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Przepraszam
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Posts: 14470
Location: Poland. New York.
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Posted: Fri, 24th Jul 2020 15:19 Post subject: |
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Xbox Marketing GM Aaron Greenberg responded to criticism about Infinite's graphics, saying:
Quote: | "Listen, we're in the middle of a global pandemic. It's July, we're far from [launch in] Holiday, you're seeing a work-in-progress game." |
But game is out in 4 months...

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tonizito
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Posts: 51322
Location: Portugal, the shithole of Europe.
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Posted: Fri, 24th Jul 2020 15:25 Post subject: |
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Nice one, about as good as some of the shit the fanbois have come up with so far
This euroderper garmesjourno shill thinks it's the art style and that's ok
https://www.eurogamer.net/articles/2020-07-24-we-should-talk-about-how-halo-infinite-looks
The fact that one of the head developers is a reeeeeesetera regular was enough of a clue that something was off with this one 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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prudislav
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Posts: 29148
Location: The land of beer and porn
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Posted: Fri, 24th Jul 2020 15:30 Post subject: |
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StEFaN7
Posts: 5797
Location: them swamps
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Posted: Fri, 24th Jul 2020 15:30 Post subject: |
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few days ago i watched the halo 3 trailer and when i saw this i thought this was it
I can see your soul at the edges of your eyes..
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Posted: Fri, 24th Jul 2020 15:51 Post subject: |
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The facial animations of the dude with the beard are absolutely impressive. The gameplay looks to be varied and fun (but what do I know, I have never played any other Halo except for Combat Evolved - but I have grabbed the master chief collection just recently) but the graphics... The look like Xbox One S 1080p @ 60fps graphics. The X should be able to display these graphics at 4k/60FPS... And this is targeted for the series X?!
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russ80
Posts: 4679
Location: Romania
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Posted: Fri, 24th Jul 2020 20:15 Post subject: |
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PumpAction wrote: | The facial animations of the dude with the beard are absolutely impressive. ! |
Sorry, honest question. Serious or sarcasm?
Cause .. tlou2, death stranding ( just finished that one ), and prolly others as well shit all over his facial animations. Nevermind the actual graphics , his skin texture looks like an early gen ps4 game at best. No Subsurface scattering, nothing.
Also tlou2 and death stranding are current gen, this is supposed to be nextgen.
Sad, was actually excited for a nextgen halo... now, i may as well put in the craig mask.
Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
Laptop : I5 4200H @ 3400mhz boost, GTX 850m 2gb Vram DDR3, 4gb RAM DDR3
Derpsole : Playstation 5 disc edition, Ninty Switcherino
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VR Headset: Meta quest 2 airlinked
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Posted: Sat, 25th Jul 2020 02:23 Post subject: |
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No, I really liked the animations. It was comicy but the lip animations felt sharp and not interpolated. But yeah, the materials really suck ass.
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Posted: Sat, 25th Jul 2020 02:29 Post subject: |
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Last edited by Interinactive on Mon, 4th Oct 2021 08:58; edited 3 times in total
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vurt
Posts: 13641
Location: Sweden
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russ80
Posts: 4679
Location: Romania
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Posted: Sat, 25th Jul 2020 05:12 Post subject: |
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Interinactive wrote: | Przepraszam wrote: | Xbox Marketing GM Aaron Greenberg responded to criticism about Infinite's graphics, saying:
Quote: | "Listen, we're in the middle of a global pandemic. It's July, we're far from [launch in] Holiday, you're seeing a work-in-progress game." |
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they actually said it. Of course they did.
4 months is totally enough time to revolutionise the visuals, you'll see! |
Greenberg is like the most annoying xbot you can imagine, always full of BS. Not sure why phil keeps him around. It’s like his complete opposite.
Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
Laptop : I5 4200H @ 3400mhz boost, GTX 850m 2gb Vram DDR3, 4gb RAM DDR3
Derpsole : Playstation 5 disc edition, Ninty Switcherino
TV+audio: LG CX 65" / Sonos ARC + SL ones + Sonos sub 3
VR Headset: Meta quest 2 airlinked
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Posted: Sat, 25th Jul 2020 19:30 Post subject: |
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Looks alright but nothing spectacular.
