Halo CE 4:3 Version Comparison: Silent Cartographer Intro
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- Опубликовано: 24 авг 2024
- The following is a quick comparison of the various versions of Halo CE. CEA on the Xbox 360 has not been included, as it does not have 4:3 support. All recordings are my own.
Things seen in video:
- The shield and ammo HUD elements match the Gearbox port's HUD positioning, NOT the OG Xbox. MCC PC needs to bring back safe zones from the previous CEA build.
- CEA on PC has the incorrect FoV at 1440x1080 during cutscenes, as evidenced by the sudden FoV change before leaving the Pelican. Appears to be caused by the fact that cutscene FoV has been set to ensure 16:9 cutscene FoV appears to look identical to OG Xbox's cutscenes, but this FoV increase applies to 4:3 as well, causing higher FoV.
- Cinematic bar titles are too small in the MCC.
- Crosshairs on CEA PC are too small.
- MCC PC cutscenes are not interpolated.
- Water shaders are incorrect.
- Pelican shaders are incorrect.
- Cinematic bars are timed differently.
- MCC appears to be too bright on the default gamma setting, or the colors aren't able to pop as much as the original game.
Notes:
- Chimera -581 Revamped was used for Refined footage, with safe zones enabled.
- FoV 86 is fairly accurate to the OG Xbox version, however, it isn't 100% the same. An FoV equivalent to the OG Xbox FoV lies in between 86 and 87.
- All games ran at 1440x1080, with the exception of the original, which ran at 640x480.
- The Gearbox port is an unpatched Retail copy running with dgvoodoo2 to ensure no driver issues occur.
- The "Original" footage is running through Xbox 360 back compat, for clearer footage. Could use the OG Xbox version.
MCC issues seen in this comparison:
- CEA on PC has the incorrect FoV at 1440x1080 during cutscenes, as evidenced by the sudden FoV change before leaving the Pelican. Appears to be caused by the fact that cutscene FoV has been set to ensure 16:9 cutscene FoV appears to look identical to OG Xbox's cutscenes, but this FoV increase applies to 4:3 as well, causing higher FoV.
- The shield and ammo HUD elements match the Gearbox port's HUD positioning, NOT the OG Xbox. MCC PC needs to bring back safe zones from the previous CEA build.
- Cinematic bar titles are too small in the MCC.
- Crosshairs on CEA PC are too small.
- MCC PC cutscenes are not interpolated.
- Water shaders are incorrect.
- Pelican shaders are incorrect.
- Cinematic bars are timed differently.
- MCC appears to be too bright on the default gamma setting, or the colors aren't able to pop as much as the original game.
- Cinematic bars are timed differently.
- The shield and ammo HUD elements match the Gearbox port's HUD positioning, NOT the OG Xbox. MCC PC needs to bring back safe zones from the previous CEA build.
Colossal nit-picks.
@@BoomiestBomb Nitpicking is the point lol. This is meant to pick out every single difference between the versions, no matter how small. MCC is a good product, but it's good to point out the smallest differences it has from the original either for documentation, or for 343's consideration. You can't make a detailed comparison without nitpicking. Otherwise, it's just an incomplete list of differences.
@@UncookedMoa yeah and there is also a cinematic glitch in the pillar of autumn level when Captain Keyes goes to the computer to see where the enemies are the scene get covered by a wall or smth for like 3 seconds and then everything go back to normal and this glitch is only in PC Xbox doesn't have it at all.
So 343 actually fixed the water shaders, sweet
Now I have to look at CE Ann from 360 as I have only been playing MCC, to see what they messed up
Nice can you do this on other missions and make some gameplay on most noticibable graphic and gameplay changes from the og xbox version
Great Job! Please make more comparisons.
COMPARISON FROM ORIGINAL XBOX GRAPHICS TO MCC COLLECTION GRAPHICS
CEA is fixed now
If Gearbox had successfully converted properly Xbox graphics for the PC port (2003), Halo would have been a good challenger for Half Life 2 graphics and Far Cry (both of 2004), and it's was a 2001 product! Damn lazy Gearbox
A lot of your issues are super nit picky, like the 4:3 HUD safe zone location/size. I'm willing to bet pretty much no one is playing at 480 or 4:3, and even if I were, I'd rather the HUD be more to the edges so I have more view.
Halo CE on PC has adjustable FOV, which I'd argue is more important than arbitrarily matching the FOV of a game designed for an aspect ratio no one uses anymore.
The cinematic titles are either pixel based, thus smaller at larger resolutions, or just designed for larger resolutions than the outdated 480p.
The smaller crosshairs is probably the same deal
The originals cutscenes weren't interpolated?
Cinematic bar timing? Wow, let's get super pedantic.
None of this effects gameplay or visual quality, nor does it detract from the original vision, mood, or atmosphere.
I do find it interesting that you complain about the HUD location, but not the fact that it's completely different.
The radar is too dark.
The shaders are an important thing to point out.
I want to know if the 360 back compat does bump mapping properly like the XBOX did. All of the textured surfaces in MCC/Gearbox port are completely broken and only show up under a flashlight.
It's also important to note that running Halo CE on 360 back compat is running the game through an emulator and it's close but not quite the same
From my experience running CE on 360 the bump maps are working properly. But as you said, running CE on 360 is not the same as the original Xbox. I tested them side-by-side (unfortunately no video to demonstrate this) and the audio quality on the original hardware is noticeably better compared to 360. For example, all sounds in large indoor environments have significantly more reverb on the original console. The reverb still exists on 360 but it's not nearly as resonant as the OG Xbox. In addition to this, the audio of letterbox cinematics is objectively worse while running on 360. Chief's voice is barely audible, and overall audio mixing is done poorly compared to the Xbox. I'm not a professional A/V tech by any means, these are just a few personal observations I've made.
@@EskimoCanadian44 I guess Fusion's (the name of the ogxbox emu on 360) emulation of the MCPX's apu is not super accurate. It still does a great job though, I woudn't have noticed the difference if not for side by side comparisons of the audio
@@linoxyard Oh yes it does a commendable job. Only super OCD gamers like myself would ever notice the _VERY_ subtle differences, let alone care about it lol. Antialiasing is much better on the 360 as well. However, the aspect ratio is locked at 4:3 on my screen whereas the original system is capable of full 16:9 widescreen output (with RGB Comp. Cables) which is rather astounding considering the age of the console.
im going to play at 1600x1200 or maybe up to 1920x1440 on my high end 4:3 monitor cause i like this ratio much more than 16:9 or ultrawide^^