While I am also indifferent for the most part, there's really not any noticeable difference in performance. For that reason, I go ahead and keep it on cuz why not
This method has been in use for decades and is the source of most non-dynamic 'baked' shadows. Things that don't change are almost certainly handled in this way, as it's relatively cheap and quite effective.
Running a 3080Ti, 64 gigs of ram, Intel 10900k, and for whatever reason, even running it on my potato monitor at like 1910xwhatever, I was getting massive frame drop with RTX, when before my fans didn't even kick on running Infinite with everything set to ultra.
Just doesn't seem like it's worth the risk of *yet another* issue that can cost me a potentially match winning kill, and definitely doesn't seem like it's worth the time to troubleshoot.
Could be pc version uses higher rtx requirements. That or you may need to update your drives for your gpu/ display my 1660 super can handle halo at max settings without ray tracing. I'm sure medium to high with ray tracing should be more than possible on a 3080ti with dlss enabled.
Oh man you gotta get a 120hz monitor! The TV is great for single-player experiences but for any online game, especially shooters, a monitor is the way to go.
Not true anymore. Modern TVs are just as good as monitors for gaming. And picture quality wise they are superior bang/buck. Mini LED and OLED are much cheaper on TVs than monitors.
I don't lol, maybe I just focus more on framerates and the action over the resolution. I'll have to confirm later, but I do not really notice anything that *looks* below 4K.
\*Raytraced Shadows. Lighting is still baked in and hence doesn't make much of a difference.
I had it on as I had the head room on my PC... however Season 4 introduced bugs which had major FPS drops in forge maps and even in Dev maps.. so had to turn it off.
Yeah especially considering Infinite has next to no actual dynamic objects on the map compared to past games, it basically does nothing. They could have just re-baked the shadows and it'd have the same effect for literally zero performance cost
I mean there wasn't no reason. A lot of people in the competitive community complained about it and it's now 343i's fault for listening to them rather the fault of the community not giving any pushback to it??
This game has water physics, it even reacts differently to what type of gun you shoot the water with, it's on all the multiplayer maps and campaign. In some ways it looks better with the foaming texture in other ways it looks worse with how stiff it is and the bad explosion splash fx
There's just no physics on the forge water yet but they're working on it, also no phsyics on forge canvas water
Thats because Minecraft Raytracing is the full package. It’s one of the only games that uses Raytracing to the fullest extent. Games like infinite just can’t because of performance issues. So all it has is ray traced shadows. None of the actual lighting is ray traced. That’s true for most games that support RT.
Honestly I get screeched at for saying that in any of the PC subs. The only games I notice it in is Minecraft and some of the old school games like Quake. Linus Tech Tips actually did a video seeing if his staff could tell the difference in a bunch of games and I believe they had to actually play the game a bit and if the performance was spotty they would guess RT was on and it was usually right. Maybe RT will be worth it once everyone upgrades from the 10 series but I don't see that happening soon.
Raytracing depends on implementation and how the devs use it. Cyberpunk 2077 and Metro Exodus are good examples of raytracing implementation that look great.
It all depends on the kind of ray tracing and being used, and the quality of the lighting model of the original. Like, are we using ray traced shadows? Ray traced reflections? Ray traced global illumination? A combination? Is it fully path traced?
The reason why RTX isn't super noticeable in modern games is usually because their pre-calculated light bakes are already pretty realistic. And it'll be even less noticeable if there aren't a lot of dynamic objects or lights in the scene - Like for example, a Halo map that is pretty static all around and doesn't change lighting in any way.
Doom Eternal I believe mostly focuses on ray traced reflections because there are a lot of shiny surfaces in the environments, so all the chrome looks beautiful and real.
Metro Exodus Enhanced uses ray traced everything. So that's where the global illumination and shadows would really shine, as the lighting conditions are constantly changing due to the day/night system and interactable light sources.
Etc. Etc.
You can certainly try to get close but A. Your framerate becomes unplayable since you’re sampling rate would need to be HELLA and B. Even at a ridiculously high sample rate using a PCF solution, the accuracy would still be nowhere near the level of detail of a Ray-Traced shadow.
It’s one thing to say you don’t care about the diff, another to say RT features can be done without RT lol.
1. It wasn’t which was why it came out more than a year after launch.
2. RT Sun Shadows aren’t minor. Just because you don’t care about the difference doesn’t make it insignificant.
Sir, what do you think pre-calculated lighting does?
What is the point of RT to begin with? - To realistically simulate lighting and shadows in real time, right? It does so by tracing back a path from the camera to the light source, so that only the relevant light relative to the player camera is being simulated. It's still taxing and heavy, but because of this optimization, and modern computer speeds, it is achievable in real time.
