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Bungie Explains Halo 3's Resolution

Posted by Zonk on Mon Oct 01, 2007 01:09 PM
from the looks-pretty-good-to-me dept.
For some folks artisitic merit or financial success of Halo 3 isn't what's really important: it's about how many pixels are on the screen. After there were some complaints about the 'truth' of the game's HD nature Bungie posted a missive on their site clarifying the output process for Halo 3's visuals. "Halo 3 uses not one, but two frame buffers - both of which render at 1152x640 pixels. The reason we chose this slightly unorthodox resolution and this very complex use of two buffers is simple enough to see - lighting. We wanted to preserve as much dynamic range as possible - so we use one for the high dynamic range and one for the low dynamic range values. Both are combined to create the finished on screen image. This ability to display a full range of HDR ... gives our scenes ... a steady and smooth frame rate, which in the end was far more important to us than the ability to display a few extra pixels."
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[+] Halo 3 Review 373 comments
From a certain point of view, Halo 3 is without a doubt the biggest game of the year. The combination of fan anticipation, marketing, and the skill of Bungie's design combine to create a game that's larger than life; if gaming has a blockbuster franchise to match the movie industry's punch, it's the tale of Master Chief. The importance of the Halo franchise to gaming is a very big issue, though, and one worth it's own article. Having played through the game, there's really only one question I'm here to answer today. Does it meet expectations? In a word: yes. It's not the best game ever made, and it may not even be the best game this year. Will it make the fans happy, and deservedly sell thousands of Xbox 360s? Very much yes. Read on for my impressions of Bungie's years-in-the-making epic, Halo 3.
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  • BFD (Score:4, Insightful)

    by Eponymous Crowbar (974055) on Monday October 01 2007, @01:15PM (#20812401)
    Is it a fun game, or not? Debate that question if you must, but skip the minor technical details. It reminds me of the original Xbox's CPU -- some people swore it was a Celeron, some said a P3. I say what ends up being played on the screen is all that really matters.
    • Re:BFD (Score:4, Funny)

      by onecheapgeek (964280) on Monday October 01 2007, @01:20PM (#20812501) Journal
      Less making sense, more complaining please.
    • It really depends on who you are. If you're someone who expected Halo 3 to cure cancer and solve world hunger then you're going to be disappointed, as many fans are right now. If you're someone whose never heard of Halo before (all 3 of you) then you're probably going to be amazed by how great Halo 3 is. If you're someone, like me, who enjoyed Halo 1 and 2 and is just looking for a good gaming experience, not the greatest game of all time but at least a fun game you can get together with your friends and pl
    • Since I can't playback HD content with it, I'm going to have to say Celeron. Man those things suck. The entire collective of Intel must have been drunk throughout the nineties. I can't believe they still exist, worthless pieces of trash that they are.

      cat /proc/cpuinfo

      processor : 0
      vendor_id : GenuineIntel
      cpu family : 15
      model : 4
      model name : Intel(R) Celeron(R) CPU 2.53GHz
      stepping : 1
      cpu MHz : 2533.610
      cache size : 256 KB
      fdiv_bug : no
      hlt_bu

      • Re:BFD (Score:5, Informative)

        by p0tat03 (985078) on Monday October 01 2007, @01:46PM (#20812971)

        Er... less ignorance, more knowledge plz. These frame buffers are on TOP of the double (or maybe even triple) buffering that is already done from frame-swapping. The whole idea is that 32-bit screen buffers do not have enough range to properly account for HDR lighting (i.e. that nice effect where your eyes take time to adjust after coming out of a dark tunnel, and also the real way to do light blooms). So in essence what they're doing is two 32-bit buffers to simulate a very large 64-bit buffer, where each pixel has 64 bits of range. In total they would need to have at least 4 of these to account for the double buffering.

        In an ideal world I should just be able to tell the machine to give me 64-bit color, but our hardware isn't quite there yet (almost).

