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Snoopy said:
EpicRandy said:

I really don't think the base Xbox One Model support is the problem here, because I fully expect the Xbox one version to be 720P 60FPS with smaller draw distance.

I think the prime reason for the odd graphics are caused by the use of dynamic lightning like digital foundry pointed out. I'll will add to this that dynamic lighting prevent the use of sub subsurface scattering which would greatly help model feel less plastic. Classic halo artstyle might also exacerbate visual oddities.

There's also the fact that we have seen only one Biome which felt empty, previous trailer have shown other environments, some with more vegetations.

Pop-in was also a problem but I fully expect this to be fixed by released.

The question here is would I want better visual over dynamic lightning? I need to see more of the game before I made my decision on this.  

The problem is they made the game with xbox one in mind and upscale it to Xbox Series X. Think of it this way, if I took a low quality image and adjust it in photoshop I can make it look better. However, there is only so much you can do and it still won't look great. Overall, I think Halo infinite looks okay for an open world series x launch game that is 4k and 60 fps. They just need to get the popups under control and get ray tracing out as soon as possible (should help with lighting).

Game assets are always created in higher quality than needed and then scaled down to fit specific power requirement. That is true even when there's no new hardware on the horizon. No reason to believe that this demo was not using high quality texture & mesh that differ in resolutions/complexity from the ones the Xbox one will be using.  

Edit: That said it might just be true that we are looking at a scaled up Xbox one game which still lacks specific optimization to take full potential of the Xbox Series X hardware. 

Last edited by EpicRandy - on 26 July 2020