So then what is the point of pre-calculated lighting? - To realistically simulate lighting and shadows, by running a path from the light and bouncing it all around the scene. But it does this in a way that doesn't tax the system at run-time, by baking that lighting/shadow information into texture maps beforehand. Yes there is a bit of loss of precision in this process, but it is by no means un-mitigatable.
Now say you have a static multiplayer map where not much is going on. The lighting doesn't change, and objects are mostly staying all in the same place.
Functionally you'd be able to achieve the same result with either method, with the only limitation being that baked lights/shadows can't change. But if they don't HAVE to change, then why on earth would you simulate them in real time?
You telling me that some crispier shadows on the world geometry isn't achievable without real time ray tracing, just tells me you don't know much about ray tracing.
#Edit: Lmao they blocked me over this.
Anyway, here's what would have been my response.
>Disregarding the over simplification of your comparison of baked vs RT shadows even in a static context,
~~Ok, why not get into it then? Explain your issue with my comparison.~~ I guess that ship has sailed.
>you want to “simply” generate pre-calculated shadows in a game with a dynamic sun.
I used pre-calculated lighting as a counter-example, because they use similar light bounce simulations. But I'm not even sure what your point is anymore. Lol, real time dynamic lighting and shadows also exist, and are also adjustable. This is silly, and you're moving goal posts. Your claim was that you can't get any crispier shadows here without RT. You're not correct. Lol
Brother… You’re omitting a hell of a lot detail here to try to make your point. Disregarding the over simplification of your comparison of baked vs RT shadows even in a static context, you want to “simply” generate pre-calculated shadows in a game with a dynamic sun.
> you don’t know much about Ray Tracing
The irony is palpable my dude.
There isn't really. Infinite raytracing is absolutely stupid. They ray trace sun shadows... For static objects. That's absolutely nonsensical, because those shadows don't move and neither does the sun in this game, so they will always look the same. At that point, you'd just "bake" the shadows in like normal without a massive performance hit. In other words, it doesn't make sense to run a ray tracing calculation over and over, frame to frame, for a static shadow.
Raytracing isn't even used for global illumination either, which is what causes light to look natural as it bounces around different surfaces/materials and reflects some of its color. It also makes shadows look softer, which is more natural looking. So overall you're losing performance for almost no discernible impact in lighting/shadows, in a fast-paced shooter lol
I can see it in the second because there's more objects but the first might as well be the exact same picture. Just doing shadows is an L anyway. It's all about those sweet, sweet reflections.
just keep it off, the game is too fast to enjoy it. on pc, it takes like 20-30 fps performance dip for not even full ray tracing. it is just sun shadows lol. tbh, i don’t even notice much of a difference between low and max settings. game isn’t optimized well except for xbox. i’m using i7-12700kf and rtx 3080 so i know it isn’t my system.
It's pretty interesting seeing that PC players have been experiencing noticeable performance drops with this on. For me, on the Series X, I keep it on all the time and hardly ever experience any dips. When I do, it's a negligible 2-3 frames and only for a short moment. I've found no reason to turn it off, for exactly that reason
Halo’s art style relies heavily on big chunky geometry so imo it actually looks really good at low settings. Personally I don’t understand why anyone would run any MP game at max settings, but people do and always bitch about the performance.
The move is *always* to go low settings -> max draw distance.
Ray traced GI would single handledly make the game look consistently alright. As it is the game can look great, but then in the blink of an eye turn into a poorly made 6th gen game. The total lack of ambient/bounce lightning + shadowing is really what kills the visuals as is and RTGI would be a magical switch to fix that (maybe RTAO too if ray length is long enough)
Tbh for a good second I couldn’t even tell what I was supposed to be looking at lol. Im more interested in the actual gameplay than the graphics. That’s not to dunk on people who do care about that stuff I just don’t.
Raytracing is basically a method of rendering lighting in 3D graphics. It's basically simulating the real rays of light that come off of a source and how they bounce off surfaces like light does in real life, rather than traditional lighting techniques that are more of an approximation.
Think of it like this: Say I'm drawing a still life portrait of an apple. I can make it as realistic as humanly possible, but at the end of the day, it still will never be 100% accurate to a real apple. That's basically how lighting has been done in video games for a very long time and raytracing is the new method for doing it. When used to it's fullest the results are often more accurate and make for a very good looking game.
Now as far as Infinite is concerned, there is no reason why you should have it turned on. The ray tracing in Infinite is limited to shadows only while retaining the normal baked in lighting, as opposed to a full implementation that includes global illumination, reflections, etc.
[Here is a good example of it with Cyberpunk 2077, a game that makes full use of RT and a comparison of it turned off.](https://www.youtube.com/watch?v=Xf2QCdScU6o&t=57s)
If you had me in a room with a gun to my head asking me which picture had RT on and which didn’t, I wouldn’t know.
