My Halo News.com

The latest news about the Halo series of games from Microsoft

  • Andy Yuan returns to Halo

    Alexander Valient found a new Halo-related comic by Andy Yuan. (We mentioned him last August, when an earlier comic was discovered at Elfwood.) Nice!

  • Oh, the slings and arrows of outrageous fortune…

    Red vs Blue has posted a bizarre collection of Sarge outtakes for Sponsors – 2:29 of surreal reminiscences and pretzel dips. Thanks to Ross Mills for noticing.

  • Now THAT was a long puzzle.

    Back in mid-January, a puzzle was kicked off at Yahoo Groups by Skavenger, BOLL, c0ld vengeance, and MorningStar. We just received word from MorningStar that it’s come to a close… and the winners are ModdedCyborg, Sgt. Bigglesworth, and Gutupio, in that order. Congrats, guys!

  • The Joy of Me

    One of the great things about being me is that every once in a while I get to say “John Carmack is wrong.”

    [I actually said something more colorful at work.]

    In the programming GDC keynote this year, Carmack mentioned that (game) audio could be solved today given total dedication of processing power, and that in two years it will be solved altogether. While technically true (we can simulate a lot with DSP), such a statement ignores the growing trend of data as the limiting factor in games. And while graphics may be the sexiest thing in gaming right now, audio is, and will continue to be the biggest part. At least in good games.

    Here a little scary fact about game audio. Let’s assume that a game will play up to 256 mono-channel sounds simultaneously. Given the current standard of games today, let’s also assume the sample rate is 44.1kHz, slightly above the Nyquist limit for human hearing, and the sample size is 16 bits (2 bytes).

    One second of audio using 256 unique sounds will require (channel count) x (sample rate) x (sample size) = 256*44100*2 bytes = 22.5 megabytes per second.

    Of course, the worst case doesn’t really apply to the general case, so lets say an average gameplay second will have 40 unique sounds playing at once. Now the bandwidth drops from 22.5 MB/s to 3.5 MB/s. Current hardware supported compression schemes appropriate for games can drop that to about 1 MB/s.

    Seems pretty reasonable. Unfortunately, if we want to play more than 40 seconds worth of sound, we’re going to need a bit more data. A lot more data, in fact. Halo had a total of 2.5 GB of data, uncompressed, with a mixture of 22kHz and 44kHz of data. Compressed, that’s about 700 MB total, which works out to about 150-200 MB per level.

    200 MB doesn’t sound so bad. But since no one really budgets that well for sound memory, we’ll need to be able to stream that data in from disk. And unless we can perfectly predict what sounds will play when (which we can’t, given a dynamicly satisfying environment), we’ll need to have either a rather large sound memory cache or a really good random access disk transfer rate. Unfortunately, most storage devices optimize for sequential access, and no one ever wants to give memory to sound, so that kind of makes us SOL. I’m overstating the problem a bit, but the common way of solving this problem (reducing the amount of sound data) isn’t that satisfying.

    Even if the content/data problem is solved, a convincing sound environment has computational expenses that are an order of magnitude more complex than graphics. To do that, we need reverberation, or as I put it, the echo problem.

    Reverberation describes the reaction of an acoustic environment to sound. A good example is how different it sounds when you sing in the bathroom versus when you sing in the car. A more complete explanation of sound propagation can be found here.

    To determine the reverberation effects of a single sound we need to determine all the paths between a sound source and the listener. This includes the direct path plus all audible reflected paths from the sound to the listener. If you really want to be accurate, you’ll need to do this separately for different frequency spectrums of the sound. (Lower frequencies can travel farther due to reflections than higher frequencies.) The equivalent problem in graphics is global illumination, which current games pre-calculate for static lighting in some fashion due to the sheer complexity of the problem. Neither of these can be determined in real-time even with the entirety of processing power available. Hardly something that is “basically solved.”

    [That’s not to say that we don’t have a good enough approximation. The current generation of sound hardware conforms to the I3DL2 spec, so we can have at least some modicum of auditory goodness without drastically impacting performance.]

    This is why I like being the sound programmer 🙂

  • The Joy of Me

    One of the great things about being me is that every once in a while I get to say “John Carmack is wrong.”

    [I actually said something more colorful at work.]

