Halo 4 Motion Blur = Halo 3 or Reach?

I’m super curious about this, mainly because this was one of THE BIGGEST gaming turn-offs of Reach.

They went overkill on the motion blur, to the point where if your walked with your assault rifle, the hud on it would start to blur or to the point where things started to “ghost” on even the most responsive tvs.

Now, Halo 3 on the other hand, had it close to perfect in terms of realism and smoothness. Reach tried to be smoother by applying more of it, but in the end it just either hurt your eyes or make the game feel more “blahh”

That is all.

I might have a very responsive TV then since I’ve never noticed any ghosting. In fact I never even knew either of these games had motion blur until you pointed it out.

That is all I guess.

Honestly, I have never noticed Reach’s motion blur. I would say Reach looked more smooth and detailed in motion than Halo 3, even if the art direction wasn’t quite as elegant or vibrant.

> I might have a very responsive TV then since I’ve never noticed any ghosting. In fact I never even knew either of these games had motion blur until you pointed it out.
>
> That is all I guess.

Just google “Halo Reach Ghosting” and you get photos like this: http://images.eurogamer.net/articles//a/1/2/6/5/6/6/8/gravity1.jpg.jpg

It’s one of those things where you don’t really notice it until its pointed out, then it’s REALLY noticeable, like the blue tint in Battlefield 3

I’m not sure but I think that Bungie said this ghosting was due to the video codec being used to convert the “data” of the game in to a video format that your TV can understand. I hope this is fixed too, it’s really annoying.

Well actually, I was doing research and apparently this “ghosting” or blur was caused by the Temporal Anti Aliasing solution Bungie used for Halo: Reach, however, since 343i announced that Halo 4 will be using FXAA instead of Temporal AA, it should NOT be in the game, unless they use FXAA IN ADDITION to the other which would make no sense since it would use an unnecessary amount of power.

Nope.

> http://www.eurogamer.net/articles/digitalfoundry-tech-analysis-halo-4-at-e3
>
> Nope.

“The ghosting temporal anti-aliasing solution found in Bungie’s swansong has also gone in favour a more modern post-process anti-aliasing solution, almost certainly NVIDIA’s FXAA.”

PRAISE THE LORD.

Although the article did say there was no SSAO or motion blur. I can do without SSAO but no motion blur? Really? Unless this game is REALLY smooth this will give a very “rigged” feel to it.

EDIT: Then again, Halo 3 didn’t have motion blur up until late into development, so there is still hope.

I just want smooth animations.

H3 did not have it (and I did not write this coherent observation).

In Reach, there’s still an overall speeded up feel (even on lower difficulties). Skirmishers, Drones, Elites can move faster than you can. Grunts, Jackals, Shade turrets, most enemies can fire at impossible rof. Grunts and Jackals in particular can fire standard shots almost immediately after firing an overcharged bolt. Jackal shields recharge very quickly. Firing at a Hunter when it’s lowering it’s shield after raising it will cause it to instant raise it. The enemy response time to needle rifle needles is very fast; the dive distance is very big compared to CE AI. And of course, on higher difficulties, the projectile speed of every weapon gets a speed boost. It’s no wonder why troopers get destroyed. The enemy AI aren’t designed to fight your allies. They’re designed to fight only you. Yet despite all this, the AI are very sluggish and absolutely slow when meleeing. This is especially the case with friendly AI.

I noticed great improvement with H4’s animations. The player was able to hit the 2 Grunts and Jackal before he could get fired upon. In another video, the player missed the Jackal but could have had plenty of time to go back to cover. The sword Elite’s clambering wasn’t necessarily clumsy. The Promethean Lancer can be anticipated. The Promethean enemies are very believable.

H4 sounds like it will fix what Bungie ruined while still maintaining fast gameplay. And no, they aren’t necessarily making it easy. The difficulty emphasis is on the AI + numbers + diversity for a change.

The Bungie way (increase rank, increase health, increase damage, supplement enemies with game design, severely weaken or disadvantage player) is a fail difficulty. I hope to never see a damage sponge or severely limited gameplay: slow movement speed (Reach), grenade count of 2 (H3, Reach), fall damage from a small height (Reach), less time for camo (H2, H3), armor ability immobilizing you (Reach), easily exploitable turning melee (H2, H3, Reach), unnecessary actions like crate climbing (H2, H3, Reach).