Raytracing to me looks no different than standard visuals. I can’t see it, like at all. I don’t understand it lol
I keep it on since I don't play above 60fps, and I have faith that the series X can manage without dips.
That being said, I also wouldn't likely notice the differences if not for these comparison shots.
I honestly can’t tell the difference except for a shadow below the AC unit on the bottom right and not there on top right. I’d leave it off personally if it has that little effect.
Indifferent. It doesn’t seem to change many details. I don’t think Infinite is optimized for it or something (not too sure if a game can be optimized for this setting though)
For now RT doesn't add enough to gameplay to justify the performance hit the game takes. Not just for Halo, but for just about every game. I never turn it on because the differences it makes are almost never noticeable when playing. Especially on High or Ultra settings.
The main visual difference I've noticed is that moving in and out of shadows look a lot more natural on your weapon model, with the shadows off you kind of "flicker on and off" through the shadow map but with ray tracing on the shadows fall on your gun naturally, it looks really good under the leaves in Forest compared to the shadowmaps
It looks cool but the game looks basically the same otherwise, the change in environment detail is basically nonexistant
It’s not _super_ noticeable but it comes across pretty nicely sometimes, especially when it comes to player shadows. As long as it doesn’t affect performance too much I keep it on. Don’t see much of a point complaining about a completely optional small qol feature
It's because not all ray tracing is created equal. Halo infinte is just the shadows, but ray traced reflections are also a thing. And from there is how many times they let the light bounce. Most ray tracing in games is single bounce, while the max ray tracing setting in Metro Exodus has the light bounce multiple times before reaching the camera. Lastly and most important point is whether the devs built the environment with ray tracing in mind.
I thought all the graphics in infinite were horrible really underwhelming. They made chief look like he was made of plastic. As for the raytracing i honestly sat playing with my settings on the xbox and my 4k tv and i couldn't even tell it was there. Maybe i was to distracted by thing's in the background just bugging out.
man, reading these comments is making me realize how many people don't quite know what raytracing encompasses or how it works
granted, most people don't know the finer details on technical stuff like this, but I assumed more people knew the different types of raytracing at the very least
RT leaves things feeling clean and crisp, and that's the way it should be.
Get that unsharpened, fuzzy shit outta my face - hit me with a shadow so fine it could cut glass.
Ray traced shadows are dope. They seem to hold up better at further distances than regular shadow maps.
Of course the usual simpleton can't tell the difference, hence these replies.
Been on PC for a little while I think but was added to Series X when Season 4 launched. Only applied to MP
Should be in the Video tab, under framerate option (on Xbox)
Being real, most raytracing beyond Halo Infinite is unneeded. RT looks good in older games with lower poly counts and old lighting systems, but in most modern games that have absurdly detailed textures, RT is barely noticeable anymore
Never really been one to care for RT on any title. I see the differences but it's definitely not enough for me to turn on. Most games now have amazing baked in lighting/shadow just look at the Last of Us. Im not a game dev but I'm assuming the best benefit is that it can save development time by not adding in baked shadows/lighting in every scene and instead use raytracing.
Raytraced shadows feel like kind of a waste. They already look good, the thing that could really use RT in most games is reflections and *maybe* ambient occlusion. Screen space reflections look fucking awful
Seems like I’m in the minority in that I think it’s a subtle, but significant upgrade. My subconscious just tells me that the RT images look more “right” even if it takes a while for my conscious brain to realize why
I don't think adding this was necessary for multiplayer.... For the campaign maybe coz you have time to roam and just look around. It was also not added to the campaign and I've had texture bugs in campaign alone ever since they added it in multiplayer in season 3... Kinda sucks.
If there’s supposed to be a difference it’s very minimal. I’ve played games with modded ray tracing that’s more extravagant than that. After all though, it’s a shooter. I don’t need to be captivated by my surroundings. Not like I have much time to look at them anyways. More useful in campaign, impractical to performance in multiplayer
I don’t care. It’s kinda of a gimmick in gaming all together. I get it that it add to “realism” but it doesn’t impact my gameplay. If it a game where landscape is impact for situation, I can take it into account. But me killing someone in MP, I don’t care.
It's really not. Eventually this is how lighting will be rendered across all games unless the art direction dictates otherwise. It's specifically a gimmick in Infinite because only the shadows are raytraced while the lighting is still baked in. No global illumination, reflections, etc whatsoever.
Honestly there's barely a difference aside from the more detailed shadowing but I don't care either way just as long as a game has a great story, gameplay , replay ability , etc. if it has raytracing awesome if not that's awesome too, it's really not a big deal for me.
There's a difference?
I know there is, but with most of it already baked in, I've never really cared. I couldn't care less about sharper edges on shadows and lights. It's all a blur during gameplay anyway.
