Hallo Infinite is a 2021 first-person shooter video game created by 343 Industries as well as released by Xbox Video game Studios. It is the eighth main entry in the Halo series, and also the 3rd in the reclaimer legend following 2015’s Halo 5: Guardians.
The project complies with the human super soldier Master Principal as well as his fight versus the enemy Eliminated on the Forerunner ring world Zeta Halo. Unlike previous installations in the series, the multiplayer portion of the video game is free-to-play.
Infinite was prepared to be launched as a launch title with the Xbox Series X/S on November 10, 2020, however was delayed in August 2020. It was eventually released on December 8, 2021, for Microsoft Windows, Xbox One, and also Xbox Series X/S. Hallo Infinite’s multiplayer component has remained in open beta considering that November 15, 2021, which was to commemorate the franchise and Xbox’s 20th anniversary. The game got typically favorable reviews.
As Infinite was shown for the first time gameplay of Halo, the resonance of the fans had regarding the technical implementation can hardly be worse. Pale, dull, not at Next Gen — 343 Industries had neatly criticism plug. Since one year additional development time has elapsed scarce, which was also used. We took a look at the versions for Xbox and Xbox One X Series X accurately and were entranced by both the graphics and shocked by the weak performance.
Dynamic lighting creates visual highlights
The reason why the pre-release version fell through so much, was the dynamic lighting system that aligns the position of the sun. Since valleys and mountain ranges dominate the game world, the Master Chief was often in shady places on the go. However, the representation of dynamic shadow is immensely complicated and therefore inferior to severe restrictions.
Hallo Infinite accomplishes this task by the additional development time very well. The terrain and the position of the sun have been adjusted to the effect that regularly much light flows into the valleys and forests. On both consoles countless objects cast dynamic shadows, lighting seems credible. Pallor in shady areas now giving stronger contrasts.
The individual consoles each differ in the render distance, popping on the Xbox One X shadow much later into the picture. Also, the high-resolution version is displayed only in the immediate area. Some shadows disappeared by right under our noses, for accurate calculation takes usually significantly less space than the rough estimate one.
The day-and-night cycle illustrates well how much to shift the lighting conditions. All shades are luxuriously soft, volumetric light rays shine through the needle of the trees:
Recommended editorial content
At this point you will find an external content of YouTube, which complements the article.
You can view it with a click and hide it again.
Allow YouTube content
I agree that Tube content will be displayed.
Link to YouTube content
Indoors are largely a static illumination, and resorted precalculated shadows. This method saves computing power and looks nicer, but however the momentum is eliminated. Our measurements of the frame rate confirmed the lower demands on the hardware, missions in interior areas offer a consistently higher refresh rate.
Excellent textures and effects, massive Details
In addition to the lighting convinces the detail, the 343 Industries environments decked. Fans of Halo 3 will be happy, because the look of the new part is based very closely on this classic. Everywhere we find normal maps to textures that give the metallic surfaces an enormous depth. Specular maps provide them with an extra shine that blinded us literally.
Ambient textures Master Chief armor glass
But the forests convince thanks to finely textured — if we do not just look at it from a great distance. The vision is consistently high, so not always given the full amount of detail. Many mountain ranges were still modeled in detail, the rocky material makes a vivid impression.
Forest textures Floor Design of Hub World foresight
In Halo there should be no lack of physical effects: boxes flying around by explosions, dozens of particles and fragments become detached. In general, the use of particles is a key element of the visual presentation. In almost every room fumes and dust are illuminated, dense smoke form on whirring machines.
Physics explosion particle effects
Reflective surfaces: Even without ray tracing the reflections in Halo Infinite are very chic, because the structural integrity varies greatly depending on soil texture. Diffuse entities provide for visual variety, not everywhere the ground is polished smooth.
Screen space reflections precalculated reflection Exploding fusion canister
How well the combination of light and high-quality assets being demonstrated most impressively in the intro to intermediate bosses:
frame rate and resolution of each mode
Hallo Infinite provides both the Xbox One X and on the Xbox Series X, two image modes to: performance and quality. Thus, the resolution and the frame rate is primarily regulated.
