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Dynamic Resolution for Halo 5?

I believe it was a bad decision, some of the halo games looked iffy and still had framerate problems at 30fps. So I just don't see how they're going to have a decent enough IQ in the flavor of current generation games. Historically speaking, I'm more or less referring to Halo 3 which was 30fps with dips and it was not a looker at all, terrible aliasing too. We had Halo 1 which had some serious slowdown in certain scenes way back then at 30fps, I can't comment on the others having no personal reference, but I can imagine, reach, Odst and Halo 4 all had their own IQ and framerate issues at 30fps just the same.

I just don't understand the need for 60fps in a series that thrived so well at 30fps. We all know that something has to be sacrificed for 60fps, so I'm wondering how the dynamic resolution will affect snipers from across the map, just as the lower resolution affected xbone players in COD Ghosts etc..and some of the lower resolution shooters on that system.

I believe they should have opted for a locked 30fps, just ensure that there was no dips, that would have been a first for the series along with the next gen look and perhaps a wider scope with their set pieces.

Do you not understand why DooM 4 won't be rendered in 320x200 either, then?

Halo worked at 30 fps, but it works better at 60 fps. This is obvious to anyone who has tried to play one of the older console games after having played MCC, especially the multiplayer.

Resolution dips should have much less of an impact on actual gameplay than framerate dips, and there's science that supports this.
 

Ushay

Member
I can't believe people want 30 fps halo back lol. 60 fps feels way better in halo, and outside of Halo 4 the series has always had unimpressive graphics.
Unimpressive graphics? Nah dude, I will have to politely disagree. Halo has always looked great.
 
These long-running "framerate versus resolution" arguments often don't make sense to me. I mean, if you just have a particular preference, then no problem. But the defenders of locked framerate frequently paint their choice as imperative to improved gameplay, not as a personal quirk.

Yet resolution is also critical to gameplay. More frames give the player better info to react to, yes...and more pixels do the exact same thing. There's a reason why framerate can also be called "temporal resolution". In both cases, upping the numbers gives the player a better sense of the game state.

So if you truly value gameplay above all, then you should be calling for locked, maximized framerate and resolution. There's no need to sacrifice one for the other. Instead, call on the devs to tone down other graphical elements. Things like nicer lighting and shadows, shader and particle effects--sometimes even better textures or poly counts--are primarily eye candy, making the game prettier but not touching the gameplay.
 
These long-running "framerate versus resolution" arguments often don't make sense to me. I mean, if you just have a particular preference, then no problem. But the defenders of locked framerate frequently paint their choice as imperative to improved gameplay, not as a personal quirk.

Yet resolution is also critical to gameplay. More frames give the player better info to react to, yes...and more pixels do the exact same thing. There's a reason why framerate can also be called "temporal resolution". In both cases, upping the numbers gives the player a better sense of the game state.

So if you truly value gameplay above all, then you should be calling for locked, maximized framerate and resolution. There's no need to sacrifice one for the other. Instead, call on the devs to tone down other graphical elements. Things like nicer lighting and shadows, shader and particle effects--sometimes even better textures or poly counts--are primarily eye candy, making the game prettier but not touching the gameplay.

This!^^
So true.
 

Mononoke

Banned
These long-running "framerate versus resolution" arguments often don't make sense to me. I mean, if you just have a particular preference, then no problem. But the defenders of locked framerate frequently paint their choice as imperative to improved gameplay, not as a personal quirk.

Yet resolution is also critical to gameplay. More frames give the player better info to react to, yes...and more pixels do the exact same thing. There's a reason why framerate can also be called "temporal resolution". In both cases, upping the numbers gives the player a better sense of the game state.

So if you truly value gameplay above all, then you should be calling for locked, maximized framerate and resolution. There's no need to sacrifice one for the other. Instead, call on the devs to tone down other graphical elements. Things like nicer lighting and shadows, shader and particle effects--sometimes even better textures or poly counts--are primarily eye candy, making the game prettier but not touching the gameplay.