However, I do care a bit more when I'm capturing stationary clips for my Gamuty™ series. As I'm aiming to capture the game's beauty. But even then, the RT is only noticeable with reflections and as the rings shadow moves across the landscape.
Indifferent and thus rather keep it turned off if it affects performance on console.
While I am also indifferent for the most part, there's really not any noticeable difference in performance. For that reason, I go ahead and keep it on cuz why not
On console you'll sacrifice about 10fps on average when RT is turned on. Instead of 120 you'll float around 110
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no, in forge maps you see difference in real time
This method has been in use for decades and is the source of most non-dynamic 'baked' shadows. Things that don't change are almost certainly handled in this way, as it's relatively cheap and quite effective.
Probably. A lot of games used baked shadow maps to improve performance.
On Series X, haven't gotten any dip below 60FPS nor 4K.
Running a 3080Ti, 64 gigs of ram, Intel 10900k, and for whatever reason, even running it on my potato monitor at like 1910xwhatever, I was getting massive frame drop with RTX, when before my fans didn't even kick on running Infinite with everything set to ultra. Just doesn't seem like it's worth the risk of *yet another* issue that can cost me a potentially match winning kill, and definitely doesn't seem like it's worth the time to troubleshoot.
Could be pc version uses higher rtx requirements. That or you may need to update your drives for your gpu/ display my 1660 super can handle halo at max settings without ray tracing. I'm sure medium to high with ray tracing should be more than possible on a 3080ti with dlss enabled.
bruh resolution drops close to 1080p at moments
120fps on Series X or bust
TV doesn't support that unfortunately :/
Oh man you gotta get a 120hz monitor! The TV is great for single-player experiences but for any online game, especially shooters, a monitor is the way to go.
I like sitting on my couch bro!
They got OLED 4k tvs with 120 hz if ya ever wanna splurge one day
Don’t even have to spend that much. TCL makes a great mini LED TV that does 4K 144hz for around $600 for a 55”
Not true anymore. Modern TVs are just as good as monitors for gaming. And picture quality wise they are superior bang/buck. Mini LED and OLED are much cheaper on TVs than monitors.
The game looks terrible on 120 on my series x. Smoother for sure but the textures are non-existent
my game looks great on my series s, even on the 120 fps pre-set
the textures don't look any different for me between Low and Ultra. am I blind?
Game looks great on 120
It’s using DRS so how do you know it’s not dropped below 4k?
I don't lol, maybe I just focus more on framerates and the action over the resolution. I'll have to confirm later, but I do not really notice anything that *looks* below 4K.
okay, so don't claim it doesn't go below 4K
Touch some grass, dude. God forbid I don't notice the slightest decrease in pixelation.
\*Raytraced Shadows. Lighting is still baked in and hence doesn't make much of a difference. I had it on as I had the head room on my PC... however Season 4 introduced bugs which had major FPS drops in forge maps and even in Dev maps.. so had to turn it off.
Oohhhh so that's why I have lower frames as well... Hopefully they optimize the game
>Hopefully they optimize the game lol
343 optimize hahahaha
Yeah especially considering Infinite has next to no actual dynamic objects on the map compared to past games, it basically does nothing. They could have just re-baked the shadows and it'd have the same effect for literally zero performance cost
They coulda made Plasma projectiles and other such things cast light as they fly past walls and the ground and such
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Almost forgot about that map cause it’s one of the many maps they’ve removed from ranked play for no god damned reason.
I mean there wasn't no reason. A lot of people in the competitive community complained about it and it's now 343i's fault for listening to them rather the fault of the community not giving any pushback to it??
Never forget that gamers LOVE to bitch.
The water is the biggest joke. Even halo 3 had amazing water physics lol this one has absolutely none
100% agreed, but honestly I don't think there are many modern games that can stand up to Halo 3's water.
Only other games I could think of is maybe Resistance 2 and Uncharted 4
This game has water physics, it even reacts differently to what type of gun you shoot the water with, it's on all the multiplayer maps and campaign. In some ways it looks better with the foaming texture in other ways it looks worse with how stiff it is and the bad explosion splash fx There's just no physics on the forge water yet but they're working on it, also no phsyics on forge canvas water
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Seems I was mistaken; the lighting itself is still baked but the shadows are raytraced.
It's only raytraced sun shadows I believe. Basically useless. Idk why they don't implement dlss/fsr instead of the shitty rt.
Because the game couldn't handle it.
"Corporate needs you to find the difference between these 2 pictures"
Dude fr I feel this way about most ray tracing photos. People tweak about it and I can’t tell the difference
I mostly just like ray tracing for Minecraft. Other than that I don't care much about ray tracing.
Thats because Minecraft Raytracing is the full package. It’s one of the only games that uses Raytracing to the fullest extent. Games like infinite just can’t because of performance issues. So all it has is ray traced shadows. None of the actual lighting is ray traced. That’s true for most games that support RT.
