Jump to content


  • Content Count

  • Joined

  • Last visited

Recent Profile Visitors

4,172 profile views
  1. This is my preferred Android H1 timer, but it is no longer available on Play Store. Will it be resuscitated at some point? I'd gladly pay money for it. (@PaCMaYNE)
  2. He is a 343i engineer, working with MCC. And a prominent Halo modder, particularly Halo CE. He is thus close to the only hope we have of substantial fixes to H1 MCC.
  3. Thanks for testing, @CYRiX! The SSBM community has done similar/identical tests to those you have done a couple of years ago, and figured out a couple of other "lagless" options for converters. See a previous post I made on the issue, with links: I have myself used the Elgato Game Capture HD setup on LAN, with great success. I use an original Xbox Component cable --> Elgato --> HDMI cable --> lagless BenQ monitor (the same used at MLG for fighter games a couple of years back).
  4. I'm a little late to the party, but after reading the pages after @Cursed Lemon's analysis of the novelty of the three first Halo games (quoted above), I felt I had a duty to point out a "meta-aspect" that is missing. And, when you realize this meta-aspect, I think it actually is possible to conceive of new "killer methods" of the kind @Cursed Lemonis talking about. The "meta-aspect" I am thinking about is the form of revolutions that H1, H2 and H3 brought to the table. While H1, H2 and H3 are quite different games when it comes to actual gameplay/sandbox, that is not what @Cursed Lemonemphasized. The revolutions he is pointing to are: Bringing the FPS to console in a way that actually works well - i.e. revolutionary mechanics, control setups, etc. that works on console (H1). Creating a multiplayer experience (parties, matchmaking, friends list and clans) that raised the bar for games (H2). Map editor, demo viewer (theater), file sharing (H3). I think Lemon's analysis is very accurate: it is not necessarily the gameplay of these games that were decisive in their popularity. It is the features that surround the core gameplay. Indeed, as a huge H1 fan, who finds H2 and H3 to be inferior with regard to gameplay, I would even go as far as to argue that the increased popularity of the Halo series through H2 and H3 happened despite drop in gameplay/sandbox/map quality. Put differently: the increase in well thought out features around the core gameplay experience was just as, if not more important, than the gameplay itself. If this analysis is correct - as I think it is, what is the implication we can draw from it? In my view, this demonstrates that innovation in core gameplay are not necessarily needed. Indeed, this most of us already argue for due to the fact that we like first trilogy the best among the Halo games. But the key takeaway is that there is nevertheless room for innovation by adding surrounding features. And I do not think, as @Cursed Lemon may be read as thinking, that the Halo series at its peak in surrounding features, left no room to innovate (i.e. during H3 - later games have generally cut surrounding features compared to H3). There are many new features that could be added, expanding on the sum of all H1 through H3 features. For example: Live spectating (we have that in H5, so it would not be entirely new). Full tournament integration with XBLs tournament system. Proper API support for automatic score reporting, advanced stats, etc. Even better web integration with the game (like we had for H2 and H3 with heat maps, good file search engines, etc - but much improved). PC map editor that can make proper maps (geometry), which could then be forged on to place items etc. Something like Steam Workshop. Proper clan/team support, building on what worked well in H2. Ladders directly integrated into the game. Ability for third party communities (such as HaloNorge, the Norwegian community, which I run) to serve content directly into the game - e.g. announcements of new tournaments. This could be limited to people that are part of a "HaloNorge group" in the game for example. I could go on. And I guess many of you have ideas along similar lines. Such features are, in my mind, more important innovations than changing up a winning gameplay formula. Stick with the H1 (preferably), H2 (next best) or H3's (okey, I'll live) gameplay formula. But improve the features around the gameplay. Never accept fewer features than H2/H3. That, in my view, is the key to another successful Halo game.
  5. There is, but there are so few concurrent EU players (at least in the lists i play, H2C and H1 ranked) that it is very rare to get an EU server. To get to play on an European server, my experience is that significantly more than 50% of the players would have to be from Europe, or further east. Actually, I only think I have gotten EU servers when playing H1 ranked if all four players were from Europe.
  6. @Craneteam Thanks for the effort, but I can't get those links to work, I'm afraid... EDIT: Both links are also identical. But after rewriting the URLs I was able to figure out which video they refer to: Still can't find any history lesson 30 minutes in, though...
  7. Heard Sundance held an hour long MLG history lesson during Puckett's Winter WonderLAN. Anyone got a link + timecode to where I can find it?
  8. I guess the Halo Twitch channel will host the UGC stream(s), though?
  9. Zyos vs. Mat Logan live on Twitch: #WhatYearIsThis
  10. Didn't find any hard tests just now, but RTINGS.com, who does detailed input lag tests of TVs, write the following on their input lag overview page:
  11. Ah, I thought you were doubting the Elgato + monitor setup. It is true that the article says nothing about Component inputs on TVs specifically. But I thought that was a well-known fact that they ofte lag, since the converters used in TVs are usually not of such high quality as those in e.g. an Elgato. And there is a difference between HDMI and Component - the latter is an analog signal and thus has to be converted before it is displayed on an LCD screen. I therefore wouldn't trust a random LCD TV if it hadn't been properly tested for input lag using component cables. EDIT: This isn't the first time the two of us have been discussing this, apparently: http://teambeyond.net/forum/topic/14496-halo-1-play-in-480p-lagless/page-2?do=findComment&comment=846373
  12. Not sure if I understood what you are saying, but it's in the video example (GIF in the article). If you check out the follow up, they developed an improved test, see the video linked there for a demonstration. Moreover, the results are not controversial or new. There are many, many people in the Smash community with a high level of technical knowledge of displays/lag/etc that have done their own tests, which confirm the results of the MIMO article. Why are you so sceptical?
  13. I think you need to read the MIMO article more closely. The audio/light is only used to get a zero point. The CRT and LCD screens are filmed side by side with a high speed camera.

Important Information

By using this site, you agree to our Terms of Use.