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Halo 1 used a real-time reflecting surface, Halo 3 used a transparent surface, and CEA used a plain old surface. With every release, the catwalk becomes less graphically impressive. At this rate, the next time we see the catwalk, it won't be rendered at all. The Chief will just walk about on an invisible object.
However, I fear that the reality would be even worse than that. And that's why I spelled "crisis" as "crysis." Look at this bit of video from Crysis 3. The screen-space real-time reflection method used in this game is seemingly being used by some developers as some sort of holy grail of efficient reflections. But this is stupid. These reflections are abominations. They work fine when the thing that needs to be reflected is on-screen, but otherwise they fail catastrophically. In the video, notice how the reflection off the water sort of wipes and pops between the real-time reflection and an inaccurate cubemap used when the surface can't see what it wants to reflect. In terms of visual stability, these reflections are arguably below Playstation 1 texture mapping, yet they're being touted as some sort of wonderful modern visual technique.
In this hypothetical scenario, they may very well happen to the control room of installation 04.
PLANAR REFLECTIONS OR BUST. MAN UP AND RE-RENDER THE SCENE WITH A REFLECTED CAMERA!
|Best way to FIX Halo 6...||SEspider||4/25/13 4:18 pm|
|The real-time reflections crysis.||uberfoop||4/26/13 1:44 am|
|Re: The real-time reflections crysis.||SEspider||4/26/13 6:50 pm|
|Re: The real-time reflections crysis.||uberfoop||4/27/13 10:18 pm|
|Re: The real-time reflections crysis.||thebruce0||4/29/13 10:39 am|
|Re: The real-time reflections crysis.||Cody Miller||4/29/13 2:49 pm|
|Re: Best way to FIX Halo 6...||General Vagueness||4/27/13 9:45 pm|