    In the programming GDC keynote this year, Carmack mentioned that (game) audio could be solved today given total dedication of processing power, and that in two years it will be solved altogether. While technically true (we can simulate a lot with DSP), such a statement ignores the growing trend of data as the limiting factor in games. And while graphics may be the sexiest thing in gaming right now, audio is, and will continue to be the biggest part. At least in good games.

    Here a little scary fact about game audio. Let’s assume that a game will play up to 256 mono-channel sounds simultaneously. Given the current standard of games today, let’s also assume the sample rate is 44.1kHz, slightly above the Nyquist limit for human hearing, and the sample size is 16 bits (2 bytes).

    One second of audio using 256 unique sounds will require (channel count) x (sample rate) x (sample size) = 256*44100*2 bytes = 22.5 megabytes per second.

    Of course, the worst case doesn’t really apply to the general case, so lets say an average gameplay second will have 40 unique sounds playing at once. Now the bandwidth drops from 22.5 MB/s to 3.5 MB/s. Current hardware supported compression schemes appropriate for games can drop that to about 1 MB/s.

    Seems pretty reasonable. Unfortunately, if we want to play more than 40 seconds worth of sound, we’re going to need a bit more data. A lot more data, in fact. Halo had a total of 2.5 GB of data, uncompressed, with a mixture of 22kHz and 44kHz of data. Compressed, that’s about 700 MB total, which works out to about 150-200 MB per level.

    200 MB doesn’t sound so bad. But since no one really budgets that well for sound memory, we’ll need to be able to stream that data in from disk. And unless we can perfectly predict what sounds will play when (which we can’t, given a dynamicly satisfying environment), we’ll need to have either a rather large sound memory cache or a really good random access disk transfer rate. Unfortunately, most storage devices optimize for sequential access, and no one ever wants to give memory to sound, so that kind of makes us SOL. I’m overstating the problem a bit, but the common way of solving this problem (reducing the amount of sound data) isn’t that satisfying.

    Even if the content/data problem is solved, a convincing sound environment has computational expenses that are an order of magnitude more complex than graphics. To do that, we need reverberation, or as I put it, the echo problem.

    Reverberation describes the reaction of an acoustic environment to sound. A good example is how different it sounds when you sing in the bathroom versus when you sing in the car. A more complete explanation of sound propagation can be found here.

    To determine the reverberation effects of a single sound we need to determine all the paths between a sound source and the listener. This includes the direct path plus all audible reflected paths from the sound to the listener. If you really want to be accurate, you’ll need to do this separately for different frequency spectrums of the sound. (Lower frequencies can travel farther due to reflections than higher frequencies.) The equivalent problem in graphics is global illumination, which current games pre-calculate for static lighting in some fashion due to the sheer complexity of the problem. Neither of these can be determined in real-time even with the entirety of processing power available. Hardly something that is “basically solved.”

    [That’s not to say that we don’t have a good enough approximation. The current generation of sound hardware conforms to the I3DL2 spec, so we can have at least some modicum of auditory goodness without drastically impacting performance.]

    This is why I like being the sound programmer 🙂

  • Passions Enjoying Themselves

    It’s music day here at HBO. We got word from Marc at Halo Universe that they had a new piece of fan music, created by Noah Hofmann, called ‘Halo: The Resistance’. It’s a gorgeous piece… techno-ish. It reminded us that there were a couple of pieces here, waiting in the queue… what better time to release than on Music Day? The first is a piece called ‘Programmed for War’, created by Rayagon, and originally posted 6 months ago on the Overclocked Remix forums (found and brought to our attention by Pepper4099); I contacted the author, and he had no problem with our making it available to the Halo community in general. He considers it a work-in-progress, but he’s not sure he’ll ever get around to another edit, so this is a fine time for release. In his words, “I was just feeling like channelling the Master Chief badassedness into some music one day, and the mix came out.” It’s got an interesting feel to it. The other piece we have here is a bit different; it’s bits of dialogue, set to a Halo soundtrack, comprising what the author, Rob (Hippo) Palardy, considers “some of the finer parts of Halo, both gameplay and story.” Between the three, you should find something you enjoy listening to!


  • Stuntmutt’s Frankenstein – now with more bolts!

