Official Thread Halo: Infinite - Season 5 - Firefight Returns

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Base on steam chart trend.

Halo Infinite get a spike (2X average players than previous month average) with launch of season 2, but the figure pretty much drop to pre season 2 figure now.
https://steamcharts.com/app/1240440#6m

I actually looked at the battlepass, & the new maps. I think the pass is okay, but its mostly armor, that you cannot see most of the time. But its amor, & they have to be samely without out of place hence limit the design also. New Maps looks really god, but maybe no enough.

I think IMO, maybe 343 need to open with idea of a halo Battle royale.
The rumor is that there is a Halo battle royale well in the works codenamed "Tatanka" that has been in development for a while now. I'm hoping we will see at least a glimpse at XGS.
 
Yeah a BR is all but confirmed at this point. Their newer mode is basically a diet BR. Doesn't count as one, but plays a lot like one. It shows that a larger scale version would be a lot of fun. I think the slow TTK of Halo would be a nice change (they just need to be careful with all the power weapons and overshields).

Also, you can't go by Steam as any measure of PC gaming anymore (I know you're only looking at trends anyway). Steam isn't the be all end all of PC gaming anymore. I still use it for a lot of things, but I play a lot more through the MS Store with PC Game Pass.

Halo has been consistently in the 2nd tier of games on Xbox, and it will never touch the Apex/Fortnite types. It actually often has more players than COD Vanguard (not Warzone of course).
 
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They opened up Last Spartan Standing to more (all?) BTB maps which makes the mode a lot more fun. The default map had a lot of hiding spots and elevation, but the bigger maps play differently (people can't camp as much). I enjoy it more.
 
What’s everyone thoughts on the Halo show? I give it a 7/10. When they focus on the Spartans and less on the side stories and forced romances it’s a good show. Also the set design/effects and cinematography are good too.
 
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Current Gen Halo

No enemies present kind makes it pointless other than a tech demo. I have my doubts this would work for Halo, as I think it would be difficult for the player to sort out enemies enough to make the correct reads during gameplay.
 

The quality improvement when artists/devs get extra time is evident here. having said that, a lot of the texture/modeling work can be done with less time if they committed to high quality the first time & have better workflow pipeline.

The chips, dirt & worn effect can be done fairly quickly in Adobe Painter & streamline. You can have a few dedicated artists that focus on worning the meshes in the pipeline. That's what I will do if I am in charge.
 
The quality improvement when artists/devs get extra time is evident here. having said that, a lot of the texture/modeling work can be done with less time if they committed to high quality the first time & have better workflow pipeline.

The chips, dirt & worn effect can be done fairly quickly in Adobe Painter & streamline. You can have a few dedicated artists that focus on worning the meshes in the pipeline. That's what I will do if I am in charge.
Isn’t there a difference when they type of detail is a texture vs a physical feature of the model?
 
No enemies present kind makes it pointless other than a tech demo. I have my doubts this would work for Halo, as I think it would be difficult for the player to sort out enemies enough to make the correct reads during gameplay.

I see a super slow moving pov with zero enemies/explosions/vehicles/open world running at 1080p/who knows fps on a 2080 ti, lol. It literally means nothing as a parallel, and as a UE5 tech demo it's a bit weak too.
 
The quality improvement when artists/devs get extra time is evident here. having said that, a lot of the texture/modeling work can be done with less time if they committed to high quality the first time & have better workflow pipeline.

The chips, dirt & worn effect can be done fairly quickly in Adobe Painter & streamline. You can have a few dedicated artists that focus on worning the meshes in the pipeline. That's what I will do if I am in charge.
They’re hiring….oh and some of those scuffs and such look to have just been added or like they adjusted the brightness and contrast.
 
Isn’t there a difference when they type of detail is a texture vs a physical feature of the model?
BIG differences. Textures are FAR easier to create compared to adding geometries. Before 3D paint programs like Substance painter, its hard, but now it is easy & the results are 10x better & faster.

Here is a video showing how fast you can make metallic edge wear in substance painter.


Basically, what happened is you import your base mesh(es), & often a high res one(s) for maps transfer.
Then the software will generate multiple maps, like cavity maps, edge maps height map, normal maps, position maps etc.

Position map (Actual name maybe be different, I wrote from memory) allows the program to detect where is top, where is the underside. Good to generating realistic dust (more on dust top side, less bottom side), or water stain (more on underside)

edge map. detect edges-good for making edge wear.

cavity map detecting cavities, good for generating dirt since dirt acumulate more at cavities .

You can create a smart material say "painted steel" that generates dust, rust dirt, edge wear & drop it on the model, & 70% of twh work is done.

Then you can play with the sliders to adjust for level of wear, rust, size of object.

The only extra work is if you need more than a simple paint on an object, say a radioactive sign of a container, or gafittis on wall, differnt caolors on different area, illuminated areas or anything you need to manually paint.

Video on smart material, as well as map generation.
 
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Looks locked at 120 in the interior sections, unless I missed something. In the open world it looks like 100-120 FPS and a 10-20% performance jump from the launch version in high stress areas, but just ballparking.

I'm guessing that the level of detail and resolution here is similar to what we will see with split screen coop, but it will run at 45-60 FPS, though I may be oversimplifying.
 
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BIG differences. Textures are FAR easier to create compared to adding geometries. Before 3D paint programs like Substance painter, its hard, but now it is easy & the results are 10x better & faster.

Here is a video showing how fast you can make metallic edge wear in substance painter.


Basically, what happened is you import your base mesh(es), & often a high res one(s) for maps transfer.
Then the software will generate multiple maps, like cavity maps, edge maps height map, normal maps, position maps etc.

Position map (Actual name maybe be different, I wrote from memory) allows the program to detect where is top, where is the underside. Good to generating realistic dust (more on dust top side, less bottom side), or water stain (more on underside)

edge map. detect edges-good for making edge wear.

cavity map detecting cavities, good for generating dirt since dirt acumulate more at cavities .

You can create a smart material say "painted steel" that generates dust, rust dirt, edge wear & drop it on the model, & 70% of twh work is done.

Then you can play with the sliders to adjust for level of wear, rust, size of object.

The only extra work is if you need more than a simple paint on an object, say a radioactive sign of a container, or gafittis on wall, differnt caolors on different area, illuminated areas or anything you need to manually paint.

Video on smart material, as well as map generation.

I was playing master chief collection for the first time on pc and it was Halo 4. Master chief has lot of model detail on him in that game.
 
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