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Neon
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Posted: Sat, 25th Jul 2020 20:32 Post subject: |
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LeoNatan
☢ NFOHump Despot ☢
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Sat, 25th Jul 2020 20:43 Post subject: |
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LeoNatan
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Posted: Sat, 25th Jul 2020 20:49 Post subject: |
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In before the ultimate fantard response: "iT'S ThE ArT StYlE" 
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Posted: Sat, 25th Jul 2020 21:22 Post subject: |
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:30; edited 1 time in total
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Posted: Sat, 25th Jul 2020 21:39 Post subject: |
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bungie, a one trick pony with a god complex
how dare u critize our 10y old gfx
do u guys need more proof the next gen consoles are just gonna be more of the same ponyshit, when we want fucking galoping stallions
remember, xbox signed off on this ponyshit
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garus
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Posted: Sat, 25th Jul 2020 22:37 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:21; edited 1 time in total
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russ80
Posts: 4679
Location: Romania
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Posted: Sun, 26th Jul 2020 06:03 Post subject: |
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LeoNatan
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Posted: Sun, 26th Jul 2020 13:32 Post subject: |
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Sure, but at the time, it was thought to be an Xbox One X title, not a nExT GeN nonsense.
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Przepraszam
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Location: Poland. New York.
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Posted: Sun, 26th Jul 2020 15:45 Post subject: |
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Posted: Mon, 27th Jul 2020 01:56 Post subject: |
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AFAIK Halo Infinite has been made for the XBONE in mind... Development started well before XBOX SEX... Since it has to run in 960p @ 60fps on XBONE (not X) (I guess, since they are trying to have Halo running at 60 fps since Halo 4) no wonders it looks like shit.
They just ported the game to XBOX SEX to have more $$$ because this is Halo. They are basically doing what Nintendo did with Zelda TP, or Zelda BOTW on WiiU/Switch.
Still doesn't excuse anything but here is your explanation why it looks like an XBONE (not X) game 
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LeoNatan
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Posted: Mon, 27th Jul 2020 02:00 Post subject: |
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The difference being that WiiU and Switch have what amounts to the equivalent hardware pretty much, with Switch being slightly more powerful. Nothing like the difference between "SEX" ( ) and "COX" or "BONE".
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LeoNatan
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Posted: Mon, 27th Jul 2020 02:01 Post subject: |
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Also, fuck that shit. RDR2 runs on "BONE" and still looks nothing like this turd.
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Posted: Mon, 27th Jul 2020 02:08 Post subject: |
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Last edited by Interinactive on Mon, 4th Oct 2021 08:58; edited 3 times in total
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Posted: Mon, 27th Jul 2020 10:02 Post subject: |
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Ke1N
Posts: 2403
Location: Bulgaria
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Posted: Fri, 31st Jul 2020 10:44 Post subject: |
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https://www.halowaypoint.com/en-us/news/infinite-inquiries
Quote: | QUESTIONS ABOUT GRAPHICS AND VISUALS
First, we want to acknowledge that yes, we’ve heard the feedback coming from parts of the community regarding the visuals in the Halo Infinite campaign demo. While we see and hear far more positive than negative, we do want to share a bit more context. From our perspective, there are two key areas being debated around the community – overall art style and visual fidelity.
Based on our learnings from Halo 4, Halo 5, and Halo Wars 2 – along with strong community feedback – we decided to shift back towards the legacy aesthetics that defined the original trilogy. With Halo Infinite, we’re returning to a more ‘classic’ art style which was a key message going back to the very first reveal that garnered enthusiastic and positive responses. This translates to a more vibrant palette, “cleaner” models and objects with less “noise”, though it doesn’t mean less detail. While we appreciate this may not be everyone’s personal preference, we stand by this decision and are happy to see it resonating with so many fans around the world.
The second theme being discussed involves visual fidelity. Negative feedback in this area includes comments around characters and objects appearing flat, simplistic and plastic-like, lighting feeling dull and flat, and object pop-in. We’ve read your comments, we’ve seen the homemade examples of retouched content, and yes we’ve heard the Digital Foundry assessments. In many ways we are in agreement here – we do have work to do to address some of these areas and raise the level of fidelity and overall presentation for the final game. The build used to run the campaign demo was work-in-progress from several weeks ago with a variety of graphical elements and game systems still being finished and polished. While some of the feedback was expected and speaks to areas already in progress, other aspects of the feedback have brought new opportunities and considerations to light that the team is taking very seriously and working to assess. We don’t have firm answers or outcomes to share yet but the team is working as quickly as possible on plans to address some of the feedback around detail, clarity, and overall fidelity. The team is committed and focused on making sure we have a beautiful world for players to explore when we launch.
