- Fantasy Star
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The graphics for Reach Beta doesn't look any better than Halo 3 and that's very disappointing.
I'm disappointed by the lack of a dynamic lighting system in gameplay itself. I don't know why Bungie reserves dynamic lighting to only cut-scenes. Is it because they can't code it properly? Or does their game engine simply not up to snuff?
1152x720 is very disappointing for a "new engine". As well as the fact that some aliasing still exists. Most noticeable on your Spartan Model in the menu-screen on a 32"< or greater. I know I made several comments on the graphics already.
The black-bars in split-screen is inexcusable. Bungie's handling of split-screen simply sucks.
http://www.bungie.net/Forums/posts.aspx?postID=44004758
Posted by: Fantasy Star
Agreed. The graphics for this game wasn't what I was expecting. The best stuff (dynamic lighting) are exclusive to cut-scenes only. I believe it's the lighting system that really brings down the overall presentation/graphics.
Compare
http://www.bungie.net/images/Games/Reach/images/screenshots/0 41610/Reach_MPBeta_SwordbaseHeadhunt.jpg
to this
http://selectstartgames.files.wordpress.com/2009/10/killzone-2 _27-06-08_10.jpg
Posted by: Fantasy Star
Halo CE looked very good for its time.
Halo 2 looked good beyond anything else on Consoles at that time.
Halo 3 looks like Sub-HD trash and the world knew it.
Halo Reach looks to be repeating that same pattern.
Say what you will about "just a beta", but I seriously doubt it'll look better by retail for these reasons.
1. They said the same thing about the Halo 3 MP Beta and look how that turned up. Same complaints, Same Sub-HD Resolution, bleh.
2. They're in the beta phase and the game is slated for Fall. That's not alot of time to added much needed work to the lighting system.
3. It's Bungie.
Posted by: Fantasy Star
Posted by: TeamNaCa
Watch a wraith explode in Reach and then try to tell me it uses the the same lighting system as Halo CE.
You're confusing lighting system with particle effects/HDR. Bungie makes liberal use of HDR and particle effects. Pause a video just when the explosion goes off. Zoom in closer to see the whole screen light up? That's HDR values going up.
Lighting system is the ability to distinguish light areas from dark areas. To be able to cast shadows dynamically or have a pre-set of objects, WU-values in the sandbox that casts light either dynamically, or pre-baked. Halo Reach uses a light-switch system. When you step in a set-space, the game either recognizes it as light or dark. The whole model is then swapped with the appropriate bitmap to reflect that. Think Halo CE's lighting system. (I did alot of modding work in Halo CE, and Halo 2 back in the day)
Then you have better advances in lighting systems that allow individual shadows to be accurately rendered on parts of the test model to illustrate the idea of shadows: like in real-life. Best lighting system on the 360 to-date is Splinter Cell Conviction. Why Bungie isn't using dynamic shadows in the entire sandbox is beyond me. It's not like they're using the 360 Hardware to the max or anything, judging from what we've seen so far.
Posted by: The Aztek
Our public beta is Bungies Delta. This is just called the public beta because... well have you ever heard of a public delta? Hell no. Beta sounds like beta testing, ive never heard of delta testing.
If we're testing the Delta build of this game, my hopes for better-looking experience just dashed forever.
http://www.bungie.net/Forums/posts.aspx?postID=43661783
http://www.bungie.net/Forums/posts.aspx?postID=43322090
http://www.bungie.net/Forums/posts.aspx?postID=42733096 (Excellent post)
Halo 3 Example of Dynamic Lighting in Gameplay (courtesy of Vladamir356)
http://www.bungie.net/bprovideo/109338986.wmvx
EDIT: Halo Reach Example of Dynamic Lighting.
Posted by: Fantasy Star
Okay, I've uploaded a game of Generator Defense to demonstrate pre-rendered shadows vs. Dynamic shadows.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=128420 1
When it's pre-rendered, your entire player model is covered with a darker palette to illustrate a shadow-effect. This was okay back last-gen, but not anymore. A Dynamic shadow will realistically draw itself on your player model, so it'll behave as if that shadow was interacting with your body.
There are 2 dynamic shadows in Outlook. As a Spartan, you'll see it near Generator B when I stand still under the fan-light. You'll notice it right away. As an Elite, you'll notice it as I hover around Generator C's shadow to show how the generator's shadow interacts with my player model.
Best viewed in third-person.
All Cutscenes in Halo 3 uses dynamic lighting as well as the VGA Trailer for Reach.
http://www.bungie.net/projects/reach/vidaudio.aspx?c=58&i =24083
TL:DR Version:
More Anti-Aliasing, dynamic lighting system in gameplay as well, do away with the armor meshes that look like poor Xbox 1 textures dug up from a pre-alpha build: stubby kneecaps?
[Edited on 05.15.2010 3:29 PM PDT]