            • I've been using go-carts as my baseline for whether something is worth it or not for a few years now.
              How fast did you blow through Mario Kart DS?
  • Ending? (Score:5, Funny)

    by dws90 (1063948) on Monday October 01 2007, @01:18PM (#20812481)
    I was expecting an article about how the game ends, and was prepared to make an epic post about a bunch of dots...

    The article stole my joke!
  • by TriezGamer (861238) on Monday October 01 2007, @01:21PM (#20812509)
    I haven't had a chance to play Halo 3 yet, so I can't say anything about the game as a whole, but I'm glad to see they're more concerned with a steady frame-rate than killer visuals. I'd rather play a game at 320x240 with acceptable FPS (which I did back in the days of the original Unreal when I didn't have an accelerator) than play at 1024x768 at 20. Anything under 30 FPS irritates me to no end.
    • I haven't had a chance to play Halo 3 yet, so I can't say anything about the game as a whole, but I'm glad to see they're more concerned with a steady frame-rate than killer visuals. I'd rather play a game at 320x240 with acceptable FPS (which I did back in the days of the original Unreal when I didn't have an accelerator) than play at 1024x768 at 20. Anything under 30 FPS irritates me to no end.

      Amen to that.

      I know some people that prefer eye candy above all else, including the frame rate. They'll max out their video resolution, but end up with choppy (in my opinion) frame rates. It doesn't seem to bother them. They seem to prefer the high resolution at the expense of frame rates.

      I'm like you. I'll happily drop the resolution to get smooth (at least 30+ FPS) frame rates.

      As a PC gamer, I've often wondered how console game players manage resolution vs. frame rates. Can console game players

    • by p0tat03 (985078) on Monday October 01 2007, @01:55PM (#20813119)

      I can attest that Halo 3 runs smooth as butter, with consistently high framerates that haven't dipped even once in frenetic battle. It certainly feels smoother than graphical powerhouses like Gears of War, and in a multiplayer game framerate is king above all else.

      I also have to add that Halo 3 is amongst the most beautiful games I've ever played. They use this incredible lighting model (I suspect it's some offshoot of ambient occlusion) that simulates global illumination remarkably well. This is a nice change from the shiny "oh look we have bumpmaps! look!" feel that most other "next-gen" games have. Everything looks natural - shiny things shiny, dull things dull, and everything in between. Really have to give kudos to their coders and artists for making it all come together so well.

    • I'd rather play a game at 320x240 with acceptable FPS (which I did back in the days of the original Unreal when I didn't have an accelerator) than play at 1024x768 at 20.
      If you're a sniper, you have to see what you're sniping, and high resolution helps you spot targets from farther away. It's like having normal vision vs. uncorrected myopia [wikipedia.org].
  • by rtechie (244489) on Monday October 01 2007, @01:32PM (#20812703)
    Those who care about this can wait for the PC version which I'm sure will allow you to pump the resolution to 1600x1200 (or possibly more by editing the .ini files) and zip along in glorious DirectX 10 goodness with their $500 video cards. Of course, by the time it comes out for the PC it will look dated (like Halo 2) and the people with the high-end rigs will be playing something else.

    But if you really want it, it's coming.

        • Re: (Score:3, Informative)

          Actually, you're wrong. Xbox Live is a multiplatform service - it's available on Vista, and Xbox 360. Yeah, the name's a misnomer.

          The PC version (as with Halo 2) is generally able to do local multiplayer, and Xbox Live (renamed just Live). Internet play is out of the question (I guess you could VPN up some games, or actually collect lists of IP addresses, though).
  • by ScotchForBreakfast (1060672) on Monday October 01 2007, @01:34PM (#20812727)
    All the complaints about Halo 3's resolution reminds me of all the "pixel peeping" that goes on when it comes to digital cameras. Everyone gets hung up on tech specs to the point that they stop looking at the image in question.