Also about the Multiplayer:
The Xbox Games Showcase was only meant to focus on Halo Infinite’s campaign. However, I can’t blame you all for being curious about the multiplayer experience. As Chris Lee mentioned in his blog which accompanied the demo last week, our original plans for large-scale flighting aren’t where we originally intended in large part due to the challenges of working from home during the COVID-19. At this time we’re honestly not sure what is going to be possible in terms of flighting but we still hope to have an opportunity for broader public hands-on before release. And, as we’ve previously stated, we’ll be relying on flighting and continued feedback and community partnership well beyond launch as we grow and evolve the game together. |
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Posted: Fri, 31st Jul 2020 11:30 Post subject: |
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Ke1N4o wrote: | https://www.halowaypoint.com/en-us/news/infinite-inquiries
Quote: | QUESTIONS ABOUT GRAPHICS AND VISUALS
First, we want to acknowledge that yes, we’ve heard the feedback coming from parts of the community regarding the visuals in the Halo Infinite campaign demo. While we see and hear far more positive than negative, we do want to share a bit more context. From our perspective, there are two key areas being debated around the community – overall art style and visual fidelity.
Based on our learnings from Halo 4, Halo 5, and Halo Wars 2 – along with strong community feedback – we decided to shift back towards the legacy aesthetics that defined the original trilogy. With Halo Infinite, we’re returning to a more ‘classic’ art style which was a key message going back to the very first reveal that garnered enthusiastic and positive responses. This translates to a more vibrant palette, “cleaner” models and objects with less “noise”, though it doesn’t mean less detail. While we appreciate this may not be everyone’s personal preference, we stand by this decision and are happy to see it resonating with so many fans around the world.
The second theme being discussed involves visual fidelity. Negative feedback in this area includes comments around characters and objects appearing flat, simplistic and plastic-like, lighting feeling dull and flat, and object pop-in. We’ve read your comments, we’ve seen the homemade examples of retouched content, and yes we’ve heard the Digital Foundry assessments. In many ways we are in agreement here – we do have work to do to address some of these areas and raise the level of fidelity and overall presentation for the final game. The build used to run the campaign demo was work-in-progress from several weeks ago with a variety of graphical elements and game systems still being finished and polished. While some of the feedback was expected and speaks to areas already in progress, other aspects of the feedback have brought new opportunities and considerations to light that the team is taking very seriously and working to assess. We don’t have firm answers or outcomes to share yet but the team is working as quickly as possible on plans to address some of the feedback around detail, clarity, and overall fidelity. The team is committed and focused on making sure we have a beautiful world for players to explore when we launch.
Also about the Multiplayer:
The Xbox Games Showcase was only meant to focus on Halo Infinite’s campaign. However, I can’t blame you all for being curious about the multiplayer experience. As Chris Lee mentioned in his blog which accompanied the demo last week, our original plans for large-scale flighting aren’t where we originally intended in large part due to the challenges of working from home during the COVID-19. At this time we’re honestly not sure what is going to be possible in terms of flighting but we still hope to have an opportunity for broader public hands-on before release. And, as we’ve previously stated, we’ll be relying on flighting and continued feedback and community partnership well beyond launch as we grow and evolve the game together. |
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Code: | While we see and hear far more positive than negative |
You only see what you want to see
Then again you wouldn't create a whole response like that to the opinion of a small minority

Last edited by Amadeus on Fri, 31st Jul 2020 12:10; edited 1 time in total
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Posted: Fri, 31st Jul 2020 11:32 Post subject: |
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Is this designed by a bunch of retards? Do they really not realize these problems before being pointed out or do they just hope that they get away with being lazy?
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Surray
Posts: 5409
Location: Europe
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Posted: Fri, 31st Jul 2020 11:38 Post subject: |
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don't worry this is pre alpha
it'll release as alpha and in 6 years when it's finished it'll look better.
games as a service hurray!
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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