Damn well said. Defintely how I feel about it.

I still prefer FPS over resolution if a Dev is making one choice over abother. But ideally I would rather they make other sacrifices to get both.
 
These long-running "framerate versus resolution" arguments often don't make sense to me. I mean, if you just have a particular preference, then no problem. But the defenders of locked framerate frequently paint their choice as imperative to improved gameplay, not as a personal quirk.

Yet resolution is also critical to gameplay. More frames give the player better info to react to, yes...and more pixels do the exact same thing. There's a reason why framerate can also be called "temporal resolution". In both cases, upping the numbers gives the player a better sense of the game state.

So if you truly value gameplay above all, then you should be calling for locked, maximized framerate and resolution. There's no need to sacrifice one for the other. Instead, call on the devs to tone down other graphical elements. Things like nicer lighting and shadows, shader and particle effects--sometimes even better textures or poly counts--are primarily eye candy, making the game prettier but not touching the gameplay.

Well said. Personally, I'd prefer if they went with a solution that favours a locked fps, but I wouldn't be upset if instead they toned down other graphical elements to hit 1080p as well. Looking at Halo 2 Anniversary multiplayer running on Xbox One for example, I wouldn't be upset if Halo 5 looked like that at all. That game is buttery smooth, and it looks sharp at 1080p. It's a matter of design choice I suppose. Unfortunately the Xbox One likely doesn't have the hardware to hit 1080p60 with the art and effects they are trying to push with Halo 5. Locking 60 with a dynamic resolution is a good compromise, better than the other sacrifices they've made in the past anyway.
 
Really should target 30fps for single player. Makes the game look so much better.

People realize framerate doesn't just affect the way the game looks right? Physics can go wonky if the framerate is too high or too low. For example, when you load into a interior cell in Skyrim and the game goes above 60 FPS objects fly everywhere as the physics engine doesn't account above 60. It's not so simple as "Just make the campaign 30 for better graphics!" If the games other systems rely on a stable 60 FPS performance, they can't really change it for one thing.
 

Chobel

Member
People realize framerate doesn't just affect the way the game looks right? Physics can go wonky if the framerate is too high or too low. For example, when you load into a interior cell in Skyrim and the game goes above 60 FPS objects fly everywhere as the physics engine doesn't account above 60. It's not so simple as "Just make the campaign 30 for better graphics!" If the games other systems rely on a stable 60 FPS performance, they can't really change it for one thing.

If physics is dependent on framerate then that's bad design.
 
ftfy

FR>Res for shooters. Especially Halo.

No going back now, it's too buttery. Too smooth.

You are saying this because of MCC right? But last i heard the campaigns in that all had some pretty disastrous frame rate. By which i mean they were nowhere near 60fps locked. So was the MP that was "buttery smooth"? Legit question.

Also that especially Halo part is odd because only in Halo 5 did the franchise became significantly more fast paced. If anything that phrase should be used with COD that is the poster child for fast paced and "twitch" shooters.
 

Noobcraft

Member
Unimpressive graphics? Nah dude, I will have to politely disagree. Halo has always looked great.
Halo has great art direction and world design but the graphics (Pre Halo 4) weren't all that great. They weren't bad, but they certainly weren't top of the line.
Each of these is from Halo MCC so 1080p will help a bit.
Halo CE
sat_mar_7_21-30-14_msrouf1.png


Halo 2
screenshot-original-1e7q76.png


Halo 3 ODST
Screenshot-Original.png


Halo 4
screenshot-original-480qxz.png
 

ascar

Neo Member
We are not considering the impact of variable res on competitive mp
What happens when two opponents are distant and each of them is very small on the screen of the other, but player one is looking at a native picture while player two is looking at an upscaled image that in fact contains a lot less information for his eyes (resolution is literaly the ability to distinguish things)?
In this case both players have the same latency, let's say 16ms , but one of the two has more chances to see the other... Are you sure that this is good and fair multiplayer gameplay?
 