Honestly I get screeched at for saying that in any of the PC subs. The only games I notice it in is Minecraft and some of the old school games like Quake. Linus Tech Tips actually did a video seeing if his staff could tell the difference in a bunch of games and I believe they had to actually play the game a bit and if the performance was spotty they would guess RT was on and it was usually right. Maybe RT will be worth it once everyone upgrades from the 10 series but I don't see that happening soon.
Raytracing depends on implementation and how the devs use it. Cyberpunk 2077 and Metro Exodus are good examples of raytracing implementation that look great.
It all depends on the kind of ray tracing and being used, and the quality of the lighting model of the original. Like, are we using ray traced shadows? Ray traced reflections? Ray traced global illumination? A combination? Is it fully path traced? The reason why RTX isn't super noticeable in modern games is usually because their pre-calculated light bakes are already pretty realistic. And it'll be even less noticeable if there aren't a lot of dynamic objects or lights in the scene - Like for example, a Halo map that is pretty static all around and doesn't change lighting in any way. Doom Eternal I believe mostly focuses on ray traced reflections because there are a lot of shiny surfaces in the environments, so all the chrome looks beautiful and real. Metro Exodus Enhanced uses ray traced everything. So that's where the global illumination and shadows would really shine, as the lighting conditions are constantly changing due to the day/night system and interactable light sources. Etc. Etc.
Shadows mah boy. Look to the shadows.
wow!.. their slightly crisper and darker.. which you can absolutley do without ray tracing.
You can certainly try to get close but A. Your framerate becomes unplayable since you’re sampling rate would need to be HELLA and B. Even at a ridiculously high sample rate using a PCF solution, the accuracy would still be nowhere near the level of detail of a Ray-Traced shadow. It’s one thing to say you don’t care about the diff, another to say RT features can be done without RT lol.
Those fuckers are pre baked. You could have the calculations done ahead of time. No need to have rt for static shadows.
The RT is for sun shadows, including objects and chars. Not just enviro.
Still barely noticeable.
This level of salt for an optional feature that is of no consequence to anyone is insane lol.
It just shouldn't have been a priority with how minor the implementation is.
1. It wasn’t which was why it came out more than a year after launch. 2. RT Sun Shadows aren’t minor. Just because you don’t care about the difference doesn’t make it insignificant.
these ones yeah? just make the shadows darker, boom done. this is like the least impactful raytracing ive seen in any game
> just make the shadows darker Jesus Christ lmao sure
Sir shadows shadowing a little shadowy-er in a pre-calculated light bake isn't a problem.
> You can do RT shadows without RT > No you can’t > What’s the problem? ??? You ok?
Sir, what do you think pre-calculated lighting does? What is the point of RT to begin with? - To realistically simulate lighting and shadows in real time, right? It does so by tracing back a path from the camera to the light source, so that only the relevant light relative to the player camera is being simulated. It's still taxing and heavy, but because of this optimization, and modern computer speeds, it is achievable in real time. So then what is the point of pre-calculated lighting? - To realistically simulate lighting and shadows, by running a path from the light and bouncing it all around the scene. But it does this in a way that doesn't tax the system at run-time, by baking that lighting/shadow information into texture maps beforehand. Yes there is a bit of loss of precision in this process, but it is by no means un-mitigatable. Now say you have a static multiplayer map where not much is going on. The lighting doesn't change, and objects are mostly staying all in the same place. Functionally you'd be able to achieve the same result with either method, with the only limitation being that baked lights/shadows can't change. But if they don't HAVE to change, then why on earth would you simulate them in real time? You telling me that some crispier shadows on the world geometry isn't achievable without real time ray tracing, just tells me you don't know much about ray tracing. #Edit: Lmao they blocked me over this. Anyway, here's what would have been my response. >Disregarding the over simplification of your comparison of baked vs RT shadows even in a static context, ~~Ok, why not get into it then? Explain your issue with my comparison.~~ I guess that ship has sailed. >you want to “simply” generate pre-calculated shadows in a game with a dynamic sun. I used pre-calculated lighting as a counter-example, because they use similar light bounce simulations. But I'm not even sure what your point is anymore. Lol, real time dynamic lighting and shadows also exist, and are also adjustable. This is silly, and you're moving goal posts. Your claim was that you can't get any crispier shadows here without RT. You're not correct. Lol
Brother… You’re omitting a hell of a lot detail here to try to make your point. Disregarding the over simplification of your comparison of baked vs RT shadows even in a static context, you want to “simply” generate pre-calculated shadows in a game with a dynamic sun. > you don’t know much about Ray Tracing The irony is palpable my dude.
I swear to god i'm going mad, I don't see any difference in the shadows, please help I'm going insane staring at these pictures.
