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Did the later remastered collections have these problems? (Genuine question, I'd like to know best options for playing halo games) Edit , just started the video, I think it goes into this |
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> I often get comments saying “[720x480]’s not not a 16:9 resolution” or “that’s not real 480p”, but “480p” encapsulates a range of resolutions and aspect ratios and 720×480 is the resolution the Xbox considers to be 480p (so take it up with Microsoft, not me…). Take it up with some ITU dudes in the 1970s actually: https://tech.ebu.ch/docs/techreview/trev_304-rec601_wood.pdf “The February 1980 note further suggested that the number of samples per active line period should be greater than 715.5 to accommodate all of the European standards active line periods. While the number of pixels per active line equal to 720 samples per line was not suggested until the next note, (720 is the number found in Rec. 601 and SMPTE 125), 720 is the first value that “works”. 716 is the first number greater than 715.5 that is divisible by 4 (716 = 4 x 179), but does not lend itself to standards conversion between 525-line component and composite colour systems or provide sufficiently small pixel groupings to facilitate special effects. Arguments in support of 720 were provided in additional notes prior to IBC in September 1980. […] As noted above, Rec. 601 provided 720 samples per active line for the luminance channel and 360 samples for each of the colour-difference signals. When the ITU defined HDTV, they stipulated: ‘the horizontal resolution for HDTV as being twice that of conventional television systems’ described in Rec. 601 and a picture aspect ratio of 16:9. A 16:9 picture ratio requires one-third more pixels than a 4:3 picture ratio. Starting with 720, doubling the resolution to 1440 and adjusting the count for a 16:9 aspect ratio leads to the 1920 sample per active line defined as the basis for HDTV [9]. Accommodating the Hollywood and computer communities’ request for ‘square-pixels’, meant that the number of lines should be 1920 x (9/16) = 1080. Progressive scan systems at 1280 pixels per line and 720 lines per frame are also a member of the ‘720-pixel’ family. 720 pixels x 4/3 (resolution improvement) x 4/3 (16:9 aspect ratio adjustment) = 1280. Accommodating the Hollywood and computer communities’ request for ‘square-pixels’, meant that the number of lines should be 1280 x (9/16) = 720. Therefore, most digital television systems, including digital video tape systems and DVD recordings are derived from the 4:2:2 basic standard format. The 720 pixel-per-active-line structure became the basis of a family of structures (the 720-pixel family) that was adopted for MPEG-based systems including both conventional television and HDTV systems.” |
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It's true that 4:3 is also anamorphic on DVD since the 720×480 MPEG transport is a 3:2 resolution. I think it's a pretty elegant compromise halfway between 4:3 and 16:9 so both can look equally decent. A lot of DVD video has a program area of 704×480, and most DVD rippers don't differentiate so you wind up with 8px pillarbars and very slightly wrong dimensions: https://forum.videohelp.com/threads/269644-DV-to-704x480-or-... DVD-sourced media can look great on modern displays if you… – Encode at 720×540 slash 960×540 to avoid throwing away that extra horizontal detail, as most encoders do by crunching 4:3 video down to 640 (with pillarbars lol) × 480. Also to take advantage of integer-scaling to 1080/2160/etc which is especially beneficial on cheap TVs with crappy scalers. — Deinterlace to double-FPS (60000/1001 fields-per-second for color NTSC) to avoid throwing away the actual benefit of interlacing in that sweet sweet motion detail. Most rippers crunch it down to 30FPS like Handbrake leads people to do. — Convert the video to HD-standard color primitives, again to avoid cheap displays' poor treatment of SD colorspace. Chroma-subsampled video is already a little washed out by design and this can compound to make it look even worse. |
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I agree with your concern, but I'm quite happy to see what's going on in the retro emulation & decompilation/reverse-engineering scenes[1]. A lot of that is being done and is driven by "the kids". It's an appealing, easy, and low-risk entry point for newer developers who want to dive into low level stuff, and it even has a bit of a "fuck the man" bent to it, which is fantastic. You're right that the environment is different from what we grew up with, it was always going to be. But I think the kids will find their own way. [1] If you haven't been tuned in, check this out, it's the goddamn Super Mario 64 source code in C, reverse-engineered from the game ROM: https://github.com/n64decomp/sm64/blob/master/src/game/hud.c Similar projects exist for a ton of other classic games. It's jaw dropping what they're doing out there. |
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> Halo 2 was the most innovative online game of all time In what ways exactly? Competitive online FPSs with strong modding communities were already more than a decade in full swing on the PC. |
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Don't forget the post-game carnage report, which, while first present in Marathon, was refined and provided the best post-multiplayer-game stats of any game I've seen, even years later.
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>and still believe Halo 2 was the most innovative online game of all time. this is pretty much the only unanimous, uncontroversial absolute statement that can be made in the context of online gaming |
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Halo 2's online multiplayer introduced (or popularized?) party-based matchmaking. So instead of having to coordinate all your buddies joining the same pre-existing server, you'd join up as a party and then drop into a matchmaking queue, which would set up a game against opponents, optionally taking a skill-based ranking into account. They even did a bunch of marketing around this, since it was a new concept at the time: https://www.youtube.com/watch?v=YGSuPZVgxLg
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(not to be demeaning, but) Why? Halo 2 is playable, with first party support, via The Master Chief Collection today. They've even kept the button combinations (BXR, RRX, etc)
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"and still believe Halo 2 was the most innovative online game of all time." I think we can all agree it's multiplayer was better than the current halo infinite. |
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It was about availability for future recordings, not price. If cost was a concern they wouldn't have had Nolan North rerecord all of Dinklage's existing dialogue, just replace him going forward.
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What's wrong with overclocking the CPU and GPU? People overclock the CPU and GPU of their nintendo switch and it doesn't become another console. I have CFW to overclock the 3DS.
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The site was terrible. Reader view didn't work for me it just turned it into a blank page. I had to open up inspector and change the css rules to read it.
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The video includes side-by-side comparison between the original upscaled 480p and 720p. Around 7:00 you hear about what it takes to get 720p and maintain around 30fps gameplay. Not only a great article, but also a great video to summarize the changes needed get the higher resolution.