Chobel

Member
Halo has great art direction and world design but the graphics (Pre Halo 4) weren't all that great. They weren't bad, but they certainly weren't top of the line.
Each of these is from Halo MCC so 1080p will help a bit.
screenshots

You know you're talking about games from more than 7 years ago, right? of course they're not going to look impressive now. However they were very impressive at their time.
 

Noobcraft

Member
You know you're talking about games from more than 7 years ago, right? of course they're not going to look impressive now. However they were very impressive at their time.
2001 for Halo CE. SSX Tricky, Super Smash Bros Melee, tropico, GTA III, Pikmin, and FFX also came out that year. What a year lol.
 

thelastword

Banned
I've played PS4 and Xbox One games that do it and I never once noticed it. Screen tearing and frame dropping, though, is something I almost always see.
Which PS4 game have you played where DR was so noticeable that you would notice it anyway? The only Dynamic Resolution game (Wolfenstein) on the PS4 is 1080p 60fps 99% percent of the time, so why would you notice a disparity in IQ? On the flipside, it was much easier to notice the lower resolution on the XBONE because it varied in resolution much much more. Pretending that it was about the same and that you could not notice either at the lower rez is being totally disingenuous about it. They do not compare.

This is the thing, DR should be implemented if you can maintain your max resolution and framerate the majority of the time, it was a perfect implementation in Wolfenstein PS4. If Halo was 1080p 60fps say 90% of the time and got DR implemented into the engine to curtail some really heavy scenes, that would not be too bad at all, especially for the hardware, but doing DR for a game which can't even lock 60fps at 720P (based on the footage present), means that the resolution fluctuations is not going to be nice at all.

Have you ever watched a youtube video when your internet connection is acting up, set it to 1080 and it just auto drops to 144p after a couple of seconds of play, it is highly aggravating. I don't understand the notion of 60fps or bust when IQ is butchered and detail is smeared dynamically, it's even worse doing that as opposed to lowering certain effects and giving a 900p 60fps experience instead.

60fps and higher resolution than any halo released on 360. what are you talking about right now?
Except that this is the xbone and not a 360. Halo 5 as we know it, beyond the slides shown, is a 720p game, that's not too far removed from past halos, wasn't Halo4 720P too? Standards suppose to go higher for each console iteration, nobody entered this gen thinking that the only way a flagship halo game was going to be 60fps was to be rendered at the resolution standard of 360 games in 720p.

People are willing to compromise, I've seen many xbox fans say since they now know what the hardware is capable of, that 900p is good enough for them, they expect it in many instances. It's just that Halo5 may not be able to run at 900p 60fps consistently since it has dips at 720p as we know it. Even at 720p with dips there was some sacrifice made to get it there, perhaps lowering the scale of the game, cutting down on the detail, some people would just prefer perhaps a constant 1360*1080, 900p or even a 1080p 30fps game with more eyecandy and a cleaner/sharper image that does not smudge any detail.

The point is simple, the sacrifice in IQ for 60fps is way too much in 2015. Nobody expected such huge cutbacks on display on their 1080p sets. This is where the developer has to cater to both sides of the argument and bring some balance in the IQ vs performance ratio.

Any halo fan, which you're not, who complains against a lower resolution in favor of stable 60fps is NOT the target audience for this game.

Plenty of PC games you can play at high fidelity and 60fps.

343 knows their audience, 60fps above all, anybody who says otherwise hasn't experienced 60fps halo or doesn't know halo at all.
So all those millions of people who bought the last 5 Halos and are still playing these games day in day out are not fans at all? They're not the target audience?

The MCC is not even a stable 60fps and was littered in problems, are you saying that persons who played the MCC just can't go back to 30fps because of the MCC's quality? That's would be really ironic. I got that was the gist of your reasoning in a later post.

You reckon?
It's far easier to optimise in a campaign environment as you can haven't got to deal with the worry that 24 players might simultaneous appear within 10ft of each other and all throw 4 grenades each.

