SSR basically wasn't a thing when Halo 3 was made. Thankfully.Looks like SSR has been added to Halo Online. I don't recall OG Halo 3 shipping with them.
The plague continues to spread...
SSR basically wasn't a thing when Halo 3 was made. Thankfully.Looks like SSR has been added to Halo Online. I don't recall OG Halo 3 shipping with them.
It's a way of accomplishing real-time reflections.You guys want to give a layman's terms explanation of SSR?
I wouldn't go that far. It's extremely limited, but like anything else, there's good implementations and bad implementations. Used on the right objects in the right scenarios, and it can be pretty darn cool.But it's horribly unstable due to the fact that it can only make use of on-screen information.
Clean, modern, good lighting, but with color, contrast, and no awful filters.
Thats the map shown in the trailer. It's massive in scale.
Looks like SSR has been added to Halo Online. I don't recall OG Halo 3 shipping with them.
I've never seen an implementation that looks particularly clean for instances where there's a fairly free camera. Driveclub's is phenomenal in gameplay, but it's one of the ugliest implementations out there when you're moving the camera around in photomode.I wouldn't go that far. It's extremely limited, but like anything else, there's good implementations and bad implementations.
There are alternatives, though. For fairly rough surfaces, world-space cone tracing according to a directional lightmap can give excellent results (see: everything other than mirrors in The Order 1886). In certain specific cases involving flat surfaces when you've got decent graphical headroom, planar reflections can give mind-bogglingly cool results (see: Halo 1's control room). Then there's stuff like Tomorrow Children's crazy real-time light and occlusion volume stuff, although I don't know how popular that will be as it's a pretty heavy approach that a game would have to holistically commit to; it's very general-purpose, although it doesn't capture high-frequency behaviors.We're not going to be seeing accurate global ray tracing in real time in mainstream games anytime soon, so personally I think it's cool that SSR provides an approximation that manages to look good at times.
Yes, when the scene isn't in motion so you can't see the bizarre behavior from one frame to the next, and when the camera is nicely aligned to capture most of what should be getting reflected.The Banshee reflecting off the inside of the walls on Valhalla there looks fantastic, as does some of the light bouncing off the walls and onto the floor in the other shot.
Technology isn't objectively evil,
That sky box though
This has probably been brought up before (I just haven't been studiously lurking like I used to), but why is Halo's core gameplay getting changed? You've got games like Call of Duty and Counter Strike:GO, the latter of which has not changed its core game-play in a longer time than the Halo series has been out, getting way bigger player populations and competitive audiences.
This has probably been brought up before (I just haven't been studiously lurking like I used to), but why is Halo's core gameplay getting changed? You've got games like Call of Duty and Counter Strike:GO, the latter of which has not changed its core game-play in a longer time than the Halo series has been out, getting way bigger player populations and competitive audiences.
Thats a thing i always dont get. People hate on CoD because it plays the same. but why? It looks more likely because of that, that the game is still very successful.
Cant say the same for Halo since Halo Reach. I always read this statement from people that Halo needs to change. But why?
You'll get a lot of different answers. Personally, I don't think they've ever really *nailed* Halo's gameplay in a way that makes it sacrosanct; every game's had its own host of issues. If 343 wants to try and improve on things, I don't see any problem with that, in and of itself.
Other possible options include:
LOL chasing COD
343 hates Halo
343 hates you, personally.
etc.
Halo CE's engine nailed Halo gameplay imo, issues with jumping were cleaned up in Halo 2, but that could have been applied to Halo CE's engine, instead of building a new and worse one for Halo 2.
I think there is a good amount that could have been added onto and changed based off the CE engine, but Bungie just kept making new engines for Halo, instead of iterating on the first one that worked best. I think that is the main problem with the series, and why now, it is so open to change and reacting to the market like it is.
That leaked beta has already been hacked to enable English and loading maps under MP mode, Forge appears to be in there and someone's currently working on enabling it. Also, there's references to a "survival" mode and some of the maps have NPCs on them.
Looks like SSR has been added to Halo Online. I don't recall OG Halo 3 shipping with them.
The new menus and whatnot We're forced to display in Russian, but the English strings were all in there. Someone found the bits responsible for the Russian language force, changed them, and the UI is in English using the English strings.
Here's the GitHub page for the loader.
SSR basically wasn't a thing when Halo 3 was made. Thankfully.
The plague continues to spread...
It's a way of accomplishing real-time reflections.
When a game renders a frame, it doesn't just generate the 2D image, it also generates a "depth buffer" that tells you how far from the camera the object/surface/whatever at each pixel is. The rendered image and the depth buffer together comprise a rough (and extremely limited) 3D description of the scene as seen by the camera.
