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[DF] Inside Call of Duty Warzone: Exclusive Tech Deep Dive / Behind The Scenes

Rich from Digital Foundry gives us the nitty gritty details of how IW delivered 150 player combat on the biggest COD map ever at 60 FPS



How did the new Modern Warfare engine evolve to make battle royale with 150 players at 60fps possible? We visited Infinity Ward a few months back to find out...




Speaking to Infinity Ward, I made a startling discovery. When you stand back and look at the four console platforms, there is a lot of commonality between them. All of them use the same core AMD Jaguar CPU technology and they all feature AMD's GCN graphics architecture. While this may be more straightforward than the Xbox 360/PlayStation 3 set-up of the last generation, the tech team estimate that around 30 per cent of their time is spent addressing multi-platform development issues. Interestingly, Infinity Ward ranks PS4 Pro as the most challenging of the four current-gen consoles that Call of Duty is available for.

Put simply, the expectation from the user base is for 4K video output, but Sony only gifts developers an extra 512MB of RAM to play with. Meanwhile, the boost on Xbox One X is four gigabytes in total - eight times as much. This opens the door to higher resolution, but also gives the streaming system much more room to stretch its legs. Theoretically, this should result in less pop-in and less aggressive LODs over longer distances - but head-to-head video doesn't provide much in the way of a noticeable advantage.

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With consoles targeting 60 frames per second, Call of Duty has to cram the rendering for each frame into around 16ms, and this broken up into two distinct phases. First of all, the basics of the scene are calculated and lit - a process that takes around seven milliseconds. The next seven milliseconds is spent on basically everything else: volumetrics and post-processing, for example. Around 1.5 to 2.5 milliseconds is spent on temporal upsampling - integrating visual data from prior frames into the current one. The more detail rich a scene is, the heavier the cost in rendering terms. Asynchronous compute is used on all systems, including PC. It's more heavily optimised on consoles though, providing performance uplifts of around 20 to 30 per cent in the expensive scenes. Systems like volumetrics and particles can run asynchronously.

All of this technology comes together to make Warzone possible - and even factoring out IW8's application in campaign and core multiplayer, its deployment for battle royale alone sees a radical improvement in technology, visual fidelity and performance over other genre entries. Compare and contrast with the fortunes of PUBG that launched late in 2017 and it's fascinating to see how colossal the improvement is in every regard in less than 2.5 years. Back in May 2019, I first visited Infinity Ward to get a breakdown on the technological leap delivered by IW8, and it was clear that this engine was designed to straddle the generations and to allow Infinity Ward and other COD studios to transition more seamlessly to PS5 and Xbox Series X. What we didn't know was what hardware the developers would have access to.
 
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stranno

Member
If you want to see a serious LOD implementation you should check F-Zero X. LOD level 2 are basically three triangles ships running around.

LXxeL7a.png


And thats how you achieve a 30 vehicles 60FPS game on Nintendo 64.
 

Max_Po

Banned
If you want to see a serious LOD implementation you should check F-Zero X. LOD level 2 are basically three triangles ships running around.

LXxeL7a.png


And thats how you achieve a 30 vehicles 60FPS game on Nintendo 64.

Oh sheet Nintendo invented 60 fps...
 

stranno

Member
Oh sheet Nintendo invented 60 fps...
They did not, but it was certainly uncommon in Playstation/Saturn/Nintendo 64 days.

I cant recall anything close on Playstation. Most 60FPS examples were just downgraded versions of 30FPS games, like Gran Turismo (HiFi mode), Motorhead (3 cars mode) or Colin McRae Rally (silkysmooth cheat, that removes pretty much half of the track objects).
 
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