In the campaign, you can even make design choices around performance, for example, maybe making a particular weapon unavailable in a particular area.
Usually campaigns in games are way more ambitious, better texture detail and effects, better character models, huge setpieces which can entail all these advancements in one fell swoop, higher quality cutscenes etc... MP is dialed down in almost all games that I know of for a smoother experience.

Do you not understand why DooM 4 won't be rendered in 320x200 either, then?

Halo worked at 30 fps, but it works better at 60 fps. This is obvious to anyone who has tried to play one of the older console games after having played MCC, especially the multiplayer.

Resolution dips should have much less of an impact on actual gameplay than framerate dips, and there's science that supports this.
You are arguing from one stand point, that's 60fps. Of course 60fps is better than 30fps but not at the expense of a blurry image which lacks detail. You know what always better too? a higher resolution or native resolution, that's always better than sub-native or lower resolutions. If your hardware is capable it's ideal that you have both, if your hardware does not have the easiest time doing both you have to come to a compromise within the hardware constraints. No one wants to shoot a smeared character across a map, it's even harder to keep track of him at 60fps. Balance is the key, resolution is very important too, to me and many others it's equally important to a steady framerate.
 

Trup1aya

Member
We are not considering the impact of variable res on competitive mp
What happens when two opponents are distant and each of them is very small on the screen of the other, but player one is looking at a native picture while player two is looking at an upscaled image that in fact contains a lot less information for his eyes (resolution is literaly the ability to distinguish things)?
In this case both players have the same latency, let's say 16ms , but one of the two has more chances to see the other... Are you sure that this is good and fair multiplayer gameplay?

Why do you think they would take this in multiplayer? Most games scale back graphics and effects in MP so as to ensure there are no performance compromises...
 

VeeP

Member
Halo 1 and 2 were pretty graphically top tier at the time of their respective releases. I still think the Halo 2 reveal demo was one of the best ever. Reach was good looking, and obviously Halo 4 was beautiful, so I'm not sure I agree with you on that.

Halo 2 Reveal demo was running on a completely different engine. The game was rebuilt ground up after that demo.
 

btags

Member
These long-running "framerate versus resolution" arguments often don't make sense to me. I mean, if you just have a particular preference, then no problem. But the defenders of locked framerate frequently paint their choice as imperative to improved gameplay, not as a personal quirk.

Yet resolution is also critical to gameplay. More frames give the player better info to react to, yes...and more pixels do the exact same thing. There's a reason why framerate can also be called "temporal resolution". In both cases, upping the numbers gives the player a better sense of the game state.

So if you truly value gameplay above all, then you should be calling for locked, maximized framerate and resolution. There's no need to sacrifice one for the other. Instead, call on the devs to tone down other graphical elements. Things like nicer lighting and shadows, shader and particle effects--sometimes even better textures or poly counts--are primarily eye candy, making the game prettier but not touching the gameplay.

Except temporal refers to time, something which resolution has no relation to but framerate does. It makes no sense to say increased pixel resolution gives you improved temporal resolution, as that simply describes a still image.
 
You are arguing from one stand point, that's 60fps. Of course 60fps is better than 30fps but not at the expense of a blurry image which lacks detail. You know what always better too? a higher resolution or native resolution, that's always better than sub-native or lower resolutions. If your hardware is capable it's ideal that you have both, if your hardware does not have the easiest time doing both you have to come to a compromise within the hardware constraints. No one wants to shoot a smeared character across a map, it's even harder to keep track of him at 60fps. Balance is the key, resolution is very important too, to me and many others it's equally important to a steady framerate.

It's a balance, but per the journal article I linked, FPS is way far more important than resolution for first-person shooters if you care about player performance. Halving the resolution did essentially nothing to player performance, but halving framerate sure as shit did. This matches my personal experience, having played Halo 2 four-player split screen which is a resolution of what, 160x120? That felt better, relatively, than Halo 4's dips to sub-20 fps.

The lesson is that you have to drop the resolution down really, really far to have a substantive effect on gameplay, and this dynamic scaling won't get remotely near that point.

