Every console version of Halo Infinite’s campaign.
The answers to a question we’ve been pondering since the initial 2018 SlipSpace engine reveal: can this game deliver a decent experience on last-gen Xbox hardware? And, if it can, to what extent do you get additional scalability on the still-new Xbox Series consoles?
The truth is that Halo Infinite offers two distinct modes of play, each with its own set of challenges in terms of putting console hardware to the test.
The first set of missions, as well as later ‘dungeon’-style levels, are what you’d call classic Halo.
These missions are less of a stress test for the engine because they are interior-based and more linear, albeit with a significant improvement in graphical features and fidelity.
This contrasts with the brand-new open world in Halo Infinite.
On every Xbox console, the SlipSpace engine is pushed hard.
Trees, mountain ranges, and enemy bases are rendered from afar.
To add depth to the scene, there is a rolling time of day, randomised cloud coverage, and even volumetric techniques.
When it comes to evaluating the Xbox One’s base capabilities, it’s this expansive aspect of Halo Infinite that presents the most difficulty.
Let’s start with the base Xbox One and go straight to the performance and resolution numbers.
The Xbox One, One X, Series S, and X use dynamic resolution and a temporal reconstruction method to improve image clarity within a frame on all four machines.
In fairness, 1080p is the norm roaming around the open world, but pitched battles will see noticeable drops in image quality. The vintage 2013 Xbox One and the 2016 Xbox One S refresh target 1080p at 30fps, with dynamic resolution scaling used to ensure the 30fps performance level, ranging from 720p to the target full HD
It’s as good as we could hope for, but the 720p lower bounds limit the Xbox One’s pixel count, making it difficult to resolve fine detail on trees or even distant enemies.
Nokia News summarizes technology.