thorns said:i predict that it will soon be the latest straw that halo haters will grasp at.
Sorry about that. I wasn't trolling at all. Just wanted to know what texture pop in was, and now I do.MrparisSM said:Me too. That's why I was reluctant to answer his question. I thought it was Flame Bait....
Hmm. I guess the cinematics are rendered using the in-game engine. Similar to Metroid Prime.ced said:I questioned it in the impressions thread because it seems to be the only obvious flaw in a very polished engine.
My point was that it occurs during the cinematics, and it is pretty bad. I was curious how this could happen, I always thought the cinematics were in a controled enviroment, and almost pre rendered in a sense.
.JERRY: She likes the pop-in. I've told her how I hate the pop-in. (pointing to George) He likes the pop-in, too.
GEORGE: I just popped in now. I'm a big pop-in guy.
JERRY: Yeah.
GEORGE: How 'bout Kramer.
JERRY: HUGE pop-in guy!
Pimpbaa said:I think some of you are confusing level of detail and mip mapping. The sudden change in detail of the models in halo 2 is level of detail (used to maintain framerates). And the grass getting more detailed when it is close to you in halo 1 (and 2) that alphasnake mentioned is mip mapping (which is used to eliminate texture shimmering).
Man, that sounds terrible.paul777 said:You should see this in Killzone. I come up to an NPC and his face will remain an undetailed, blurry blob for about 3-4 seconds before it becomes detailed.
AlphaSnake said:The closer you get to an object the more detailed it gets. It's very very apparent in games like GTA: Vice City, San Andreas, Project Gotham 2, Colin McRae Rally 3, All PS2 WRC games and many others. Halo 1 had this also. Look downwards as you walk and you'll notice the textures of the grass filling in right in front of you. It's a technique used to maintain high frame rates.
-=::[Eagle-Vision]::=- said:
3pheMeraLmiX said:That's LOD and Mip Mapping. Lower Poly models for distance shots, higher poly models for closeup shots. Mip-mapping refers to smaller, less detailed textures utilized for when the camera is the furthest from it, while the most hi-res memory intensive textures are used for close camera shots. Depending on the distance of the camera, the texture is interpolated between the low-res and hi-res shot for mid-distance viewing -- usually more than just two texture samples are used, though.
The LOD issues in the Halo 2 cutscenes are only visible after a scene/camera angle change. It's like it's going too quickly for the Xbox to refresh everything. Very weird, but that's about the only technical flaw of the game.MrparisSM said:Where did that come from? LOD is losing detail as you move AWAY from the camara....
-=::[Eagle-Vision]::=- said:
Thanks for the confirmation, that's what I was suspecting. An option to have loadings instead of texture issues would have made some haters shut up, but personally I don't really care that much.Stinkles said:Those are all from cinematics. The pop is caused by the predictive loading - the game gets the Space Stattion textures etc from one part of the DVD/cache, then loads a Covenant scene from another. The payoff is practically no loading. And it also keeps you knee deep in the engine.
-=::[Eagle-Vision]::=- said:
Yes.Insertia said:whoah, that looks awful.
is this real?
Yup, but what this GIF does not show is that only the first few frames of the scene have this issue. It's still a bit too much of course, but not as bad as this looks here. Without this issue the cutscenes would have been the most amazing realtime footage I'd have ever seen on any console. In fact it's still the most amazing, but it's not as perfect as it could have been.Insertia said:whoah, that looks awful.
is this real?
LowTecky said:I think the best example of this would be Sim City 4 (when you zoom in). Anyone who has played it should understand immediately.
That's not a texture LOD or even a mipmap bug but more a problem with the multipass rendering. The model gets a series of textures applied to it that comprise it's detail and effects which appears to get screwed up in that shot, all layering in serparately instead of being applied simultaneously, for whatever reason.-=::[Eagle-Vision]::=- said:
COCKLES said:Anyone played it from HDD yet? Plenty of Xbox games that have issues with stutters ect get magically cured when played from a faster source. DVD can't transfer data fast enough to cope.
Floyd said:I have seen halo 2 and this texture pop in is much more apparent this time than it was with Halo. Its mainly on the dead enemies scattered around, they morph and change shape and detail in front of your eyes as you walk toward or away from them.
It's apparent but it isn't off putting. But no doubt your going to hear alot about it from graphics whores.
human5892 said:Yes.
-=::[Eagle-Vision]::=- said:Halo 2's LOD sucks:
oh god. And they let this slip past quality control / bug test? That's REALLY awful.
TheGreenGiant said:-=::[Eagle-Vision]::=- said:Halo 2's LOD sucks:
oh god. And they let this slip past quality control / bug test? That's REALLY awful.
Don't be silly, that's not in the final game. They're just showing what it would look like on ps2, then what it would look like on gc and finally what it looks like on xbox....
That's not a texture LOD or even a mipmap bug but more a problem with the multipass rendering. The model gets a series of textures applied to it that comprise it's detail and effects which appears to get screwed up in that shot, all layering in serparately instead of being applied simultaneously, for whatever reason.
You could also have just read Stinkle's post, since he works for Bungie I'd say he's the best source of information about this we'll ever getFight for Freeform said:Heheh, thanks. So many replies and no one knew what it was.
The problem has nothing to do with the textures themselves (the base texture and their lower res representations), but the timing of when they appear. It occurs at inconsistant distances, and not at the appropriate distances. You get the impression that things are getting spooled and things need to catch up.
Stinkles said:Those are all from cinematics. The pop is caused by the predictive loading - the game gets the Space Stattion textures etc from one part of the DVD/cache, then loads a Covenant scene from another. The payoff is practically no loading. And it also keeps you knee deep in the engine.
miyuru said:You forgot how sloppy it looks.
Then again, I don't know how much loading time you're saving on, so maybe it's worth it.