    Halo 3 looks nice, and plays great. That's all that matters to me. I'm certainly willing to forgo some extra pixels in favor of a smoother experience.
  • Resolution (Score:3, Insightful)

    by Wilson_6500 (896824) on Monday October 01 2007, @01:43PM (#20812915)
    I think it happened right around the time that HDTV became available, but at some point resolution--previously a technical term--somehow became a buzzword related to quality. It's gotten to the point where I can't stand hearing people talk about 640p or 1080i or whatever, because it just comes off as marketing spew and e-penis-waving.
  • "extra pixels."? (Score:4, Informative)

    by PoderOmega (677170) on Monday October 01 2007, @01:55PM (#20813139)
    Don't get me wrong, I have no problem with what they did, but I wouldn't be saying "extra". They are sacrificing pixels for FPS, not excluding "extra" pixels. I didn't know that 640p was standard and 720p was "extra".
  • by captain_cthulhu (996356) on Monday October 01 2007, @02:13PM (#20813455)
    We all know it's nit-picky to count pixels, but I am glad that someone called them on this. this 'NextGen' of consoles was supposed to be the HD-era of console gaming and here we are getting our corners cut secretly!

    I remember Peter Moore saying that this generation will also eliminate the jaggies. the anti-aliasing is better in these new consoles but not enough to eliminate aliasing. The marketers can spout lies upon lies before release because no one ever calls them on it later, so I say GOOD JOB and KEEP IT UP!

    so they cut corners to get a good frame rate. good grief! if this Gen of consoles were really the HD-era, then every game should be able to do 60fps at 1080p, period. I don't blame Bungie for this though, it's squarely MS's bucket of lies. Also, I am no Sony fanboy - for the PS3's price, it should have no jaggies and every game running 60fps at 1080p as well as my laundry. Guess we'll have to wait until next generation for the NextGen... until then, we're all suckers - albeit having fun with exceptional gameplay :)
    • I'm guessing that you started gaming with the XBox and PS2? Otherwise you'd have experienced first-hand that the statement "it's next gen, so it should x at 60 FPS!" is as old as gaming in general. It used to be that things should be 60 FPS at 256 simultaneous colors or GTFO (no getoffmylawn jokes, please). I guess it's now 60 FPS at 1080p. This complaint is based on the complete lack of understanding how graphics technology and how game development works.

      1. Just because hardware can output things at resolu
  • Didn't Microsoft DEMAND that all games must meet 720p to qualify as a 360 title?

    Didn't they guarantee that they were ushering in the HD era?

    I guess that didn't apply to their own internal titles.

    Bioshock looks better all around, has far more detail, oh, and runs natively at 720p without any problems. Why can't Halo 3? I don't get it.
    • 360's upconvert to whatever your TV can handle, and I believe that what's actually being put out is 720p (not 100% sure) which the 360 upconverts to 1080p.
                • Re: (Score:3, Informative)

                  Actually, you're STILL wrong. If a game chooses to render at native 1080p, it can render that. The fact that the first Xbox 360 game to support it wasn't released until February this year is not relevant. If your console has the October 2006 software update, it can natively output true 1080p. NOT upscaled. Note that only if your model was built after July 2007 do you get an HDMI port. Bastards.

                  In fact, what you'd find if you did read any information released around that time, is that the 360 will upsc
      • Re:So... (Score:4, Interesting)

        by Bhodi (8956) on Monday October 01 2007, @02:15PM (#20813487)
        What really matters is the quality of character and environment designs? Really? I guess you don't own a next generation system then; there's really no point to, ever, when there are so many good (and better) games out there for older systems. But I guess everyone who owns a PS3 or a X360 is just a graphics fanboy.

        This issue is not overblown; we're talking about a flagship game on a next-generation HD platform, which isn't even HD. The game essentially runs at 640 and is upscaled because they couldn't figure out a way to get enough FPS to run it smooth at 720.

