Digital Foundry has thoroughly analyzed the changes made a Halo Infinite with the arrival of Season 2, noting several fixes and improvements but also some technical problems that persist, as well as new methods introduced by 343 Industries.
Many critical elements that were detected by Digital Foundry in the first analysis of Halo Infinite have been corrected, such as the level of blacks and animations in the cutscenes, as well as other problems related to the animations which turned out to go at a lower frame-rate than the game. Also fixed some lights flickering and general transition from cutscene to gameplay.
New display mode have been introduced, in addition to others that have been renamed: in essence, there are now 30, 60 and 120 Hz modes on both Xbox Series X and Xbox Series S. 120 fps are officially back on Xbox Series S, but these involve a significant lowering of the resolution to be able to work, despite the implementation of VRS, also the frame-rate is uncertain in the single player when you are in open areas, while it is stable in multiplayer and indoors.
As for the three modes on the Xbox Series X, according to Digital Foundry the 30 fps mode makes little sense, because the qualitative increases on the definition front do not compensate for the lower fluidity and create frame pacing problems. 60Hz mode works, but to avoid frame pacing on a 120 Hz it is best to set the console output to 60Hz. Ultimately, the best mode according to the test is 120Hz.
In general, VRR can still cause inconsistency issues below 110 fps, found on both PC and Xbox Series X | S, with frame pacing similar to those also seen on Destiny, before further patches.