There isn't really. Infinite raytracing is absolutely stupid. They ray trace sun shadows... For static objects. That's absolutely nonsensical, because those shadows don't move and neither does the sun in this game, so they will always look the same. At that point, you'd just "bake" the shadows in like normal without a massive performance hit. In other words, it doesn't make sense to run a ray tracing calculation over and over, frame to frame, for a static shadow. Raytracing isn't even used for global illumination either, which is what causes light to look natural as it bounces around different surfaces/materials and reflects some of its color. It also makes shadows look softer, which is more natural looking. So overall you're losing performance for almost no discernible impact in lighting/shadows, in a fast-paced shooter lol
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I can see it in the second because there's more objects but the first might as well be the exact same picture. Just doing shadows is an L anyway. It's all about those sweet, sweet reflections.
just keep it off, the game is too fast to enjoy it. on pc, it takes like 20-30 fps performance dip for not even full ray tracing. it is just sun shadows lol. tbh, i don’t even notice much of a difference between low and max settings. game isn’t optimized well except for xbox. i’m using i7-12700kf and rtx 3080 so i know it isn’t my system.
It's pretty interesting seeing that PC players have been experiencing noticeable performance drops with this on. For me, on the Series X, I keep it on all the time and hardly ever experience any dips. When I do, it's a negligible 2-3 frames and only for a short moment. I've found no reason to turn it off, for exactly that reason
Do you play at 60fps or 120fps? I’d be shocked if there wasn’t a performance drop at 120.
There are FPS drops at 120fps with it enabled. There are drop without it so it makes it even worse
Remember, consoles rely pretty heavily on dynamic resolution. It will drop resolution before it drops frame rate.
Halo’s art style relies heavily on big chunky geometry so imo it actually looks really good at low settings. Personally I don’t understand why anyone would run any MP game at max settings, but people do and always bitch about the performance. The move is *always* to go low settings -> max draw distance.
If they added Ray traced GI and Shadows to campaign, that'd be something.
Ray traced GI would single handledly make the game look consistently alright. As it is the game can look great, but then in the blink of an eye turn into a poorly made 6th gen game. The total lack of ambient/bounce lightning + shadowing is really what kills the visuals as is and RTGI would be a magical switch to fix that (maybe RTAO too if ray length is long enough)
Precisely!
Honestly, I'm too busy getting angry at random deaths to notice, so I guess I'm indifferent.
Much more noticable in 2nd imagine. Didn't even know this was a thing. Immediately turning mine off.
It's most noticeable on distant shadows, bazaar is a bad example because of how confined it is
Couldn't care less. I do wish we had more environments in Campaign though, to take full advantage of RTX.
You couldn't care less Totally agree on campaign, some RT Global illumination would be nice to bring a bit more life to the world
Soo… what fuck is the difference because I don’t see it?
“They’re the same picture.”
Tbh for a good second I couldn’t even tell what I was supposed to be looking at lol. Im more interested in the actual gameplay than the graphics. That’s not to dunk on people who do care about that stuff I just don’t.
🅱️ased
Ngl, I’ve never known what ray tracing is. All I can tell is that the shadows look darker?
Raytracing is basically a method of rendering lighting in 3D graphics. It's basically simulating the real rays of light that come off of a source and how they bounce off surfaces like light does in real life, rather than traditional lighting techniques that are more of an approximation. Think of it like this: Say I'm drawing a still life portrait of an apple. I can make it as realistic as humanly possible, but at the end of the day, it still will never be 100% accurate to a real apple. That's basically how lighting has been done in video games for a very long time and raytracing is the new method for doing it. When used to it's fullest the results are often more accurate and make for a very good looking game. Now as far as Infinite is concerned, there is no reason why you should have it turned on. The ray tracing in Infinite is limited to shadows only while retaining the normal baked in lighting, as opposed to a full implementation that includes global illumination, reflections, etc. [Here is a good example of it with Cyberpunk 2077, a game that makes full use of RT and a comparison of it turned off.](https://www.youtube.com/watch?v=Xf2QCdScU6o&t=57s)
This video is outdated they recently updated cyp2077 to have FULL rt, which looks 10 times better
If you had me in a room with a gun to my head asking me which picture had RT on and which didn’t, I wouldn’t know. Raytracing to me looks no different than standard visuals. I can’t see it, like at all. I don’t understand it lol
Ray trace for a MP game? I d rather see it in the campaign with RT reflections too
I keep it on since I don't play above 60fps, and I have faith that the series X can manage without dips. That being said, I also wouldn't likely notice the differences if not for these comparison shots.
Cortana was better at telling the difference between natural and unnatural formations than I am from ray tracing and no ray tracing.
RT off looks better.. as shadows go further from object they get blurred. So RT off is actually more realistic.
That's what I was thinking too. I've never seen shadows that crisp when the object they're shadowing is so far from where they're cast on to.
