Halo 3 lighting: Best in the biz??

cjelly said:
My environments, let me show you them.
your only argument for PGR4's environment's is that it has different environments than what we've seen of GT5p. we've only had a glimpse of GT5p's city environments.

but it seems you need a reminder of what those city environments do look like --

4kyfgua.gif
 
LiquidMetal14 said:
Or go watch the videos and research. Game looks hot, you know it.

I come here for all my studies. Have you read the required texts yet?

Sure it looks good. Sims always bore the ever loving shit out of me though, so I find it really difficult to get excited about static buildings, be they in PGR or GT. Now if you'll excuse me, I need to go adjust the camber on my Honda Civic.
 
urk said:
Oh, sure. Off-screen pics. (The Dark Side flows through me).
dfyb said:
your only argument for PGR4's environment's is that it has different environments than what we've seen of GT5p. we've only had a glimpse of GT5p's city environments.
read
 
dfyb said:

I think you may be answering questions I didn't ask. But if I must, the PGR4 environments looks easily as good as those you posted. No question. Cars are a different story. PD always does top notch work on the car models. Nothing to do at all with lighting or Halo 3 though.
 
urk said:
I think you may be answering questions I didn't ask. But if I must, the PGR4 environments looks easily as good as those you posted. No question. Cars are a different story. PD always does top notch work on the car models. Nothing to do at all with lighting or Halo 3 though.
Look at the lighting on and in the cars. That is what makes it look so photo real.
 
LiquidMetal14 said:
Look at the lighting on and in the cars. That is what makes it look so photo real.

No, it's one of the things that contributes. They take great care modeling those cars to exacting standards.

But he was on about the environments with m0dus.

I think I'll bow out of the thread now. It's just going to be this tit-for-tat stuff and I'm going to hold onto my tit. You can have the tat.

Halo 3 rulez. Your favorite game sucks the Big One. Peace out. Much love. Audi 5000 (with spectacular lighting), G.
 
urk said:
I think you may be answering questions I didn't ask. But if I must, the PGR4 environments looks easily as good as those you posted. No question. Cars are a different story. PD always does top notch work on the car models. Nothing to do at all with lighting or Halo 3 though.
so if the GT5p environments look as good as the PGR4 environments, but the GT5p cars look better... what conclusion can you come to? cmon. you can do it.
 
I'll come down to you dudes' level.

One game runs at double the framerate
One game runs at double the resolution
One game has (more than) double the amount of cars on screen

Conclusion: this game is pretty awesome
 
This thread cements the trend that "good lighting" is really treated as a catch-all for "generally awesome looking game".
Yes, it's important... but some of these games look great for a ton of reasons, lighting being just one of them. Just sayin'.
 
Of games I've personally played ...

Heavenly Sword
Halo 3
Motorstorm

... are the top 3. Not sure what order I'd put them in.


I really can't think of anything else released that's up there other than maybe S.T.A.L.K.E.R.



On the horizon, the top games I've seen for lighting appear to be ...

Crysis
Kilzone 2
Uncharted

... (no particular order) ... with MGS4 and GTV coming in a bit below the above (mostly based on not having seen enough).
 
I leave this thread for a few hours to go and do homework, and come back to pgr4 and gt5 pics.........I thought we finished this fight when DFYB, gattsu25, tjhooker and myself undoubtly provided enough visual and contextual evidence to prove halo 3's lighting isn't the greatest of all time.
 
The OP talks about lighting and tone mapping only, so I assumed he wasn’t comparing shadows and image quality.

IMO Halo 3 has the nicest HDR lighting of any released or upcoming game that isn't Crysis or Little Big Planet, and KZ2 doesn’t use HDR. I'd put it just ahead of HS because of the way character models never look incongruous to the environment lighting as they do in most games. It's PRT or something right?
 
Dot50Cal said:
Its pretty nice in some areas, in others..not so much.



bubububu stop with the IGN pics.

Oh wait.... :p


That's why I thought. Nowhere near the theatre mode, seriously.

Lighting looks good (mostly HDR that is) but to me it looks like the theatre mode throws a couple mor post processing effects.
 
dfyb said:
so if the GT5p environments look as good as the PGR4 environments, but the GT5p cars look better... what conclusion can you come to? cmon. you can do it.

i wouldnt say that gt5s environments look any better than the ones of pgr4 or comparable.
gt5 still uses alot of 2d stuff and image backdrops to achieve the photorealistic look.
some environments weve seen in the trailers looked downright nasty, like the textured tunnel that was supposed to be a road with trees on the side...
now you will say that that are just placeholders which will be gone in the final game...

well, lets wait for the final game before we declare it "winner in everything" then.

also, there is basicly only one lighting condition that we've seen so far from gt5, right?
 
hahha this thread has really taken off...

thing is while halos lighting is good...the game just doesnt look like most of these screens in actual game motion when things are flying about....it looks good, but its nowhere near that clean...it makes a difference. Again, the lighting is great, but some of you are going too far joking it...like must make up for the fact taht the game isn't the best looking, by saying it stomps over other games in lighting

Nice balanced post above by the way...of course you wouldn't say so...you basically stomp on the game after the first sentance ahhaha. Lets just wait until GT5 is released to find out...Either way PGR4's cities look great...so even if GT5's cities might look more realistic, it doesnt lessen the graphical impact that the otehr game has
 
Raist said:
bubububu stop with the IGN pics.

Oh wait.... :p


That's why I thought. Nowhere near the theatre mode, seriously.

Lighting looks good (mostly HDR that is) but to me it looks like the theatre mode throws a couple mor post processing effects.

Too bad it doesn't.
 
