Infinites Graphics can easily be further enhanced

When looking at the newest screenshots of Halo infinite, i noticed that there was still some residual plasticy feeling. I managed to find the issues: the contrast range is somewhat low and the hue is slightly off.
So i edited the screenshots to increase contrast slightly, slightly change the hue and a few other minor edits. no effects, sharpening or anything, just color, contrast, brightness, hue and such like. this means these edits can easily be implemented into the game or added with reshade without noticable framedrops.

here are the screenshots: https://imgur.com/a/kalG6bR

I’m gonna be honest with you, at a glance, the differences are barely noticeable to me. I really really had to look to find them.

So because of that, I’m gonna say it wouldn’t be worth the effort despite the ease of change.

> 2533274836669416;2:
> I’m gonna be honest with you, at a glance, the differences are barely noticeable to me. I really really had to look to find them.
>
> So because of that, I’m gonna say it wouldn’t be worth the effort despite the ease of change.

the difference is noticable on full screen when swapping between the images. small side by side comparisons make the changes unnoticable without searching.
the implementation of these changes only takes about 20 seconds in a photo editor, and probably not much longer in the game engine.

if nothing else, i can make a reshade setting doing that in the same time.

I’ll have to take a look at it once I get home. I love the community for things like this. Clearly there’s a passion. I’ll check back in once I see them full screen on a 4K HDR display.

Maybe if nothing else, they could add it as a shader in the graphics settings or something.

> 2533274945422049;1:
> When looking at the newest screenshots of Halo infinite, i noticed that there was still some residual plasticy feeling. I managed to find the issues: the contrast range is somewhat low and the hue is slightly off.
> So i edited the screenshots to increase contrast slightly, slightly change the hue and a few other minor edits. no effects, sharpening or anything, just color, contrast, brightness, hue and such like. this means these edits can easily be implemented into the game or added with reshade without noticable framedrops.
>
> here are the screenshots: https://imgur.com/a/kalG6bR

I agree that they can be enhanced. The graphics are already insane for a multiplayer game for next gen. The improvement with the physics will be industry setting in multiplayer as well. I think a lot of the improvements that you have shown depends on your display and they probably had those settings to adjust for the average house hold display rather than people with 4K TVs with HDR.

I’ll be honest, I barely notice a difference. Might be because I’m looking at it on a mobile device.

Whilst I’m sure the graphical fidelity could be improved it’s also about art style. Halo Infinite isn’t supposed to be a hyper realistic looking game.

Considering where the game was last year to where it is now…the improvements are massive.
Lets also not forget this is still a work in progress build of the game too.

Theres barely any difference, your photos have a slightly different color tone which makes fog appear less intense. I do believe the graphics look somewhat cartoony and plastic-like but i doubt a simple color correction would fix that. Its still nice that people are concerned with the graphics.

> 2533274945422049;1:
> When looking at the newest screenshots of Halo infinite, i noticed that there was still some residual plasticy feeling. I managed to find the issues: the contrast range is somewhat low and the hue is slightly off.
> So i edited the screenshots to increase contrast slightly, slightly change the hue and a few other minor edits. no effects, sharpening or anything, just color, contrast, brightness, hue and such like. this means these edits can easily be implemented into the game or added with reshade without noticable framedrops.
>
> here are the screenshots: https://imgur.com/a/kalG6bR

Idk if I necessarily agree. I think the environment as a whole has a “unreal engine” look to it. I don’t believe something as simple as hue and contrast changes will fix it. It’s probably super embedded. I also think the designs of a lot of things give it that Megablox look. Especially the banished vehicles. It’s a weird contrast cause you have some things looking like it came straight out of Reach and then some things looking like it came straight out of a RTS game. Idk. The game definitely looks off to me though. LIke…Bad. But I’m not an expert. We’ll see how it is during beta.

Sounds like personal preference more than actual improvement. Plus when the game releases I’m sure the game will probably let you change this in-game.

