yes the pop-up problem in halo 2 is no more with halo 3 now. the lighting technique used in halo 1 is entirely different then what was used in halo 2, part one used a lot of prerendered lighting where part 2 tried the more real time approach.
i dont see how anyone can put ANY 360 title in the same line as the ps2. you have to remember that this was a TEASER trailer and just like the rumors before E3, it was meant to be around 2 minutes in length and no more. also to compare this to MGS wouldnt be the most accurate way to judge the graphics as their art direction is entirely different.
i posted some of these quotes in another thread....
some quotes about the graphics engine:
QUOTE
We flew them around the environment, flew out over the Forerunner structure,
did a close-up of the Chief to show the realtime reflection of the visor (you could see the ammo counter running down in his faceplate) and showed off the unified lighting model we're using - particularly how other surfaces, such as sand, reflect light back up onto his armor . Frame rate was silky smooth, but to be fair, that was basically an empty environment with the Chief in it. However, we're obviously trying to make our finished game silky smooth too
Personally I am
fond of the draw distance and the detail PRT lighting on the Chief. But then I'm party to some graphical features that you haven't seen yet, that sort of blow that stuff away. The sand, dust, smoke and other effects are all from the game engine. They will be used in the game.
The landscape you saw is real geometry - the mountains and city in the distance are not a skybox - they are actual geometry that you can go to . Our cut scenes and our gameplay will be very comparable. Also, CJ Cowan, our director of cinematics, says that the texture "pop" seen in Halo 2's cinematics has already gone bye-bye for Halo 3.
http://www.bungie.ne...lyupdatemay1206QUOTE
"
Graphically, the game follows closely in the tradition of Halo 2, although obviously upgraded to take advantage of the Xbox 360's more prodigious visual abilities," reads Bungie's site. "As art director Marcus Lehto explains, 'It was intended to be an understated announce of Halo 3 -- the tone is that of mystery and suspense -- the calm before the storm. I wanted to make sure that we re-introduced the Chief, show that Earth is thoroughly conquered, with Covenant everywhere, and that there is a glorious, ancient artifact buried under the Earth's crust which will provide H3 with the epic journey which we all want.'"
Master Chief stops walking and the camera lowers, pointing up at one of two remaining Spartan soldiers, giving you the chance to eye all of the incredible detail from the new, next-generation super soldier.
The lighting system is now global, meaning that the lighting comes from one single source, like us real-life humans experience every day, and you can see how it glimmers off the visor on Master Chief's helmet and the gritty beaten armor. You can see distinct reflections of objects in the visor -- big and small. http://xbox360.ign.c...7/707241p1.html this is all that is publicly known about the game/graphics so far. if you read it, you should realize that the ps2 coudnt even render his visor let alone the whole scene. I also expect the game to look as good if not better since it wont launch for another year and a half which is a lifetime in game development.
to anyone that actually KNOWS what they are talking about when it comes to graphics, what is the "PRT lighting" that was mentioned in my quotes? perpixel lighting? that is a new term i dont think i have heard yet.