Thread: Halo 5
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Old 10-26-2015, 07:08 PM   #6
chemgear
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Join Date: Feb 2010
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Just in time for that $180 controller (I should have picked it up with it was $80!)

Frame rate looks good. The sudden texture pop-in and mesh stuff look kinda weird. Irrelevant though if they can get the online a hell of a lot better than the Master Chief Collection.


http://www.eurogamer.net/articles/di...-tech-analysis

Frame-rate: Without a doubt, the defining technical feature of Halo 5 is its frame-rate. Delivering a stable 60 frames per second across the board, Halo 5 feels marvellous to play.

Dynamic resolution: It's clear that hitting 1080p while maintaining 60fps would not have been possible in Halo 5 but rather than simply opting to render at a low resolution across the board, 343 has implemented one of the most impressive dynamic resolution scaling systems we've seen to date. In Halo 5, X and Y values are adjusted independently enabling a wide range of values designed to maximize performance. The lowest recorded value we find is 1152x810 but we see arbitrary values such as 1168x810, 1440x840, 1344x972, and 1536x1080 as well.

Image quality: While the dynamic resolution system is impressive, the reality is that the game spends the overwhelming majority of its time well under full 1080p.

Level of detail: As in many games, object detail is adjusted based on proximity. This means that models use lower quality assets from a distance with higher quality models swapped in as players moves closer. The issue here is that these LODs often appear too close to the player and lack any sort of transition.

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