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Halo 2 in HD: Pushing the Original Xbox to the Limit

471 点作者 campuscodi大约 1 年前

11 条评论

seanf大约 1 年前
Link to the video from the bottom of the article: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=O_nk21389u8" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=O_nk21389u8</a><p>The video includes side-by-side comparison between the original upscaled 480p and 720p. Around 7:00 you hear about what it takes to get 720p and maintain around 30fps gameplay. Not only a great article, but also a great video to summarize the changes needed get the higher resolution.
Lammy大约 1 年前
&gt; I often get comments saying “[720x480]’s not not a 16:9 resolution” or “that’s not real 480p”, but “480p” encapsulates a range of resolutions and aspect ratios and 720×480 is the resolution the Xbox considers to be 480p (so take it up with Microsoft, not me…).<p>Take it up with some ITU dudes in the 1970s actually: <a href="https:&#x2F;&#x2F;tech.ebu.ch&#x2F;docs&#x2F;techreview&#x2F;trev_304-rec601_wood.pdf" rel="nofollow">https:&#x2F;&#x2F;tech.ebu.ch&#x2F;docs&#x2F;techreview&#x2F;trev_304-rec601_wood.pdf</a><p>“The February 1980 note further suggested that the number of samples per active line period should be greater than 715.5 to accommodate all of the European standards active line periods. While the number of pixels per active line equal to 720 samples per line was not suggested until the next note, (720 is the number found in Rec. 601 and SMPTE 125), 720 is the first value that “works”. 716 is the first number greater than 715.5 that is divisible by 4 (716 = 4 x 179), but does not lend itself to standards conversion between 525-line component and composite colour systems or provide sufficiently small pixel groupings to facilitate special effects. Arguments in support of 720 were provided in additional notes prior to IBC in September 1980.<p>[…]<p>As noted above, Rec. 601 provided 720 samples per active line for the luminance channel and 360 samples for each of the colour-difference signals.<p>When the ITU defined HDTV, they stipulated: ‘the horizontal resolution for HDTV as being twice that of conventional television systems’ described in Rec. 601 and a picture aspect ratio of 16:9. A 16:9 picture ratio requires one-third more pixels than a 4:3 picture ratio. Starting with 720, doubling the resolution to 1440 and adjusting the count for a 16:9 aspect ratio leads to the 1920 sample per active line defined as the basis for HDTV [9].<p>Accommodating the Hollywood and computer communities’ request for ‘square-pixels’, meant that the number of lines should be 1920 x (9&#x2F;16) = 1080.<p>Progressive scan systems at 1280 pixels per line and 720 lines per frame are also a member of the ‘720-pixel’ family. 720 pixels x 4&#x2F;3 (resolution improvement) x 4&#x2F;3 (16:9 aspect ratio adjustment) = 1280. Accommodating the Hollywood and computer communities’ request for ‘square-pixels’, meant that the number of lines should be 1280 x (9&#x2F;16) = 720.<p>Therefore, most digital television systems, including digital video tape systems and DVD recordings are derived from the 4:2:2 basic standard format. The 720 pixel-per-active-line structure became the basis of a family of structures (the 720-pixel family) that was adopted for MPEG-based systems including both conventional television and HDTV systems.”
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Wowfunhappy大约 1 年前
Other than &quot;hacker spirit&quot; (which is completely legitimate), is there a reason you&#x27;d want to play Halo 2 this way—going through the effort of modding your console to add memory and overclock the gpu—instead of playing the PC version?
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Arrath大约 1 年前
FTA: &quot;The tag data system is designed to be as flexible and performant as possible, and, in my opinion the inner workings are really a feat of engineering. I could write an entire blog post about the inner workings of the tag data system and why I think it makes the Blam engine one of the most flexible engines ever made, but that isn’t relevant to this post.&quot;<p>I would <i>love</i> to read this article if it ever gets written.
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Agingcoder大约 1 年前
That’s pretty sophisticated - kudos to the author. I love this.
iBotPeaches大约 1 年前
I do really wish the era of Xbox &amp; Halo 2 modding returned in modern times. I owe that point in time to my career choice and still believe Halo 2 was the most innovative online game of all time.<p>Just buying a simple tool to load game saves and you could have a soft-modded Xbox in minutes. Now consoles blow e-fuses and prevent downgrades on top of tons of other security enhancements.<p>Was a great read and trip back in time. Pair this with projects like Insignia launching Halo 2 support and its a great time for classic Halo 2.
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bearjaws大约 1 年前
1. Resolders RAM to upgrade from 64mb to 128mb of vram<p>2. Solders new CPU onto console only to discover its gpu bottle necked<p>3. Enables OCing the GPU on the original Xbox, only to run into memory bandwidth limits<p>4. Reverse engineers Halo 2 source code to set scaling to 720p or 1080p (output is interlaced to 1080i)<p>5. Speeds up the hard drive to faster load in textures<p>My god this man is more dedicated to Halo 2 than Bungie is to any of their IP today.
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selectodude大约 1 年前
This is going to come off as overly cynical - it&#x27;s a very cool project. But are you really pushing the original Xbox to the limit when you replace and overclock the CPU, increase RAM, add solid state storage, and overclock the GPU?<p>It&#x27;s not really an Xbox at that point.
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orliesaurus大约 1 年前
that&#x27;s a lot of work... wow - interesting that your friend &quot;doom&quot; didnt want to reveal themselves
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randomopining大约 1 年前
Why would you waste your time doing this?
colesantiago大约 1 年前
Is there any reason why there are comments are in there, it would be nice if the functions were self documenting.<p>Other than the comments being distracting making the code hard to read, this is a great deep dive blog post which is very technically impressive.