> 2533274945422049;1:
> When looking at the newest screenshots of Halo infinite, i noticed that there was still some residual plasticy feeling. I managed to find the issues: the contrast range is somewhat low and the hue is slightly off.
> So i edited the screenshots to increase contrast slightly, slightly change the hue and a few other minor edits. no effects, sharpening or anything, just color, contrast, brightness, hue and such like. this means these edits can easily be implemented into the game or added with reshade without noticable framedrops.
>
> here are the screenshots: Halo Infinite color/contrast edit - Album on Imgur

the problems and solutions are bigger than color correction and it’s engine related, last year demo biggest problem was instead of using real time lighting they used dynamic lighting which doesn’t react well with new pbr workflow that they were using which they fixed it, for now still there is a huge room for improvements and it’s not related to lighting, the texturing and shading it self also not interesting, i think they should start doing some photogrammetry for realism for environments, because honestly in the first picture rocks and pillars are pretty decent looking and lack of characteristic and they just scattered around the map. it’s like going from block out phase to placing what we have and hit done.
on the other hand they can clearly enhance and upgrade the visuals and looks of the game, and in future we can expect some sort of halo infinite 2.0

https://www.halowaypoint.com/en-us/forums/29568daf8cd14083bd1b70a810bf3581/topics/another-post-about-infinite-s-graphics/0163c12c-0a18-4fbb-88bd-aeb70f56d6e3/posts?page=1#post5

I’ve made a post on this as well. Think I really explain it. But TLDR. Environments look realistic which when compared to the more simplistic cartoon design of objects looks super out of place. You then add the Reach-esque spartans which are a purposely darker more authentic stylized look and you have these three pillars of design that just conflict with one another. I think everything looks great on their own. It’s when you put it all together that it looks bad. Halo 3 definitely has a “plastic” look to it but everything looks in place with one another. Think of it like if you were using Halo 3 looking weapons on the valhalla remake in h4. Would look so weird.

> 2533274865778947;6:
> I’ll be honest, I barely notice a difference. Might be because I’m looking at it on a mobile device.
>
> Whilst I’m sure the graphical fidelity could be improved it’s also about art style. Halo Infinite is supposed to be a hyper realistic looking game.
>
> Considering where the game was last year to where it is now…the improvements are massive.
> Lets also not forget this is still a work in progress build of the game too.

halo infinite isn’t supposed to look hyper realistic. hyper realism also ages badly if not done superbly well, which takes excessive computing power (see crysis). a halo 3 or non-gearbox CE color/contrast approach ages much better while being less demanding.

> 2533274945422049;1:
> When looking at the newest screenshots of Halo infinite, i noticed that there was still some residual plasticy feeling. I managed to find the issues: the contrast range is somewhat low and the hue is slightly off.
> So i edited the screenshots to increase contrast slightly, slightly change the hue and a few other minor edits. no effects, sharpening or anything, just color, contrast, brightness, hue and such like. this means these edits can easily be implemented into the game or added with reshade without noticable framedrops.
>
> here are the screenshots: https://imgur.com/a/kalG6bR

i applied another small fix, as the edited image was slightly to heavy in the blue hues. reduced bright blue, increased bright white for a more natural lighting. i also sligthly reduced red saturation, as the images had slightly redish whites.

> 2533274945422049;12:
> > 2533274865778947;6:
> > I’ll be honest, I barely notice a difference. Might be because I’m looking at it on a mobile device.
> >
> > Whilst I’m sure the graphical fidelity could be improved it’s also about art style. Halo Infinite is supposed to be a hyper realistic looking game.
> >
> > Considering where the game was last year to where it is now…the improvements are massive.
> > Lets also not forget this is still a work in progress build of the game too.
>
> halo infinite isn’t supposed to look hyper realistic. hyper realism also ages badly if not done superbly well, which takes excessive computing power (see crysis). a halo 3 or non-gearbox CE color/contrast approach ages much better while being less demanding.
>
>
>
>
> > 2533274945422049;1:
> > here are the screenshots: https://imgur.com/a/kalG6bR
>
> i applied another small fix, as the edited image was slightly to heavy in the blue hues. reduced bright blue, increased bright white for a more natural lighting. i also sligthly reduced red saturation, as the images had slightly redish whites.

I had to edit my response , auto correct put it is “is supposed to be hyper realistic, my actual point is that yes, the game is not supposed to be hyper realistic for that exact reason
. Which is why I think the art style & fidelity is fine as it is now. Further trying to enhance what they’ve done now might push it past the boundary of art style and too far into the realm of realism.

