biggest problem of halo infinite that it only looks good or rather looks how it is supposed to look like at brute force, native 4k (yes, not even 1440p saves this one). and only series x runs the game at 4k/60 fps. playing @120 fps mode brings the resolution to 1080p-levels and game quickly becomes a blur show, to a point where the game looks ... really hideous.
only people who played infinite @4k on sx or pc (if they have capable hardware, which is rare, because for 4k/60 fps, it needs a 3060ti) can actually appreciate halo infinite's graphics for what it is. even then, as others said, its not particularly a "showcase", but it really looks gorgeous in that setting. especially their GI.
as a person who saw the difference between 1440p and 4K on that game first hand, its really saddening how much the resolution can impact the overall image quality of this game. Simply put: Their temporal anti aliasing implementation is horrible and needs a high, brute force pixel count.
here is an example,
https://imgsli.com/MTA4NjI2
foliage looks muddy and ugly. @4k they actually look decent.
even the accessory on weapon looks more realistic and detailed @4k and looks like a lastgen asset @1440p
majority of valuable texture detail is erased @1440p pixel input. you can observe the effect on the assets that are on the background
another comparison,
https://imgsli.com/MTA4NjMx
specifically note that foliage looks particularly bad at anything below 4k. and since the game has a lot of foliage, most will people think that the game just looks bad. also notice how bad rocks look @1440p.
wish it wasn't this way. their TAA is pretty bad. nothing can be done about it aside from them improving it themselves. or maybe fsr 2.0. or dlss. or something.