Tk0n said:
your point is?
id say thats easily 5 times the polycount compared to the environments we've seen of gt5.

stuff like this:
gt5.jpg

or the ugly cardboard stuff in all the trailers is what i think of when i think of gt5 environments.

the cars are a class of there own. no question.
but environment and lighting is all smoke and mirrors.
You realise that is modified and filtered to look like that for the purpose of the trailer? The environments look nothing like that ingame :|
 
jet1911 said:
Too bad it doesn't.

Raw Capture:
http://dot50cal.the-horror.com/raw.jpg

Whats shown on screen when it takes the photomode shot:
http://dot50cal.the-horror.com/render.jpg

When I get my 360 back from RROD, I can do a better comparison with an extra picture, the bungie.net image. But it appears from the image shown on the 360 while taking the photo, no extra processing effects are added besides AA and a resolution bump. Whether or not that holds true for the bungie.net shot is what Im most interested in.
 
urk said:
I come here for all my studies. Have you read the required texts yet?

Sure it looks good. Sims always bore the ever loving shit out of me though, so I find it really difficult to get excited about static buildings, be they in PGR or GT. Now if you'll excuse me, I need to go adjust the camber on my Honda Civic.

Can't believe no one touched this. I'm disappointed GAF.
 
Dot50Cal said:
Raw Capture:
http://dot50cal.the-horror.com/raw.jpg

Whats shown on screen when it takes the photomode shot:
http://dot50cal.the-horror.com/render.jpg

When I get my 360 back from RROD, I can do a better comparison with an extra picture, the bungie.net image. But it appears from the image shown on the 360 while taking the photo, no extra processing effects are added besides AA and a resolution bump. Whether or not that holds true for the bungie.net shot is what Im most interested in.
Are you sure?

What about AF? And what is going on in the background? That big rock and vegetation/grass.
 
Dot50Cal said:
Raw Capture:
http://dot50cal.the-horror.com/raw.jpg

Whats shown on screen when it takes the photomode shot:
http://dot50cal.the-horror.com/render.jpg

When I get my 360 back from RROD, I can do a better comparison with an extra picture, the bungie.net image. But it appears from the image shown on the 360 while taking the photo, no extra processing effects are added besides AA and a resolution bump. Whether or not that holds true for the bungie.net shot is what Im most interested in.
Great comparison. Only issue is there are not many 'dynamic' light sources. I wasn't expecting the lightmaps to change and they didn't.



As a more general statement (not directed at any specific poster): I played Halo 3, yet I didn't oogle at the photo mode (in fact I only took a single screen in the photo mode in the single time I used the theatre). I haven't seen any indication that the photomode cleans up or improves on the lighting. As I said before, I think Halo 3's lighting is pretty damned good...and that opinion was formed based on the game running on a 720p DLP, not from the theatre or from the photo mode.
 
Tab0203 said:
Are you sure?

What about AF? And what is going on in the background? That big rock and vegetation/grass.
Processing effects are REMOVED when screenshots are taken. I attempted to snap various shots of cutscenes, for instance, and things look much worse. The lighting intensity is dropped, certain effects don't properly display, and the depth of field is removed (such as when Chief grabs Guilty Spark at the end of Chapter 5 - there is depth of field while viewing it but it is removed when a shot is taken).

Here's one example...

Glitch.png


Notice how the fire effects are pretty much destroyed?
 
I still think that in terms of ambience, Half-Life 2 is right up there with the best.

It's not the most technically-advanced lighting in the world and the drop shadows are not very realistic.

But the lightmaps are the most natural looking I've seen...the tone of the visuals is absolutely amazing. One stand-out moment for me was just after the accident that sees you stranded outside Dr Kleiner's lab, the lighting in that trainyard area is so natural looking.
 
dark10x said:
Processing effects are REMOVED when screenshots are taken. I attempted to snap various shots of cutscenes, for instance, and things look much worse. The lighting intensity is dropped, certain effects don't properly display, and the depth of field is removed (such as when Chief grabs Guilty Spark at the end of Chapter 5 - there is depth of field while viewing it but it is removed when a shot is taken).

Here's one example...

http://i8.photobucket.com/albums/a29/dark1x/Glitch.png[IMG]

Notice how the fire effects are pretty much destroyed?[/QUOTE]
Interesting, but you didn't answer my question. Dot50cal's 2. in-game shot clearly shows anisotropic filter and added foliage/vegetation.

It makes perfect sense to add those things for a screenshot tool, but don't say that it looks just like that in-game.

[url]http://dot50cal.the-horror.com/raw.jpg[/url]

[url]http://dot50cal.the-horror.com/render.jpg[/url]
 
Tab0203 said:
Interesting, but you didn't answer my question. Dot50cal's 2. in-game shot clearly shows anisotropic filter and added foliage/vegetation.

It makes perfect sense to add those things for a screenshot tool, but don't say that it looks just like that in-game.

http://dot50cal.the-horror.com/raw.jpg

http://dot50cal.the-horror.com/render.jpg
Ah, I see. I certainly can agree with that. AA and AF are clearly added when the tool is used (though mild AF seems to be in use while playing as well).
 
dark10x said:
Ah, I see. I certainly can agree with that. AA and AF are clearly added when the tool is used (though mild AF seems to be in use while playing as well).
Photo mode also seems to be disabling LOD among other things. You can clearly see a lot of added foliage in the distance (that I'm guessing would fade into view as you get closer to it?) as well as better looking distant detail in general.
 
I gotta say, I'm happy with Halo 3's graphics, but one thing I was kinda bummed out about was that they didn't increase the draw distance of the foilage dramatically from the beta. I love foilage!
 
Best in the biz? I can't say, as I haven't played any of the best looking PS3 games. I do know that it's got the best lighting of any 360 game I've played though, you only need to go into theatre mode to see that.
 
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