    BOLL, never one to rest on his laurels, has added yet ANOTHER cool feature to his AutoMagic 117 Stripmaker – now you can choose the background color! Specify it via the sliders, if you want… or just type in the hex code you’re looking for, if you know it. Changes happen in real time. (All of this requires Javascript; if you have it disabled, you’ll still be able to generate strips, but the ONLY way to set the strip background color is by knowing the hex code. There are plenty of online references for colors, though, like this one at Webmonkey. Without javascript, you’ll also have to count manually to find strip numbers…) In any case, if you leave either the strip value or the color value blank, they will be randomized, so you’ll get a useable strip no matter what. Update: BOLL, the man who cannot leave well enough alone, has added another 20 panels to the collection you can use to make your funniez. Go to work!

  • Still got the stuff

    Travis Cossel sends in a Halo sighting in a relatively obscure magazine called ‘Boards’ (it’s aimed at television advertising types). The current issue contains an interview with a creative talent for the ad agency OWN+P (they’ve been developing commercials for EA Games, among others), and the response to ‘what is your favorite game?’ was interesting:

    “I’ve been playing Quake: Arena and I’ve been playing a ton of Halo. But I play so many. The flavor of the month is playing with 16 or 18 guys hooked up on Halo.”

    It’s pretty cool to see someone calling Halo ‘the flavor of the month’ almost 30 months after its release…


  • Getchyer Red-Hot Story Nuggets Here…

    So, while I was out enjoying my family last night, mnemesis was updating the front page… but he didn’t stop there; he went a little nuts with the Halo Story Page mailbag. For a while, Finn has been carrying the ball… but it looks like a lateral pass took place somewhere without anyone noticing. Go read!

  • Dream Team

    Recently, we’d mentioned that we’d mentioned the translucent green Xbox/copy of Halo/special-Halo-logo-S-controller deal. Well, Ross “I Suck” Mills has found a press release detailing the US availability of the boxes and has printed it out in our forum.

    Of course, he didn’t actually provide a link to the release, but luckily for you I found it at PR Newswire. Only $169.00 and only 200,000 available, so go check it out!

  • Dual-Wielding Flowers. WooHoo!

    The Bungie Weekly Update is over at Battleground: Halo. Like they need another update. Kidding! Kidding! Jeeze, stop throwing stuff at me! Ow!

  • Now that the Xbox is down to $149…

    In case you have a boatload of cash sitting around, and you’re wondering how to make your Halo playing experience more gratifying… Frankie has written up a nice article over at Bungie.net called ‘Halo Home Theater‘, running down some of the nicer toys you can buy for improving your audio-visual intake. Go read it!

  • The Ultimate… something Warrior

    There’s a new .comic over at Subnova; Boxer[sn] looks at one of the more annoying practices on public HPC servers, and one nice way to take care of it.

  • It was a decent run…

    Halo made it to the Final 8 in Gamespy’s Title Fight… but lost today to Half-Life, by almost 3000 votes. Not unexpected… but disappointing. Better luck next time, guys!

  • A Day at the Beach

    Halo Babies has a new comic up… and it’s the start of an actual SERIES (with a plot, and everything). Go take a look!

  • Stunning.

    Never too late for One One Se7en – this one points out one of the coolest pages of artwork we have here at HBO. Go look. And get bubbles around your head.


  • And You Were So Sure You WANTED Animals In Halo

    Halo: Resolution begins to get… weird. (As a side note: Fuzzy would appreciate it if you email him if you notice his sprites being used on another website. Thanks!)

  • Halo Special Edition Xbox – again

    On March 12, we mentioned that the US version of the Special Edition Halo-branded Xbox would be available ‘very soon’. Since it was the third news post about that Xbox in as many days, we said we were done talking about it… but yesterday, IGN posted a story about it – and until this morning, EB Games had a page where you could preorder. (They seem to have pulled it – rather strange…) These pages have induced a huge number of you to let us know that this product is coming – so we’re mentioning it, once again. I suppose there’ll be a FIFTH news post at some point, once the EB mystery clears up.

  • 3D models available

    Roger Wilco found some 3dsmax models and meshes of Halo Vehicles and Characters and Guns over at Turbosquid; they’re not textured, but if you want to work with the models, there they are. (Deeper down in the thread is an example of what you can do with these.)