So yes, a "blurry" image is better than a lower framerate in this context, unless you care more about screenshots than playing the game.
 

spootime

Member
It's a balance, but per the journal article I linked, FPS is way far more important than resolution for first-person shooters if you care about player performance. Halving the resolution did essentially nothing to player performance, but halving framerate sure as shit did. This matches my personal experience, having played Halo 2 four-player split screen which is a resolution of what, 160x120? That felt better, relatively, than Halo 4's dips to sub-20 fps.

The lesson is that you have to drop the resolution down really, really far to have a substantive effect on gameplay, and this dynamic scaling won't get remotely near that point.

So yes, a "blurry" image is better than a lower framerate in this context, unless you care more about screenshots than playing the game.

Haha, anyone who plays counterstrike seriously can attest to this. I play at a middling 4:3 resolution with like 300+ fps in CSGO just because I prefer it.
 

Madness

Member
I don't get what people want. Xbox One is weaker hardware than PS4. You're not going to ever see 1080p/60FPS. So the options are some kind of dynamic scaling/1080pr/900p/60FPS or 1080p/30fps.

343 has said they wanted 60FPS and that's what the game is built around. That's what the beta was and that's what they did for every game in MCC including H2A

So if you cannot achieve 1080p at 60FPS while still maintaining impressive visuals, you drop resolution to what works. Let's remember, the game is 3 months out from going gold, and the entire OP is based around some scans of a documentary that had numbers on a screen without us really knowing what they were or from what build or when. It's literally assumptions everywhere.
 
halo 3 wasn't.

In 2007? Oh yes it was.

They did things with scale in that game that most shooters don't even come close to attempting to do today. While having one of the most advanced HDR lighting systems ever created at the time and very high resolution textures on pretty much everything. The game had pretty bad IQ, mediocre character models and some pretty low polycounts in the environments at times but they were they were throwing tons of AI and particle effects on screen at pretty much all times, in big open environments with real draw distance.

Halo has great art direction and world design but the graphics (Pre Halo 4) weren't all that great. They weren't bad, but they certainly weren't top of the line.
Each of these is from Halo MCC so 1080p will help a bit.
Halo CE
sat_mar_7_21-30-14_msrouf1.png


Halo 2
screenshot-original-1e7q76.png


Halo 3 ODST
Screenshot-Original.png


Halo 4
screenshot-original-480qxz.png

This could not be more inaccurate. Straight up.

Halo CE in particular was mind blowing when it came out. Bump mapping and per pixel lighting were very rarely used in games back then. The most you would find was a bump mapped surface here and there. Halo CE used it fucking everywhere. The game was absolutely stunning.

Halo 2, while not reaching the lofty heights of CE for it's time was easily one of the top 5 best looking games on the Xbox which instantly made it one of the best looking games of that entire console generation.

I hate to have to keep reiterating this but 343 hacked Bungie's Reach engine to pieces to get the fidelity they got. Which is understandable, Reach was pushing the 360 to it's limits, and they wanted to come out swinging with their first game but there were very big sacrifices made to get there.
 
Except temporal refers to time, something which resolution has no relation to but framerate does. It makes no sense to say increased pixel resolution gives you improved temporal resolution, as that simply describes a still image.
If you look at what you bolded, you'll see that I said that "temporal resolution" is another name for framerate, not pixels.

My point was that more frames is better temporal resolution, just as more pixels is better spatial resolution. Using that terminology hopefully makes it clearer why both those increases are beneficial to gameplay.
 

DeepEnigma

Gold Member
This could not be more inaccurate. Straight up.

Halo CE in particular was mind blowing when it came out. Bump mapping and per pixel lighting were very rarely used in games back then. The most you would find was a bump mapped surface here and there. Halo CE used it fucking everywhere. The game was absolutely stunning.

So true. When I first seen rocks and trees up close, and having the textures get a more detailed mesh (like you can with Unreal Tournament 99 .ini settings) and not a blurry mess, I was stunned.
 

btags

Member
If you look at what you bolded, you'll see that I said that "temporal resolution" is another name for framerate, not pixels.