The quality mode of the Xbox One X strives a dynamic resolution of 4K, but thus limits to a fixed destination of 30 fps. Since Halo Infinite does not use Motion Blur, the signs for a low refresh rate are not exactly good, the miserable frame-pacing gives the mode but the rest.
Xbox One X Quality: Hub World Interior Mission
In power mode, the resolution is reduced to an approximate range of 1240p to 1440p, the image looks softer and flicker more. Since the targeted 60 FPS is clearly noticeable and held in the internal missions, the power mode is our first choice. The dynamic lighting system of the outer areas, however, falls down the frame rate.
Xbox One X Performance Mode: Hub World Indoor Missions
The Xbox Series X is just as little spared by the hub world. Here we have also measured frame drops, but these were limited compared to the ONE X and were not conspicuous. In quality mode, the resolution always lingered very close to 4k.
Even the power mode had a little nibble, full 120 fps are rarely achieved in the outer areas, our measurements fluctuated between 105 and 120 images per second. Buckler can notify the variable refresh rate of your TV, Halo Infinite remains consistently fluid. The resolution is reduced in power mode to 1440p, but may also understand what is visually noticeable, but the advantage of playability is enormous.
Xbox Series X: Quality performance
What about the versions for Xbox One S and Series S?
Unfortunately we could not deal with the versions for the low-performance Xbox consoles in a timely manner. Counts of ElanalistageBIT suggest a dynamic resolution on the Xbox One S, which is very close to the 1080p specification. The Xbox Series S performs in quality mode at a similar level, but in power mode, it is clearly under Full HD.
Weak point Intermediate sequences: Actually, the film sequences are convincing with a great scene composition, great light moods and clever camera pivot, but they jerk independently of the platform and the selected image mode. It seems to be a software error because the lighting conditions continue to be rendered correctly, only the camera and the animations are staying for a frame. In addition, some animations are reproduced rigidly in 30 fps, which is why intermediate sequences are rarely liquid.
In exchange with DigitalFoundry, 343 Industries confirmed the work on a patch that eliminates the frame drops in intermediate sequences. He should appear after the publication of the game.
In addition, there is a peculiarity of the animation system, which came to Halo 5: Guardians in appearance. Individual bodies of bodies tremble or balance unnatural, which is why character models work restless. Even during the gameplay, you can find this effect: the individual components of the rocket launcher and the closure on the Battle Rifle move independently, as if it were loose parts.
Minimal graphic differences between the platforms
Hallo Infinite looks very good on the Xbox One X and benefits from later hardware almost exclusively with the performance data. Nevertheless, we have created the magnifying glass and could recognize a few differences that are completely negligible to large parts:
Series x quality series x power one x quality one x performance
In the power mode of the Xbox One X, the game world is not so lush overgrown, but we almost interpret as an advantage. Doodle with a vehicle about shrubs and bushes, bend this unearths, rather than showing a natural animation.
Vegetation: Series x quality one x performance
Further details of the intermediate sequences: On the basis of the hair The weapon we can see that the Xbox Series X uses more complex anti-aliasing. On the Xbox One X, individual strands are grainy, a light flicker can be seen. In addition, depth of field is applied significantly coarser.
Lower smoke and particle density: In some scenes falls on that smoke and fog can be used on the Xbox One X economical. In addition, the rate appeared to be slightly lower on the screen in which light-emitting objects appear on the screen. Among them are, for example, cores of plasma tanks, which sometimes remain and migrate after an explosion.
Level of detail adapts slower on the ONE X: Only in the Quality Mode of the One-X version we observed that near textures needed a few seconds to load the high-resolution variant in memory.
Loading times almost identical: Surprisingly, the speed we can load on the Xbox One X into a game. Only a few seconds separated from the Xbox Series X, Halo Infinite was installed on the Xbox One X on an SSD, with the internal HDD you have to wait a little longer.