He pointed out other games with similar issues. It's important to note that every game is staged, what they choose to show and not show is entirely up to them, and they choose to maximize what the tech is good at and minimize where it is bad. To use a very simple example, omitting a time of day cycle for Spider-Man gave Insomnic the ability to choose the times of day which make the game look its best, and hand craft the weak parts of those sections to make it look even better.

Every open world game with similar technology has to deal with these exact same issues, but it is how they design the game and design the world that makes the difference.

This is actually a harsh criticism of 343 as it appears they for whatever reason chose to put Halo Infinite in a bad light, literally, for its first reveal.
 
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Reviewtechusa claims a verified MS employee leaked a bunch of info to him about Halo Infinite and XB dev kits including ones we don't know about yet..

Halo Infinite & Xbox Dev Kit Info Video

Sony fans eat this guys stuff up on here about PS5 info lets see if anyone believes him about this as well haha
OMG Shots fired!!!1!!

Mostly well known info, there's nothing to doubt.

He's ok with those graphics if the gameplay satisfies him, and that's ok.
 
I've never seen DF use horrible looking MS Paint overlays that look like a joke to explain away shitty lighting decisions. Almost like DF is trolling here.

Series X is the most powerful console and people want to see what it can do, we all thought Halo would show it off and instead we got Craig'd. It's okay, just show us an updated version with Ray Tracing before announcing the price!

It's hard to gauge how much this presentation really hurt Halo and the Xbox brand. It's a little alarming MS is leaving the damage control to DF and Alanah Pearce.
 
I don't even want them to change the models. Just make sure I get access to super high resolution versions of all the textures and a raytraced lighting engine. The texture pack can even be an optional download like Gears 5.
 



Goes into detail as to why it looks the way it does

Still vote they start with a rapping intro each time now though

Uhh. No. It's not just the lighting. Don't you think they tested various TOD to pick the one with what they thought had the BEST lighting? Of course they did. The lighting sucks, the textures suck, the pop in sucks. The terrain sucks, the ape enemies suck. This game looks sucky. The gameplay is the only thing about this video that doesn't appear to suck.
 
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