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: Here's a summary:
: Material shading in general didn't port very well from the original game,
: transparencies are incorrect, lots of parts of the fog system don't work,
: some assetts were replaced, dynamic lights are calibrated really oddly (in
: CEA, at the very least), and some stuff flat-out doesn't render at all.
: Here's the long version.
I remember the issues with the fog now but I don't remember noticing any others (besides the hiccups in performance I mentioned). It should go without saying that collision geometry should match visual geometry.
: That's a pretty big stretch; it's only especially true with pre-rendered
: stuff in PS1 games. The PS1's 3d functionality is really primitive.
Yeah, I was going for the biggest comparison I could. There are still some examples of it, and I think there are examples of the N64 having more detailed areas, and of course a lot of other original Xbox games had more detail. The really telling thing for me is that right there in the game there were areas with more detail, like a lot of the interiors of the Pillar of Autumn and the Truth and Reconciliation, and even some Forerunner interiors. There are a bunch of different holographic displays but they're mostly used sparingly in... well, in all the games up to Halo 4. There are also those walls or sections of wall that have a bunch of lines all over them and little blinking lights. We saw a lot more of those in Halo 2 but they got toned down a little in Halo 3. What seems weird to me is that they seem to be completely missing from Halo 4. Anyway they could've used that wall type to put more detail in.