> I just want smooth animations.
>
> H3 did not have it (and I did not write this coherent observation).
>
> In Reach, there’s still an overall speeded up feel (even on lower difficulties). Skirmishers, Drones, Elites can move faster than you can. Grunts, Jackals, Shade turrets, most enemies can fire at impossible rof. Grunts and Jackals in particular can fire standard shots almost immediately after firing an overcharged bolt. Jackal shields recharge very quickly. Firing at a Hunter when it’s lowering it’s shield after raising it will cause it to instant raise it. The enemy response time to needle rifle needles is very fast; the dive distance is very big compared to CE AI. And of course, on higher difficulties, the projectile speed of every weapon gets a speed boost. It’s no wonder why troopers get destroyed. The enemy AI aren’t designed to fight your allies. They’re designed to fight only you. Yet despite all this, the AI are very sluggish and absolutely slow when meleeing. This is especially the case with friendly AI.
>
> I noticed great improvement with H4’s animations. The player was able to hit the 2 Grunts and Jackal before he could get fired upon. In another video, the player missed the Jackal but could have had plenty of time to go back to cover. The sword Elite’s clambering wasn’t necessarily clumsy. The Promethean Lancer can be anticipated. The Promethean enemies are very believable.
>
> H4 sounds like it will fix what Bungie ruined while still maintaining fast gameplay. And no, they aren’t necessarily making it easy. The difficulty emphasis is on the AI + numbers + diversity for a change.
>
> The Bungie way (increase rank, increase health, increase damage, supplement enemies with game design, severely weaken or disadvantage player) is a fail difficulty. I hope to never see a damage sponge or severely limited gameplay: slow movement speed (Reach), grenade count of 2 (H3, Reach), fall damage from a small height (Reach), less time for camo (H2, H3), armor ability immobilizing you (Reach), easily exploitable turning melee (H2, H3, Reach), unnecessary actions like crate climbing (H2, H3, Reach).

This man.

Deserves all the money.

Yeah i have no problem with this at all and my tv is a 5 year old lcd.
But I guess it could deal with the fact that i play in 1080p

I noticed it and even though I got used to it I always hated it. It was even worse in the Reach beta I believe.

> I’m super curious about this, mainly because this was one of THE BIGGEST gaming turn-offs of Reach.
>
> They went overkill on the motion blur, to the point where if your walked with your assault rifle, the hud on it would start to blur or to the point where things started to “ghost” on even the most responsive tvs.
>
> Now, Halo 3 on the other hand, had it close to perfect in terms of realism and smoothness. Reach tried to be smoother by applying more of it, but in the end it just either hurt your eyes or make the game feel more “blahh”
>
> That is all.

Took a while for me to find this, but this article says that motion blur seemed non-existent. I encourage you to read this great review analysis. It’s a bit long, but should relinquish any doubt you have about frame rate, motion blur and etc.

Here’s Link

I noticed blurring mainly on FF. I don’t really notice it that much in MP matches, which is the one area it could prove distracting.

Well personally i dont notice all the little, useless details in a game just to critique it.

I liked Reach’s motion blur. For instance, when reloading the DMR whilst moving forward and turning a corner or something, it looks very smooth and nice. Idk I liked it. Ghosting, however, I never notice at all soooooo yeah.

As long as V-Sync/no tearing, smooth animations, and the game runs at a stable 30 FPS it should be fine without motion blur, although it does give the game a more “real” feeling when motion blur is done correctly.

Don’t know what OP is talking about. I like a subtle motion blur, similar to Reach or Dark Souls. A blur that only happens when a character model moves, not when you turn your screen and the whole screen blurs (like Crysis 2, for example).

So, I’d like to see it return, similar to Reach but even more subtle. Still there, but subtle. No film grain though.

> > I might have a very responsive TV then since I’ve never noticed any ghosting. In fact I never even knew either of these games had motion blur until you pointed it out.
> >
> > That is all I guess.
>
> Just google “Halo Reach Ghosting” and you get photos like this: http://images.eurogamer.net/articles//a/1/2/6/5/6/6/8/gravity1.jpg.jpg
>
> It’s one of those things where you don’t really notice it until its pointed out, then it’s REALLY noticeable, like the blue tint in Battlefield 3

Lol sorry for hopping over you post lol.

I like motion blur, but not too much to make everything dull. All Halo 4 needs is the exciting look of halo 3 with the graphics and capabilities of halo reach.