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Forums - Microsoft Discussion - Halo 5 has a ROCK SOLID performance (Digital Foundry)




https://www.youtube.com/watch?v=r3VuAx0obIk

Some people were worried about the performace of this game, well I have some good news for you:

 "After testing all three modes available here, we managed to uncover only a small handful of dropped frames. No matter how many enemies or effects are on screen, we see an almost complete adherence to 60 frames per second. Delivering a frame-rate this consistent is an incredibly impressive feat, the kind of achievement typically reserved for first-party Nintendo games.

A locked 60fps does not come cheap and it's clear that image quality is compromised in order to deliver this objective. This feels like an acceptable solution in this case as it benefits gameplay but those sensitive to image quality issues may be disappointed. The post-process anti-aliasing solution employed here works well enough at full 1080p but, as the resolution begins to dip, it can also result in a rather muddy-looking image.

Texture filtering also suffers from this design choice. We're still not entirely clear how much of a toll texture filtering takes on the hardware generally but clearly, it was deemed too costly for Halo 5. More than the dynamic resolution, this setting has a significant impact on image quality, leading to a lot of highly blurry textures during normal gameplay.

While these issues are significant, this is the reality of aiming for 60fps in a game like Halo 5. Dialling up frame-rate at the expense of image quality is a brave move and one that is sure to stir up controversy bearing in mind the visual trade-offs, but arguably, this is the best choice for a shooter - it's a decision that puts the quality of the gameplay first. Based on some of its marketing, we also suspect that Microsoft is aiming to position the new Halo as a major eSports franchise, where a rock-solid 60fps is absolutely crucial in a console title."


The game performance is almost perfect, something you usually don´t see in broken games at all, so... yeah.



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I should hope so, the visuals really aren't what I was expecting from next gen Halo.



I've never seen this point being the main critic about the game... I've never really played Halo (only Halo and Halo 2 MP), but I've read more "343 Industries are not as good as Bungie and the last game wasn't a good Halo game" than "this game will be broken".

Is it about the "You can expect more broken games this Holiday season" thing? Because when I read that, I think about AC, Star Wars and Cod, more than Halo ^^.



Didn't MCC and Driveclub have rock solid performance?



Faelco said:
I've never seen this point being the main critic about the game... I've never really played Halo (only Halo and Halo 2 MP), but I've read more "343 Industries are not as good as Bungie and the last game wasn't a good Halo game" than "this game will be broken".

Is it about the "You can expect more broken games this Holiday season" thing? Because when I read that, I think about AC, Star Wars and Cod, more than Halo ^^.


In the case of the Master Chief Collection, that was the problem.  The matchmaking was, in fact, broken.  I'm willing to give them another chance, since is the first time a Halo game's been broken at launch, but the MCC did make me nervous.  Hell, it's not even the performance I'm worried about, it's the rollout.



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What this technology means for the player is a constantly changing resolution during gameplay, ranging from something in the region of 1152x810 all the way up to a full 1080p. Fortunately, based on what we've seen so far in this build, campaign mode gameplay tends to hang around 1344x1080, during which it's fair to say full HD is fleetingly attained.

The post-process anti-aliasing solution employed here works well enough at full 1080p but, as the resolution begins to dip, it can also result in a rather muddy-looking image.

 

You left this out OP in the article.



Roronaa_chan said:
Didn't MCC and Driveclub have rock solid performance?

Driveclub a solid performance at 30fps.

And no MCC was not that solid:

"Halo 5 is 343's stated aim in strictly targeting 60fps gameplay. The same promise was made with the Master Chief Collection, which didn't quite pan out"



Texture filtering also suffers greatly from this design choice. We're still not entirely clear how much of a toll texture filtering takes on the hardware generally but clearly, it was deemed too costly for Halo 5. More than the dynamic resolution, this setting has a significant impact on image quality, leading to a lot of highly blurry textures during normal gameplay. The open areas visible in the Warzone footage can look decidedly last-gen in places with blurry, shimmering foliage and poor texture filtering recalling the African plains of Halo 3.
Alpha effects also continue to operate at a lower quality, as we discovered in previous looks at the game. Explosions and weapon effects are rendered at a reduced resolution throughout, leading to some pretty noticeable pixilation during particularly heated sequences. Shadow quality also feels a bit hit or miss with the juxtaposition between real-time shadows and shadow-maps often a little jarring. In many ways, this feels like a visual evolution of Halo 4 at 60fps.

Mess.



Roronaa_chan said:
Didn't MCC and Driveclub have rock solid performance?


Hmm? MCC not, Driveclub did though.



I think the fear for Halo 5 is, if at all, regarding if the multiplayer will work and not how the singleplayer will perform.

I'm pretty sure the game will work on launch though.