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> > When you compare the textures of Halo 4’s armor to Halo 5, Halo 4- despite running an older game engine, actually looks better than the armor in Halo 5: Guardians.
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> > Halo 4’s armor had a pretty clean look to it. Much like Halo 3, in a way… but not as shiny. The deal with the armor in Halo 5 is that it appears to have this weird glazed texture to it, almost like it’s cell-shaded. The textures on the bodysuit doesn’t look much better, especially where the black meets the colored bits; they look fine when viewing them in the armory (despite the fact that they’re colored and I would very much prefer black techsuits), but when you see them in-game, in Theater mode or in the opening scene of a match… it looks weird.
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> Its weird though because the ones in campaign look pretty crisp from what I remember?
Here’s the thing. They aren’t. While the cinematics appear very detailed and while they are rendered in-engine, there’s a reason they tend to take a little time to load.
The engine is doing one of two things.
1: Using pre-set high detail models that are never actually used in gameplay, but only in cinematics.
2: Rendering particular objects at their absolute highest resolution and polycount.
Since Halo 5 sports variable-detail-by-distance rendering, which looks -Yoink!- terrible beyond 30m, both are perfectly possible. The absolute closest things to the screen are always rendered in 1080, high detail. Things further away from point blank simply are not.
So in all actuality, things appear to have a higher level of detail because what you really take time to look at, IS being rendered in a way nothing else in the game is. The multiplayer equipment is of a noticeably lower resolution than everything else, but the animation frame loss and polycount loss at distance occurs, oddly enough, even more noticeably in campaign.
The other factor is that there are many more shading and lighting sources in campaign, on top of the fact that the “Illumination” spartans receive in multiplayer not being applied in campaign, as balancing is not a problem. Even though I think that mechanic is stupid anyway, figure the giant red name above your enemy and the glowing lights on spartans defeats the purpose.
tl;drVariable rendering means things are inconsistently detailed and illumination on several objects and characters makes Multiplayer seem significantly less detailed than campaign as such is done to a far lesser extent, but not NOT done, in Campaign.