You can determine reflections for surfaces fairly efficiently by "ray tracing" (or some rough approximation to it) this 3D description of the scene. But it's horribly unstable due to the fact that it can only make use of on-screen information. Look down? Reflection of skybox content wipes off a reflective surface. Object moves in front of reflected object? Reflection vanishes with quite a lot of jank.
For instance, here's some SSR in Destiny when you look up and down:
It's a very popular technique, and some people love it. Personally I think it often looks a lot sloppier than simply not having real-time reflections, at least outside of stuff like racing games where the camera behavior usually keeps it working well and without lots of visual instabilities.
I wouldn't go that far. It's extremely limited, but like anything else, there's good implementations and bad implementations. Used on the right objects in the right scenarios, and it can be pretty darn cool.
We're not going to be seeing accurate global ray tracing in real time in mainstream games anytime soon, so personally I think it's cool that SSR provides an approximation that manages to look good at times. The Banshee reflecting off the inside of the walls on Valhalla there looks fantastic, as does some of the light bouncing off the walls and onto the floor in the other shot.
Technology isn't objectively evil, it's a matter of how you use it. Well, except for chromatic aberration. That crap sucks.
I've never seen an implementation that looks particularly clean for instances where there's a fairly free camera. Driveclub's is phenomenal in gameplay, but it's one of the ugliest implementations out there when you're moving the camera around in photomode.
Stuff like Second Son and Halo 2 Anniversary don't look very artifacty, but they're also extremely conservative to the point that some people think that the former doesn't even have screen-space reflections.
In a lot of cases, "good implementation" is a mythical creature that would realistically require throwing so much extra information at the algorithm that it couldn't really be called "screen space" any more.
There are alternatives, though. For fairly rough surfaces, world-space cone tracing according to a directional lightmap can give excellent results (see: everything other than mirrors in The Order 1886). In certain specific cases involving flat surfaces when you've got decent graphical headroom, planar reflections can give mind-bogglingly cool results (see: Halo 1's control room). Then there's stuff like Tomorrow Children's crazy real-time light and occlusion volume stuff, although I don't know how popular that will be as it's a pretty heavy approach that a game would have to holistically commit to; it's very general-purpose, although it doesn't capture high-frequency behaviors.
But my real issue is that just not worrying about it can often look better to my eyes than SSR.
Yes, when the scene isn't in motion so you can't see the bizarre behavior from one frame to the next, and when the camera is nicely aligned to capture most of what should be getting reflected.
It'd be nice to see what's become of Del Rio.Wonder if Del Rio will crawl out of whatever rock he sulked into.
loloverhead.gif
Close games are the best games
HaloGAF is better than school
Because it stifles innovation and leads to stagnation.Thats a thing i always dont get. People hate on CoD because it plays the same. but why? It looks more likely because of that, that the game is still very successful.
Cant say the same for Halo since Halo Reach. I always read this statement from people that Halo needs to change. But why?
First Uncharted, now Zelda U...
...343i ready to delay Halo 5 to make it better?
First Uncharted, now Zelda U...
...343i ready to delay Halo 5 to make it better?
Game is probably already done, but they're waiting for the September/November Q4 period to release it. Just look how polished the beta was. No way they'd need to delay it. 3+ years is enough time.
First Uncharted, now Zelda U...
...343i ready to delay Halo 5 to make it better?
First Uncharted, now Zelda U...
...343i ready to delay Halo 5 to make it better?
I'm not sure if the method is exactly cone tracing, but they actually take capsule occlusion into account when calculating the specular response.huh, I wasn't aware the Order was doing anything like that
MS winning the holidays now.
Paul "4 bucks an hour" Hydranockz.I think you mean Hypertrooper.
Did you guys get Halo Online access already?
The beta is Russian only and starts sometime in Spring.
Where are all these screens/videos coming from?
Man it was really cool seeing a hornet patrolling the city on Snow Turf. Lot of environment details they put into these maps.
Kind of want these guys to do art for the future Halo maps
People just voted SMG on Gemini over br's on heretic fuck thris community.
Someone come join me on MCC so he have more BR votes
Kinda of like the hornet patrolling Skyline? Are both maps set in Mombasa?
I like the look of the new maps but people saying these look better than the H2A or H5 maps are insane.
Woooooooooowwwww bad opinion train in town I seei would absolutely vote crappy smg starts h2 over anything halo 3
H2A had a color problem and there is that 53% stat for blue team on a map for H5. Maps are not just about making good designs, its the most important part but looks are another big thing.
Woooooooooowwwww bad opinion train in town I see