Microsoft has released the opening cinematic from the second mission of Halo 5: Guardians which shows the Blue Team boarding a derelict research facility.
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (2 Weeks ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (2 Weeks ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (2 Weeks ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (6 Weeks ago)
CraCra Y a un souci sur les forums ? (9 Weeks ago)
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All comments (15)
Reminded me off that kick ass scenr from the first Star Trek reboot when Kirk, Spock, and Sulu space jumped on Vulcan.
Looked pretty bad ass to me.
Though...
I don't know how much precision can be done from that distance with a Shotgun, Fred.
Btw: Halo looks like Destiny with different models..just saying
After all there's nothing to hype here -___-
Where the Blue Team trailer practically screams, "we've been doing this shit for more than 30 fucking years. We're experts at killin', and don't waste time with flashy moves and all that jumping around nonsense, if we don't have to."
And that is something else to think about. Master Chief and the members of Blue Team were fighting the Covenant, before anyone on Team Osiris was even born.
Reminded me off that kick ass scenr from the first Star Trek reboot when Kirk, Spock, and Sulu space jumped on Vulcan.
Looked pretty bad ass to me.
"What you're actually seeing there is a rendering problem due to lack of precision.
It's certainly not something intended by the developers.
The way you can tell that it's an error and not by design is because different parts of his hand are shaking in completely different ways. It's not like his whole thumb is shaking as a single digit, but the surface of the thumb is vibrating chaotically.
This kind of error is seen when the game attempts to render objects too small, or at too great a distance.
Numbers used in computer programming have a fixed amount of precision. Even when they have a huge range of possible values. An easy way to think about it is to try to describe something's position using a 5 digit number. You can say something's position is 4,134 or 502 or 74,302. But if something is in the middle of two of those numbers, you have to round to the nearest number you have. You might choose 16,728 or 16,729 because you don't have enough digits to say 16,728.5.
So when the game hits the limits of it's rendering precision, pieces of the game (Chief's hand's vertices) might jump chaotically between the two closest numbers they can be represented by.
This only happens when the game's spatial resolution is pushed to its limits, which happens with very small or very large objects."