My point was that more frames is better temporal resolution, just as more pixels is better spatial resolution. Using that terminology hopefully makes it clearer why both those increases are beneficial to gameplay.

Oops, my mistake. I must have misread it.
 
So true. When I first seen rocks and trees up close, and having the textures get a more detailed mesh (like you can with Unreal Tournament 99 .ini settings) and not a blurry mess, I was stunned.

Seriously, I really don't know where this revisionist history comes from with these games.

Hell, that texture detail wasn't even something the PS2 could replicate during it's entire lifespan. Not to mention the lighting and normal mapping. Halo was one of the best tech demos for a console ever, not to mention being one of the best launch titles of all time.

This was 2001.
 
My point was that more frames is better temporal resolution, just as more pixels is better spatial resolution. Using that terminology hopefully makes it clearer why both those increases are beneficial to gameplay.

That doesn't mean they're both created equally though. The jump from 720p to 1080p for example, is nice but hardly affects anything about a game for me, both visually and gameplay wise. 30fps to 60fps affects both of these things very noticeably.
 
That doesn't mean they're both created equally though. The jump from 720p to 1080p for example, is nice but hardly affects anything about a game for me, both visually and gameplay wise. 30fps to 60fps affects both of these things very noticeably.

I'll say that frame rate should be king, period, but the resolution certainly makes a difference on long view distances which can be pretty significant for game play.
 
I'll say that frame rate should be king, period, but the resolution certainly makes a difference on long view distances which can be pretty significant for game play.

I agree, it makes a difference in some games, especially games where seeing stuff way off in the distance is important, like maybe a sniper in Battlefield. But even then I don't think it's as important when we're talking trade-off at this point in time. Last gen or two gens ago when stuff was 480p or barely better? Maybe.
 
I agree, it makes a difference in some games, especially games where seeing stuff way off in the distance is important, like maybe a sniper in Battlefield. But even then I don't think it's as important when we're talking trade-off at this point in time. Last gen or two gens ago when stuff was 480p or barely better? Maybe.

No, I certainly agree. It needs to be said though that 343 could get this game to run at 1080p and 60FPS if they simplified the visuals quite a bit more. Whether or not they should or shouldn't have is debatable though I'm fine with the game using a dynamic frame buffer if that's the route they choose to go.

60FPS in these games has been like...amazing.
 
We are not considering the impact of variable res on competitive mp
What happens when two opponents are distant and each of them is very small on the screen of the other, but player one is looking at a native picture while player two is looking at an upscaled image that in fact contains a lot less information for his eyes (resolution is literaly the ability to distinguish things)?
In this case both players have the same latency, let's say 16ms , but one of the two has more chances to see the other... Are you sure that this is good and fair multiplayer gameplay?




If a Dynamic Resolution is indeed implemented in Multiplayer, you do bring up good points. Based on what DF pointed in out Wolfenstein when the resolution drops, you do get more jaggies and less sharpness. So you could see how that could impact players who notice such things (when they are aiming at someone far away, for example).
 

safichan

Banned
I'm glad they're staying at 60fps at all costs. Far more important than resolution.

They already going to sacrifice resolution...but the framerate issue still not confirm yet whether they can achieve it 60fps solid. I doubt they can lock it at 60fps unless they have to sacrifice image quality too. So too many to sacrifice then IMO. Thats much bigger problem.
 
That doesn't mean they're both created equally though. The jump from 720p to 1080p for example, is nice but hardly affects anything about a game for me, both visually and gameplay wise. 30fps to 60fps affects both of these things very noticeably.
No, they definitely aren't the same. If you're interested in tighter gameplay, framerates are much more important. (Though I'm not sure how the effect might be split across perceptual and control framerates. That is, do you get some of the gameplay benefits just by increasing the input polling rate very high, and leaving the display framerate at 30fps?)

