Please Explain - An Open Letter

Hi everyone, Just wanted to share this with you as I sent it via the official Halo support channel and was very frustrated with the automated copy and paste response I got. If anyone has the contact details for someone at 343 who will read this and actually give a s**t, then please forward them to me.

To whom it may concern at 343 Industries,

Let me start with a little about myself. I am a huge Halo fan, have been since its release on PC back in 2001.

I was excited to play Halo Infinite when it released; it didn’t take many positive reviews to convince me to buy the game. It wasn’t until after the campaign opened up into the open world that the disappointment started for me.

Frankly, the quality of the graphics and attention to detail in the map making is the worst I have ever seen in a modern AAA title. I came from playing Horizon: Zero dawn, Doom: Eternal and Control, and was gobsmacked that 343 could release their (paid) game in such an unfinished, hideous looking state.

Don’t get me wrong, I still think halo infinite is a good game. For me it’s redeemed by the (mostly) faithful yet innovative gameplay and core mechanics, excellent soundtrack and clever, funny writing. But that’s not enough.

Why was raytraced lighting and reflections not implemented? I find myself regularly noticing weird reflection artifacts caused by screen space reflections as I move through forerunner structures and across lakes. Distant lighting and fog effects also look cheap and dated.

Why do large explosion and smoke effects (like those rendered when blowing up the three anti-air turrets) use the same crappy rotating 2D textures that were almost obsolete back when Halo was first released? It’s extremely annoying looking at smoke or an explosion and seeing the whole texture move in a really weird, unrealistic way.

Why do the plasma and fire effects look like they have been scaled back so much that they are barely visible? I find myself getting frustrated after blowing up fusion coils and forgetting that the small, barely visible spot fires they leave can actually hurt the Chief.

Why is the draw distance shorter than a Grunt’s attention span? As I drive around in vehicles I’m constantly distracted by trees, rocks, foliage ect. suddenly popping in. It’s very annoying and really breaks immersion.

Was it technical problems or a lack of ambition with the Slipspace engine? Or was it that making game run on the eight year old, hopelessly outdated Xbox One held the technical aspects back to the point of crippling them?

343, Please explain. I think you owe fans like myself as well as your greater audience an explanation as to what went wrong, and to take action to fix it.

Sincerely,
-Neardood

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Send it to Sketch and Unyshek on Twitter.

They’ll probably see it here anyway, though you won’t get a reply here.

I’m sure it’ll brighten up their day, warm their hearts and make them cry with joy.

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Lol don’t waste your breath any further my friend and fellow HPC player. Although HPC wasn’t released until 2003. Anyhow, everything you stated are things me and many others have noticed and long story short it’s because the game is unfinished and they rushed out the campaign while throwing MP even further under the burner. You’re lucky you got what you did, and I’m sorry if you paid $60 for this hot garbage, luckily I did not. But, I understand your anger very well… the explosions alone are enough to make me weep.

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I second that! By all means contact them on their socials so maybe they will have to listen to actual criticism instead of their Yes culture.

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Based on a bit of research, reading articles by 343i, as well as looking through their job vacancies, I think these would be pretty close to the right answers, and 343i are already trying to solve some of these issues - unfortunately it’ll take some time. I’ve broken the answers to each of your questions into sections:

  • The Graphics In General.
  • Ray-tracing (RT lighting and reflections).
  • Special Effects.
  • Draw Distance and Optimisation.
  • Slipspace 2.0 with Ray-Tracing is coming!

1. THE GRAPHICS IN GENERAL.

If you read and remember the forums in 2015 onward, many long-time Halo fans had issues with Halo 5’s graphics such as “too glossy, shiny and new looking”, “too much geometry detail”, and “too bright and colourful”. As I said, when Halo fans say “Give us the Halo artstyle we remember”, what they really mean is “Give us designs like we remember from the XBox 360 days”. That was part of the feedback they took when designing Halo Infinite.

As 343i’s Director of Art Nicholas Bouvier (a.k.a. “Sparth”) said “We always knew it was going to be a challenge to balance between the simpler designs of Halo 1 and 2 and the requirements and expections of Next-Gen.”

