the forge maps in halo 4 have so much fps lag its disgusting and unplayable even some maps in general have this. is there some way 343 can remove this lag or minimize it through a patch because it is sooooo bad. makes me wounder how this problem wasnt brought up in the making of this game. pretty sad when the very first halo has a better frame rate than a halo in 2013. god its just soo annoying and almost another reason not to play this game.< not that its bad like gameplay i mean the frame rate makes it impossible.
> is there some way 343 can remove this lag or minimize it through a patch because it is sooooo bad.
>
> pretty sad when the very first halo has a better frame rate than a halo in 2013.
I’ve wondered if they could get rid of the dynamic lighting to significantly improve performance. That “generating lighting” thing that pops up every time you load a forge map is what I’m talking about.
As far as the frame rate goes… I would hope that Halo CE had the same if not better frame rate than Halo 4. As far as I’m aware, both Microsoft consoles ran at the same frame rate. Combat Evolved was a launch title for the original Xbox and shouldn’t have had any issues with running up against the peak performance. Not so for Halo 4 which clearly bumped up against the limitations of the 360. Proof that the next generation is pretty appropriately timed.
When you play alone you can feel that some forge maps (like Shutout) just stands out in terms of smoothness to other maps. Everytime I play on these maps I fell like seasick.
However real tragedy starts on split screen. All forge maps that are right now in 4v4 playlists are unplayable due to framerate issues. It’s not that if you try you can do something. Nope, they are just broken and unplayable. Not only Halo CE feels much better on splitscreen, but Goldeneye on N64 too.
Wiping out dynamic lighting would probably fix this issue, but maps would not only look ugly. There would be gameplay problems because in heat of battle it’s hard to get right perspective when all walls and floors looks plain beige. At least in Reach there was shading which not only gave substitute of lighting, but helped with faster understanding what we’re looking at (and what is wall and what is floor). Forerunner theme with metallic pieces and getting rid of bright sunlight made this look quite realistic without dynamic lighting. There was also littlebit of fog that helped with perspective. Considering 360 hardware, forge in Reach was just very well designed in every way.
In Halo 4 they wanted to expose dynamic lighting, and that’s the mistake. It’s hard just to wipe it out, because it is the major feature in here. Right now all they can do is to erase these 4v4 maps and put some that works smooth (after heavy 2 and 3 and 4 player split screen testing).
> the forge maps in halo 4 have so much fps lag its disgusting and unplayable even some maps in general have this. is there some way 343 can remove this lag or minimize it through a patch because it is sooooo bad. makes me wounder how this problem wasnt brought up in the making of this game. pretty sad when the very first halo has a better frame rate than a halo in 2013. god its just soo annoying and almost another reason not to play this game.< not that its bad like gameplay i mean the frame rate makes it impossible.
I don’t think you understand the basic principles of what causes framerate lag.
There are a couple of reasons forge maps get terrible framerate:
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Dev maps only have to load the piece of the canvas that you see. Forge maps must load and light the entire Forge Canvas as well as the blocks, whether or not they are all visible.
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Forge blocks render all sides of the block, meaning those still affect framerate, block limit and lighting.
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During splitscreen play, the game doesn’t lower graphics quality or resolution for smaller screen play similar to how reach did it. Instead, it is running two Halo 4 games in full graphics and resolution simultaniously, which will cause inevitable problems on 5 year old hardware.
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Halo CE never had anything in it that would cause FR drops. Terrible graphics of all kinds, there was nothing to bog down the system.
Now I don’t disagree that it’s a problem, but I don’t think removing them all is entirely necessary. Some forgers put a lot of work into their maps and generally speaking, they tend to play better than many of the dev maps. Personally, I prefer the community maps for this reason, but that’s a different discussion.
Infinity Slayer has, by default, one entire voting section set aside for Dev maps if you prefer them, but keep in mind that there are people who do like Community maps so getting rid of them isn’t the best option. Also keep in mind that those forgers who created them will likely not be pleased that they got removed.
> Wiping out dynamic lighting would probably fix this issue, but maps would not only look ugly. There would be gameplay problems because in heat of battle it’s hard to get right perspective when all walls and floors looks plain beige. At least in Reach there was shading which not only gave substitute of lighting, but helped with faster understanding what we’re looking at (and what is wall and what is floor). Forerunner theme with metallic pieces and getting rid of bright sunlight made this look quite realistic without dynamic lighting. There was also littlebit of fog that helped with perspective. Considering 360 hardware, forge in Reach was just very well designed in every way.
>
> In Halo 4 they wanted to expose dynamic lighting, and that’s the mistake. It’s hard just to wipe it out, because it is the major feature in here. Right now all they can do is to erase these 4v4 maps and put some that works smooth (after heavy 2 and 3 and 4 player split screen testing).
I have considered this extensively, and I’ve managed to put some decent maps for 2-p splitscreen.
But due to the game itself, 4-p splitscreen is not possible.