        They have the gall to suggest that it's "practically impossible to discern a difference" (higher resolution makes zero difference?) and then insult people who notice. The "tinfoil hat wearers" are 100% correct in this case -- this is not an HD game. It may be loads of fun, and while it may run in HD, it's upscaled just like the fucking PS2 game on a PS3 without any of the smoothing extras.
    • by Osty (16825) on Monday October 01 2007, @02:34PM (#20813835) Homepage

      Gears of War and BioShock are both displayed at a native 1920 x 1080 in progressive scan on my cousin's 360 Elite. The lighting in both games is amazing, as are the visuals, and the gameplay.

      The Xbox 360 will display every game at whatever output you choose. On your cousin's elite, he's apparently set it to 1080p. That doesn't mean that games change how they render. It just means that when the framebuffer passes through the on-board scaler chip prior to heading out the the TV, the image is upscaled to 1080p rather than 720p or whatever else you may choose. The two games you mentioned, Gears and Bioshock, actually render internally at 720p (or more precisely, 1280x720, since designations like "720p" don't make sense until the output is heading to a TV). Bungie made the decision to render at 1152x640 using a two-pass method (actually a two-buffer method) to render low-dynamic range and high-dynamic range lighting. The two buffers are then merged for the final picture. There's actually a Powerpoint on Bungie's HDR lighting method floating around the internets somewhere, if you feel like investigating why they did this. Anyway, the end result is mostly the same -- the 360's hardware scaler chip is quite good, and only the OCD pixel counters will ever notice that the game is natively rendered at 640p rather than 720p or 1080p.

      The real problem is Halo's graphics engine, which has been too demanding of the graphics card/processor since Halo 1. They're not going to admit that their graphics engine is slow or that the 360's graphics card can't crunch through double-bufferred 1080p using an engine that is maintained at Microsoft.

      History lesson: The graphics engine from Halo 1 was not re-used for Halo 2. It was re-used for Stubbs the Zombie (a game built by an ex-Bungie guy who which licensed the Halo 1 engine). The Halo 2 engine was all new. I haven't heard specifically whether or not the Halo 3 engine was again a new engine or if it was based on the Halo 2 engine, so for now I'll assume the latter.

      As for not being able to handle double-buffered 1920x1080 resolutions, there are currently exactly two games on the Xbox 360 that render in 1080p -- Virtua Tennis 3 and some basketball game (NBA Street Homecourt, I think). It's also good to keep in mind that Microsoft has all but said that 720p is the sweet spot for Xbox 360 (HD movies and trailers on the marketplace are all encoded at 720p rather than 1080p, for example). The hardware scaler is capable enough to convert the image to your TV's native resolution without compromising image quality. Obviously an upscaled 1080p image will not be quite as good as a natively-rendered 1080p image, but if you're playing the game rather than counting pixels you're never going to notice.

      It goes to show that third-party developers have a better handle on getting the most out of the 360's PC hardware than Microsoft.

      How many enemies and physics-affected items are on-screen at one time in Gears or Bioshock? How large are the areas? Now compare that to Halo 3, where you can have 30+ enemies on-screen at one time, with hundreds of items strewn about being affected by physics, on maps with draw distances measured in kilometers. Making a game is all about trade-offs. If you're going for small-scale battles in confined areas (think Doom 3), you can optimize for graphics because you'll have more free GPU and CPU time. If you're going for large-scale battles in wide-open areas, you're probably going to sacrifice some visual quality in order to get the gameplay right. You can't do it all, and if you can then it means you weren't ambitious enough.

    • Re: (Score:3, Insightful)

      It's not just "lighting" that Bungie is talking about. But high dynamic range rendering [wikipedia.org]. Notice how in Halo 3 when you are coming out of a dark tunnel the sunlit areas are blindingly bright? That's just a bit of the HDRR magic at work. Bioshock and Gears of War, both great, beautiful games, don't have this. It's a tradeoff to be sure, but as a amateur photographer I have to give Bungie the edge here. I don't notice the loss of pixels (I didn't even know about it until this article) but I sure as hell notice