After all, how do you make “blockier” graphics like “the good old days on XBox 360”, when to unlock Next-Gen hardware we need new tech things like UE5’s “Nanite and Lumen”:

  • “Nanite” as “unlimited geometry” (accelerated by the the new Mesh Shaders geometry hardware in the new XBox Series S and X), so instead of 10K-100K triangles, new tech easily allows 100 million triangles or even billions of triangles culled down to 20 million onscreen to make a scene.

  • “Lumen” for dynamic lighting and global illumnation (and which can be accelerated by the ray-tracing hardware in XSX and XSS and next-gen PC).

  • instead of simply aiming for 4K picture quality, the UE5 Demo was using upto 8K textures on 6K geometry “all running on a PS5”.

  • we also need SFS (Sampler Feedback Streaming) running on the next-gen SSD (an NVMe drive), because it decompresses the compressed textures “on the fly” for high-speed streaming into the Graphics. The new XVA Format (XBox Velocity Architecture) also only needs to deliver the “bits” of the textures we actually see onscreen, not the back, bottom nor unseen sides of the textures, so they take up less memory allowing them to include far more high quality textures in pictures.

Whether the Halo Community would accept this truly “next-gen Halo” is an issue. Anyone up for a photorealistic version of Halo:CE’s “inclement weather” done UE5 style and using the power of “next-gen” console graphics - looking something like this?

https://www.youtube.com/watch?v=kT4iWCxu5hA&t=56s

2. RAY TRACING (RT LIGHTING AND REFLECTIONS).

Aside from catering to that “classic artstyle” that many Halo fans seek, the other half of the issue is to do with timing of 9th gen hardware and software launches and efficiency in games development.

NVidia only revealed what would become the “next-gen” of hardware with ray-tracing in 2018. The next-gen console with ray-tracing hardware released in November 2020, but look at the timetable for launch of it’s software to “switch on” the new next-gen hardware:

  • May 2020: Microsoft release the launch version of DirectX 12 Ultimate with the ray-tracing command-set in it to activate the next-gen hardware. This would give 343i only 5-6 months to do the ray-tracing upgrade as well as apply it, when they need to get the game out the door.

  • June 2020: NVidia release their DX12 Ultimate driver for their RTX 2000 cards.

  • November 2020: AMD & Microsoft launch XBox Series S&X, RX6000 series gaming graphics cards for PC and their DX12 Ultimate driver to use the ray-tracing and mesh shader hardware, all at the same time 343i were supposed to launching Halo Infinite - zero time to use the new DX12U hardware and software!

So, at launch, it was impossible for Halo Infinite to be a “next-gen game” with ray-tracing made for 9th gen consoles because the hardware and software only launched so close to the end of the game being developed - less than before launch - that’s why it’s an 8th gen game made for XB1, XB1S and XB1X, and which could be “Optimised for Series X&S” to add in faster disk loading, higher framerates etc., but not the “next-gen” graphics of DX 12-U, or the full-on “next-gen only” DX 12.2 which though the consoles are ready for, it’s still in beta testing and hasn’t officially launched yet. “Unfortunately” 343i are “mere game developers”, not Time Lords from Gallifrey like Dr. Who who can travel in their Tardis to the future when all the hardware and software is ready for a true “next-gen Halo Infinite”, build it into their Engine, and deliver it all back into 2021 just in time for launch! :smiley:

3. SPECIAL EFFECTS.

I made another post about this this recently, but 343i have had job vacancies for Special Effects Artists dating back into last Summer, alas they were not filled before launch, hence the SFX may not be upto the same standards as other perts of the graphics. Since then, the FX Artist job has now been filled, but the Senior FX Artist job vacancy is still open after six months, whose role amongst other things involves:

  • Create all types of photorealistic, high quality effects for weapons, vehicles and characters.

  • Concept and prototype new effects as well as raising the quality bar on existing content.

See the full job advert here:

https://careers.microsoft.com/professionals/us/en/job/1101017/Senior-Fx-Artist-343-Industries

So, even long before launch, it seems 343i themselves already agreed with you that some of the Special Effects could be a lot better, so when the job is filled, “raising the bar on existing content” hopefully means updates for Halo Infinite to improve the SFX you’ve described.

4. DRAW DISTANCE AND OPTIMISATION.

Things like Draw Distance and background texture quality and amounts of pop-in partly depend on the hardware you’re using. You didn’t mention the power of your PC, and speed of your disk - are you using a hard disk/SSD/NVMe drive? Nor did you state what resolution and graphics quality (Very High?) you’re playing at, whether you’re going for high framerates etc. It would be easier to comment if you stated that.