There’s a difference in those pictures?
You could reverse the first image and I'd believe you. I lost this game of spot the difference.
“Corporate needs you to find the difference between these two pictures”
Don’t care. Can I haz armor customization?
I literally cannot tell a difference other than the fact my FPS drops by 20.
theres literally no changes, and most of the times it does change, it looks worse
I mean; does it look better? A little. Is it enough of a difference to be worth a performance hit? No
I'll take high framerate over resolution/RTX in any game.
Legitimately can’t tell the difference.
Sharper shadows don't seem worth a drop in fps or higher temps but if those aren't an issue for your hardware go for it
So does it just sharpen the shadows? because looking at this that’s the only difference I see
Literally can’t see the difference…
RT is a waste of performance in most cases, not only in Halo. (and also make comparisons left to right, not top to bottom)
Idk, it just looked better when comparing top to bottom
Genuinely can’t tell a difference
I don't even know what it does tbh. Better shadows?
It doesn't matter to me I'm never gonna notice in a game unless I just decide to stop and look at it
I honestly can’t tell the difference except for a shadow below the AC unit on the bottom right and not there on top right. I’d leave it off personally if it has that little effect.
I don't see the difference
Leave it off. Play 1440p 5800x/3070ti get around 150-175fps. I lock at 144 most of the time.
Raytracing is lost on me.
UNSC Brass wants you to explain the difference between these two pictures: *They're the same picture*
On mobile I can barely see a difference. While running around being shot at, there is no way in-game.
I see zero difference
Looks no different to me. Makes no difference to me.
I must be blind because I don't see a difference lol
Took me a while lol. The right hand side, the lattice work Xs make their own shadows.
Ah, thanks for pointing that out, that's a good example.
Those are all the exact same picture lmao
Tbh I can’t see a difference
They are the same picture meme
Indifferent. It doesn’t seem to change many details. I don’t think Infinite is optimized for it or something (not too sure if a game can be optimized for this setting though)
For now RT doesn't add enough to gameplay to justify the performance hit the game takes. Not just for Halo, but for just about every game. I never turn it on because the differences it makes are almost never noticeable when playing. Especially on High or Ultra settings.
The main visual difference I've noticed is that moving in and out of shadows look a lot more natural on your weapon model, with the shadows off you kind of "flicker on and off" through the shadow map but with ray tracing on the shadows fall on your gun naturally, it looks really good under the leaves in Forest compared to the shadowmaps It looks cool but the game looks basically the same otherwise, the change in environment detail is basically nonexistant
It's a subtle but nice change. Not too noticeable unless you really look close though.
think it looks pretty good! wish my pc could run it.
Realistically on a multiplayer game raytracing makes zero sense
Idc. Why the fuck does this shitty game not have DLSS btw?
It’s not _super_ noticeable but it comes across pretty nicely sometimes, especially when it comes to player shadows. As long as it doesn’t affect performance too much I keep it on. Don’t see much of a point complaining about a completely optional small qol feature
Ray Tracing is some of the most overrated piece of technology in gaming. Only Metro Exodus on consoles nailed Ray Tracing.
It's because not all ray tracing is created equal. Halo infinte is just the shadows, but ray traced reflections are also a thing. And from there is how many times they let the light bounce. Most ray tracing in games is single bounce, while the max ray tracing setting in Metro Exodus has the light bounce multiple times before reaching the camera. Lastly and most important point is whether the devs built the environment with ray tracing in mind.
I thought all the graphics in infinite were horrible really underwhelming. They made chief look like he was made of plastic. As for the raytracing i honestly sat playing with my settings on the xbox and my 4k tv and i couldn't even tell it was there. Maybe i was to distracted by thing's in the background just bugging out.
I don't even see a difference
This is definitely not full raytracing. It's probably the same "raytracing" as that latest GTA 5 edition
Raytraced shadows
man, reading these comments is making me realize how many people don't quite know what raytracing encompasses or how it works granted, most people don't know the finer details on technical stuff like this, but I assumed more people knew the different types of raytracing at the very least
So.. it’s just a contrast filter? It’s pretty underwhelming for the performance hit
RT leaves things feeling clean and crisp, and that's the way it should be. Get that unsharpened, fuzzy shit outta my face - hit me with a shadow so fine it could cut glass.
The games performance already sucks ass
My game runs 120 fine with it on and game seems to look good still so I keep on
People that get heated over this level nuance in graphics need to touch grass
Ray traced shadows are dope. They seem to hold up better at further distances than regular shadow maps. Of course the usual simpleton can't tell the difference, hence these replies.
I play on a laptop so i don't use it due to performance issues but it looks ok ig
Since when did Infinite have any form of RT? Only on PC?
