Summary -
Visuals/audio seem significantly refined vs last year's showing
Multiplayer maps have excellent indirect lighting, but probably won't be what we see in the campaign since they're static and don't need to account for time a day
Materials look a lot better due to screen space reflections
Managed to create very nice looking materials/structures, while retaining great readability
New weapon models look great
Very encouraged by what they're seeing
AI may be something very special, going by how bots behave in the flight
Uses dynamic resolution scaling
1800p-2160p in 60fps mode on Series X
1080p-1440p in 120fps mode on Series X
1080p in 60fps mode on Series S, but can drop below it a bit
720p in 120fps mode on Series S, with drops to 540p
720p at 30fps on One S, with drops to 540p
One S has muddier ground textures and lacks screen space reflections, and generally has less detail all around
2160p at 30fps on One X, with drops to 1800p
60fps mode on Series S|X is near-locked
120fps mode on Series S|X varies between ~100-120fps. Great with VRR
Series S actually gets closer to 120fps lock than Series X
One X runs at a pretty solid 30fps
One S has many frame pacing issues at 30fps
PC version doesn't appear to utilize the GPU to full extent in this state.
PC version has performance issues in current state; difficulty retaining 60fps at 4K with a GTX 3090.
PC version framerate cap doesn't function correctly. Caps at 1-2 frames less than 60hz/120hz, causing stutter.
They're confident these PC issues will be corrected by launch
Article -
We talk about this more in the DF Direct, but while direct comparisons with last year's gameplay reveal are difficult owing to the lack of commonality in content (campaign vs multiplayer), there are clear signs of substantial improvements in terms of material response and lighting - key reasons why the game's first showing in real-time looked rather flat. Just the improvement in lighting, shadowing and materials on the view weapon is significant, hinting that the time spent on the game since its delay has been well spent. Of course we should expect some technical issues with early code but ultimately, we can chalk this up as a highly promising, successful and well-received hands-on gameplay debut. Halo Infinite looks to be back on track and we can't wait to see more.
https://www.eurogamer.net/articles/digi ... ats-tested