> 2533274865778947;13:
> > 2533274945422049;12:
> > > 2533274865778947;6:
> > > I’ll be honest, I barely notice a difference. Might be because I’m looking at it on a mobile device.
> > >
> > > Whilst I’m sure the graphical fidelity could be improved it’s also about art style. Halo Infinite is supposed to be a hyper realistic looking game.
> > >
> > > Considering where the game was last year to where it is now…the improvements are massive.
> > > Lets also not forget this is still a work in progress build of the game too.
> >
> > halo infinite isn’t supposed to look hyper realistic. hyper realism also ages badly if not done superbly well, which takes excessive computing power (see crysis). a halo 3 or non-gearbox CE color/contrast approach ages much better while being less demanding.
> >
> >
> >
> >
> > > 2533274945422049;1:
> > > here are the screenshots: https://imgur.com/a/kalG6bR
> >
> > i applied another small fix, as the edited image was slightly to heavy in the blue hues. reduced bright blue, increased bright white for a more natural lighting. i also sligthly reduced red saturation, as the images had slightly redish whites.
>
> I had to edit my response , auto correct put it is “is supposed to be hyper realistic, my actual point is that yes, the game is not supposed to be hyper realistic for that exact reason
> . Which is why I think the art style & fidelity is fine as it is now. Further trying to enhance what they’ve done now might push it past the boundary of art style and too far into the realm of realism.

the fidelity of the textures and art style are indeed fine. my point is that the color, contrast and brightness values could use some fine tuning to get the best result from the stilization present. no texture, lighting engine or model fixes.
just more contrast and saturation, brighter bright spots and a slight white balancing.

Halo CE (non gearbox) and halo 3 have masterfull contrast and color balancing, which helps the visuals without extra calculation effort. Halo infinite could easily copy those contrast and color display values.

i made a few extra changes to the edited images: slightly reduced saturation, brighter blue, less saturated red, slightly more brightness (to prevent the contrast from making things to dark to see. bright spots are easier to deal with)

https://imgur.com/a/Mr37HDZ

another change to the graphics:

  • version 3: increased orange to counter the to sterile bright blue light (more dusty vibe, improves athmosphere)
  • version 4: increased contrast by 2%, as the haze effect from v.3 reduced it accidentaly
    link to version 4: https://imgur.com/a/tRIoshU

> 2533274792737987;5:
> > 2533274945422049;1:
> > When looking at the newest screenshots of Halo infinite, i noticed that there was still some residual plasticy feeling. I managed to find the issues: the contrast range is somewhat low and the hue is slightly off.
> > So i edited the screenshots to increase contrast slightly, slightly change the hue and a few other minor edits. no effects, sharpening or anything, just color, contrast, brightness, hue and such like. this means these edits can easily be implemented into the game or added with reshade without noticable framedrops.
> >
> > here are the screenshots: https://imgur.com/a/kalG6bR
>
> I agree that they can be enhanced. The graphics are already insane for a multiplayer game for next gen. The improvement with the physics will be industry setting in multiplayer as well. I think a lot of the improvements that you have shown depends on your display and they probably had those settings to adjust for the average house hold display rather than people with 4K TVs with HDR.

i have an old 1920x1080 LCD Flatscreen from Medion.
the display settings of halo infinite seem like 343 developed them without deactivating their monitors HDR and warm color filters. contrast and saturation is missing and there is an olive hue to everything.
i up’ed the contrast as well as colors and reduced the olive hue. it makes the visuals look more impressive on normal hardware.

I revisited this and again man, on a fullscreen, 4K, HDR display I still struggle to see the changes and agree with others that it really doesn’t add much.

> 2533274836669416;18:
> I revisited this and again man, on a fullscreen, 4K, HDR display I still struggle to see the changes and agree with others that it really doesn’t add much.

have you compared the actual opened images side by side, or just the thumbnails?

> 2533274945422049;19:
> > 2533274836669416;18:
> > I revisited this and again man, on a fullscreen, 4K, HDR display I still struggle to see the changes and agree with others that it really doesn’t add much.
>
> have you compared the actual opened images side by side, or just the thumbnails?

Fullscreen HDR here, the one difference I saw that stood out to any real extent was the haze under the Ghost. I wouldn’t really call it an enhancement though. Personal preference maybe, but not an enhancement. If I can barely spot these in still images I fail to see how I’d notice it when trying to not die in the thick of a battle.