In general, framerate and other stuff also require MSI Afterburner and Riva Statistics Tuner to be completely off and not running, as they interfere with the game.

5. SLIPSPACE UPGRADE FROM VERSION 1.0 TO 2.0 NEXT-GEN ONLY IS COMING!

Development efficiency means “get the game out the door” on deadline, making the game for XB1/S/X where most Halo players are right now, then worry about adding next-gen features for Series X/S and ray-tracing hardware (NVidia RTX 2000 or AMD RX6000 or above).

343i have hired an extra Senior Lighting Artist to assist the one they already have and who’d came to 343i from Naughty Dog after finishing TLOU2, which has some great lighting, and the new hires had to have experience of ray-tracing.

Part of their job is to work with the Engine and Technical Art Teams to help upgrade Slipspace Engine with DX12 Ray-Tracing, working out a balance of desired lighting effects and improvements whilst keeping an eye on hardware workloads and game performance / framerates.

Once this Slipspace Engine 2.0 is done, not only can Infinite’s “Campaign 2” (a.k.a. a “Halo 7 campaign”) be built with ray-tracing and other next-gen features “from the ground up”, but they can finally add ray-tracing to the original Halo Infinite campaign that just launched too. :slight_smile:


I hope this helps answer some of your questions. 343i are aware of the complaints about the issues, and have been trying to deal with them, but they have a bunch of open job vanacies they’re still trying to fill. Then, as Nicholas Bouvier said, they also have to wrestle to balance their XBox 360 “Retro Artstyle” with the next-gen tech.

Hopefully, improvements to SFX and Ray-Tracing for next-gen consoles and PC will be added later this year, along with further optimisations, perhaps improvements for pop-ins etc.

Hope this helps. :slight_smile:

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So out of all the things that are actually broken, wrong, and unplayable with this game, you think that your complaints of “This game doesn’t look as good as I think it should, and it doesn’t have the brand new technology I thought it would.” are actually valid enough to write an “open letter” to 343?

And the fact that this guy wrote a wall of text to respond to you, means he either has literally no life or he works for 343. Which tells me that 343 employees actually are reading our posts every day, and they literally just don’t give a single -Yoink!- about any of our valid complaints and won’t respond. If you’re not a 343 employee, sorry, but it would be ridiculous for anyone to waste the amount of time it took to write that response out, and not have some kind of emotional connection to the development of the game.

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Wow, that’s a pretty comprehensive reply! Here are my thoughts on that:

  1. I chose not to criticize the art style in halo Infinite as it is a creative choice and not a quality issue. Personally I think that 343 did a decent job of it.

2/3)I am well aware of UE5’s new technologies and I am genuinely excited to run them on my PC.

Fair call on Raytracing, I recognise that the timing was poor, however I understand that Joe Staten bought 343 a year to “fix” the game. I would have like to have seen them put more effort into the special effects during that time.

Raytracing has been out for several years on PC, while I realise that the majority of Halo players use consoles, it would have been great to have gotten some love on the PC side and had Nvidia’s raytracing drivers/API’s used as opposed to DX12.

4)Before anyone asks, yes I maxed out all the settings before playing Halo and checked them several times in disbelief that they weren’t somehow reverting to low.

I forgot to copy the rest of the info from my original support post, my bad.

I built a “console killer” compact PC a few months ago. Key specs are a RTX 3090, Ryzen 5900X paired with 32Gb 3600Mhz Ryzen optimised memory and a Samsung 980 PCIe 4.0 NVMe SSD.

Don’t run afterburner or Riva tuner. I use Asus GPUtweak II and HWinfo64.

  1. That’s great news about slipspace 2.0. I’m relieved that 343 are still working to fix their f***ups on Halo Infinite. The original campaign with raytracing sounds Amazing too!

I don’t have Twitter, but if someone could post my letter to the Devs on my behalf that would be awesome :slightly_smiling_face:

i became weary after finding out that infinite was gonna be delayed & how Microsoft imposed a new lead/director for the whole thing. Last month or so Forbes released a report that the game’s campaign got drastically reduced to the point where not even half of the content made the cut lol.

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