You remember Halo Reach, yes? Can you remember that ghosting effect that made your eyes bleed during cutscenes and (although not as much) during gameplay?
If not, linky 1 and linky 2.
Beautiful motion capped movements were destroyed because of this.
This was caused by the temporal anti-aliasing that Bungie decided to use. Any kind of movement was affected by this. For those interested, wiki article as to what temporal anti-aliasing is.
I really hope that 343 doesn’t decide to continue using this effect. Sure, if it’s really absolutely needed (Which in my opinion it’s not), use it in a way like EA did in Crysis 2: The temporal anti-aliasing will only effect far away detail, and will rely on edge-detect and motion blur for close by objects.
Opinions?
if it was like this all game it would have been terible therewod have been constant blurrs . id rather see the movement then try and guess it was movment
Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
Personally I think it’s a neat little effect.
So that’s what it was! I always wondered what caused that. I always see it on Jorge in the first cutscene.
> Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
>
> Personally I think it’s a neat little effect.
Considering people have been complaining about this since the Halo Reach beta, it’s hardly gone ‘unnoticed’
I think the next step for the Halo engine would be (from a graphics/rendering point of view) to incorporate Impostering with Temporal AA, you’re right. To my knowledge, motion blur is better, in terms of visuals, but it is more expensive when it comes to processing, so using it at closer ranges, whilst letting temporal AA at longer ranges (via Impostering) sounds like a good idea.
Note that I am not exactly an expert in this field.
> Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
>
> Personally I think it’s a neat little effect.
A lot of people have noticed it actually. The whole “change Halo 4 to 60 fps,” revolves around this. I completely disagree with your opinion and I think it makes the game look awful.
> Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
>
> Personally I think it’s a neat little effect.
People have noticed this since the game was released. It looks horrible.
> > Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
> >
> > Personally I think it’s a neat little effect.
>
> Considering people have been complaining about this since the Halo Reach beta, it’s hardly gone ‘unnoticed’
i guessing by people you mean you because this is the first ive even heard of this let alone notice it when im playing
> > > Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
> > >
> > > Personally I think it’s a neat little effect.
> >
> > Considering people have been complaining about this since the Halo Reach beta, it’s hardly gone ‘unnoticed’
>
> i guessing by people you mean you because this is the first ive even heard of this let alone notice it when im playing
So you represent the population as a whole? Oh my bad! If J0HNL3I hasn’t noticed it, no one else has either!
/sarcasm.
It’s there. It’s ugly. It’s sloppy. And truth be told, I don’t really care if you haven’t noticed it. Many others have (Were you even on the forums when the game was released?) and it’s an eyesore.
> Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
>
> Personally I think it’s a neat little effect.
Trivial? It’s gone unnoticed for that long? No, I noticed it the first time I played the game and even my buddies on live noticed it.
And it’s not a neat effect at all, it’s strongly unappealing.
> > Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
> >
> > Personally I think it’s a neat little effect.
>
> Trivial? It’s gone unnoticed for that long? No, I noticed it the first time I played the game and even my buddies on live noticed it.
>
> And it’s not a neat effect at all, it’s strongly unappealing.
It would be worse without it, but there are better ways to go about addressing the issues it deals with. See above.
> > > Another day another trivial complaint about a feature no one’s noticed or cared about until 14 months after Reach was released.
> > >
> > > Personally I think it’s a neat little effect.
> >
> > Trivial? It’s gone unnoticed for that long? No, I noticed it the first time I played the game and even my buddies on live noticed it.
> >
> > And it’s not a neat effect at all, it’s strongly unappealing.
>
> It would be worse without it, but there are better ways to go about addressing the issues it deals with. See above.
True. Though saying that, I didn’t have a problem with Halo 3 and that didn’t utilize TAA… But I guess others did find it choppy to look at and we can’t be ignorant about their opinions.
Well, one reason why Bungie went with temporal AA was because it was nearly free. You want to save as much memory & bandwidth as possible with current gen consoles. For Halo 4, 343i now actually has a lot of anti-aliasing options to choose from and what will best fit their engine. There are various post-processing methods such as FXAA, MLAA, then we have hardware MSAA (though MSAA is quite heavy on memory & bandwidth which I why we now have a wide arrange of different methods for anti-aliasing like the ones I previously mentioned).
FXAA has been in many games such as BF3, Halo Anniversary, Deus Ex: Human Revolution, and upcoming games such as Alan Wake: American Nightmare. FXAA is a great choice (no memory hit & little performance cost). Don’t know about MLAA on 360.