But better resolutions aren't nothing. For gameplay improvement, framerate might be king, but resolution isn't a peasant. It's more like a duke of earl. Other graphical effects are even less impactful on gameplay, and should be abandoned in preference. (For example, the lighting in Halo 3 is actually very nice, but I think the resolution tradeoff wasn't worth it.)
 

JaggedSac

Member
These long-running "framerate versus resolution" arguments often don't make sense to me. I mean, if you just have a particular preference, then no problem. But the defenders of locked framerate frequently paint their choice as imperative to improved gameplay, not as a personal quirk.

Yet resolution is also critical to gameplay. More frames give the player better info to react to, yes...and more pixels do the exact same thing. There's a reason why framerate can also be called "temporal resolution". In both cases, upping the numbers gives the player a better sense of the game state.

So if you truly value gameplay above all, then you should be calling for locked, maximized framerate and resolution. There's no need to sacrifice one for the other. Instead, call on the devs to tone down other graphical elements. Things like nicer lighting and shadows, shader and particle effects--sometimes even better textures or poly counts--are primarily eye candy, making the game prettier but not touching the gameplay.

Halo 5 beta was at the low end of where their dynamic res is going to be and it did not affect my play. There were no situations where enemies were not able to be resolved due to low res, and final will be better than that.

But by god Halo feel sooooo damn good at 60fps.
 
Halo 5 beta was at the low end of where their dynamic res is going to be and it did not affect my play. There were no situations where enemies were not able to be resolved due to low res, and final will be better than that.

But by god Halo feel sooooo damn good at 60fps.

There also weren't any large range maps from what I recall. Thankfully Halo has always tried to not throw a ton of crap in your view when looking across maps so as to keep sight lines clean.

343 have continued to do a good job of this. It makes this far less of an issue than something like BF4 where the 720p out absolutely hurts gameplay in my opinion.
 
No, they definitely aren't the same. If you're interested in tighter gameplay, framerates are much more important. (Though I'm not sure how the effect might be split across perceptual and control framerates. That is, do you get some of the gameplay benefits just by increasing the input polling rate very high, and leaving the display framerate at 30fps?)

But better resolutions aren't nothing. For gameplay improvement, framerate might be king, but resolution isn't a peasant. It's more like a duke of earl. Other graphical effects are even less impactful on gameplay, and should be abandoned in preference. (For example, the lighting in Halo 3 is actually very nice, but I think the resolution tradeoff wasn't worth it.)

I can get behind this. That's where the real discussion should have been in this thread: whether or not they were forcing too many superfluous graphical details that caused compromise to resolution.

I still thought the Beta looked quite good for a Beta nearly 10 months before release. I have a feeling many that are doubting the game's visuals might be wowed come October.
 

Freiya

Member
Halo 5 beta was at the low end of where their dynamic res is going to be and it did not affect my play. There were no situations where enemies were not able to be resolved due to low res, and final will be better than that.

But by god Halo feel sooooo damn good at 60fps.


That beta also looked like poop with poop iq ;(


It did feel good though
 
Halo SP should have stayed maximum visual fidelity at 30fps and the MP 60fps. Too bad MS got caught up in the 60fps marketing battle with Sony. Halo 4 at 30 was fine, no need to chase the PS4 with a "1080/60 or death" mentality. Hell I mean look at Uncharted, hyped up on the 1080/60 marketing but there is a limit to what these consoles do.

30 is fine.
 
Should have cut down on bells and whistles to keep it at 1080p/60.

Vaseline filter looks awful and really negates most of the pretty stuff they put in.
 
Good luck picking out those enemies on a hill 20 ft away that are comprised of about 2 pixels lol.

Hyperbole much?

You wonder how people played Halo CE and 2 competitively for years at variable 30Hz and maybe 640x480 interlace on freaking 4:3 CRTs. Kids these days... ;)
 
It's just... The IQ is so bad and a lot of the metallic textures/structures look incredibly out of place. 60FPS is wonderful and I don't mind dynamic resolution as long as they work on the aliasing, textures and IQ.
 
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