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Mr Puggsly said:

I didnt contradict myself. The Ryse planned for 360 was a Kinect game and the little shown didnt resemble what we got on X1. Also, I said the 360 demonstrated much larger scale games from Crytek like Crysis.

We dont know how far Ryse actually got on 360. The game went from 1st person to 3rd person. If much of what we saw was planned for 360, its worth noting the developers were able to change the graphics into a visually impressive 8th gen game in spite of 7th gen roots.

Either way we know the 360 is capable of much larger scale games and Crytek has done that themselves. But even if the X1's version of Ryse was being built for 360, the visuals still showed a generational leap.

I still think a game can be built for 9th gen and still be scaled or reworked for 8th gen. Maybe a 3rd party could come in and rework it to function on limited specs. We have seen that many times.

You are missing the point.
Ryse could have been a much better game if it wasn't shackled down by 7th gen console restraints.

The fact that games like Crysis offer bigger worlds is exactly the point, those games were built from the ground up (Engine and all) to take advantage of 7th gen hardware.
You kind of start to throw away "Console Optimization" entirely when you are designing for more than one hardware base.

Mr Puggsly said:

Yes, I want the comprehensive list of anything not 60 fps in Halo 5. Even though we funamentally agree 30 fps for the campaign may have been better. I also argue they should have used lighting effects less taxing on the GPU.

Either 30fps to match the polling rates or if the Xbox One launched with hardware that wasn't low-end where cutbacks had to be made.

* 30hz LOD player sprites.
* 30hz Cutscenes.
* 15hz Texture Animations. (I.E. Like the launcher pad, shield barriers etc'.)
* Screen Space Reflection animations.
* Server tick rate?

Things like Dynamic shadows (Not used often), water, fire alpha effects all seem to update at 60hz. Yay progress.

Halo 5 is in large parts a 30fps game.

Mr Puggsly said:

If an engine cant handle seemingly simple things previous engines did, it might just be a bad engine. Halo 5 should have just used a modified Halo 4 engine.

Rushed development. The engine is fine, it just needed more development time to iron out some aspects.
Better Xbox hardware wouldn't have hurt either.

Mr Puggsly said:

I wasnt looking for a few exceptions like Star Citizen or whatever other few titles. I mean generally.

You were asserting something as if it didn't have exceptions. Clearly that was incorrect.

And it happens more often than you think, the PC has exclusives. - Need I mention Civilization? Or hows about Ashes of the Singularity? PC has more platform exclusives than the Xbox One.

Mr Puggsly said:

Halo Infinite is atleast being built with assets and effect quality intended for specs beyond a base X1. I'm not expecting cutting edge but instead a very polished game on Scarlett. That still demonstrates a technical leap. It may also be the first gen we can get a locked 60 fps in split screen Halo.

It should be cutting edge, it is meant to showcase what a platform is potentially capable of, that is one of the main points of an exclusive.

Halo used to "wow" the entire industry on the visuals front... Halo: Combat Evolved with it's Pixel Shader and Bump mapping effects, Halo 2 with it's draw distances and texture work, Halo 3 with it's impressive HDR Lighting and Tessellated water effects, Halo 4 with it's baked shadowing and lighting effects, Halo: Reach for it's insane draw distances...

Every time there was a Halo game we saw visuals pushed forwards and it was generally the best example of what the platform could do at the time. - Halo 4 for example is probably the most visually impressive game on Xbox 360, heck almost that entire console generation with the exception of a few Playstation 3 and PC titles.



--::{PC Gaming Master Race}::--