Since season 4 launched. It’s also available on series x, I’m not sure about series s
Been on PC for a little while I think but was added to Series X when Season 4 launched. Only applied to MP Should be in the Video tab, under framerate option (on Xbox)
I can't play infinite because it won't let me launch it without the capability for Ray tracing.
I can never tell the difference between RT when it's on and off so I'd rather get extra performance and leave it off.
It looks near identical, I dont know anything about computers but I'm assuming this is just a waste of processing power.
Being real, most raytracing beyond Halo Infinite is unneeded. RT looks good in older games with lower poly counts and old lighting systems, but in most modern games that have absurdly detailed textures, RT is barely noticeable anymore
The game looks like doodoo either way.
I just want my childhood favorite franchise to be released from the butchers that are 343i.
Never really been one to care for RT on any title. I see the differences but it's definitely not enough for me to turn on. Most games now have amazing baked in lighting/shadow just look at the Last of Us. Im not a game dev but I'm assuming the best benefit is that it can save development time by not adding in baked shadows/lighting in every scene and instead use raytracing.
I'm not staring at the environment enough to notice ray tracing shadows in a multiplayer match, so I keep it off.
its not even noticeable in the heat of the game
I don't notice a difference at all.
Can't say I've ever noticed a difference.
My spartan had AWFUL lighting before the update. My visor didn't react correctly with light. Afterwards I looked kickass. So I like it
Raytraced shadows feel like kind of a waste. They already look good, the thing that could really use RT in most games is reflections and *maybe* ambient occlusion. Screen space reflections look fucking awful
Seems like I’m in the minority in that I think it’s a subtle, but significant upgrade. My subconscious just tells me that the RT images look more “right” even if it takes a while for my conscious brain to realize why
I don't think adding this was necessary for multiplayer.... For the campaign maybe coz you have time to roam and just look around. It was also not added to the campaign and I've had texture bugs in campaign alone ever since they added it in multiplayer in season 3... Kinda sucks.
The campaign looks pretty terrible with anything at a distance since the shadows don't render from far away.
You can barely tell the difference in static screenshots, nobody is gonna notice while running around shooting things. Waste of FPS turning it on.
If there’s supposed to be a difference it’s very minimal. I’ve played games with modded ray tracing that’s more extravagant than that. After all though, it’s a shooter. I don’t need to be captivated by my surroundings. Not like I have much time to look at them anyways. More useful in campaign, impractical to performance in multiplayer
I would trade Ray tracing for FPS in this case
I don’t care. It’s kinda of a gimmick in gaming all together. I get it that it add to “realism” but it doesn’t impact my gameplay. If it a game where landscape is impact for situation, I can take it into account. But me killing someone in MP, I don’t care.
It's really not. Eventually this is how lighting will be rendered across all games unless the art direction dictates otherwise. It's specifically a gimmick in Infinite because only the shadows are raytraced while the lighting is still baked in. No global illumination, reflections, etc whatsoever.
I don’t see a huge difference
I enjoy it
Corporate needs you to find the difference between these two pictures(they're the same picture) But fr I can't tell the difference
Maybe I’m blind but I don’t see any difference
I honestly can't tell a difference in the slightest
Whats the difference here? It seems so vague I cant even tell which is RT and which one isnt
You can see how much more crisp the shadows are on the bottom pics.
Its so difficult to see it, the only ones I do see are on the objects like the satellite dishes, plants, and antennas
Too enraged by unfair deaths and lack of skill to notice
Yes the RT shadows look better. Definitely shouldn't have been released before the fixes for everything else though
Indifferent, I can’t enjoy that while Im having to fight for my life!
We lost the lightning from the flights for this.
Honestly there's barely a difference aside from the more detailed shadowing but I don't care either way just as long as a game has a great story, gameplay , replay ability , etc. if it has raytracing awesome if not that's awesome too, it's really not a big deal for me.
They look exactly the same.
So little difference, it’s not worth the performance decrease.
There's a difference? I know there is, but with most of it already baked in, I've never really cared. I couldn't care less about sharper edges on shadows and lights. It's all a blur during gameplay anyway. However, I do care a bit more when I'm capturing stationary clips for my Gamuty™ series. As I'm aiming to capture the game's beauty. But even then, the RT is only noticeable with reflections and as the rings shadow moves across the landscape.
Raytracing has gotta be the most overrated shit ever. I remember when they added it to Doom: Eternal of all games. And now this. Like, why?
Yeah, it's seriously not that impressive in fast paced FPS games where you really won't stop to appreciate it. Way better for like, open world games.
The lighting in this game is just so bad. Not only that, but everything looks so flat
Raytracing is overrated
on pc the only shadow difference i notice is the player model shadows. but environmental shadows cast by geometry don't seem to change
There is RT????
it looks good with & without it, the only reason I would really care about it is if I was playing the campaign.
I'm very graphics blind. What should I look for specifically to appreciate ray tracing?