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The Impressive New Tech Behind Call Of Duty: Modern Warfare.

IbizaPocholo

NeoGAFs Kent Brockman

With Call of Duty: Modern Warfare, Infinity Ward is showcasing impressive tech through a new engine that is able to deliver photorealistic character models and gorgeous scenery within gameplay. The engine has been slowly making itself apparent through Infinity Ward's recent games like Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered.

In fact, seeing the early parts of this engine through those games was one of the main motivating factors for current studio art director Joel Emslie's return to the studio. "I looked at Remastered and I looked at Infinite Warfare and I was like, ‘Man, the production value of this game," he says. "There’s so much potential and this new engine was five years in development. Parts of that engine were alive and well in Infinite Warfare, and you could see it.”

We spoke with Michal Drobot, principal rendering engineer at Infinity Ward Poland, about the tech his team created for Call of Duty: Modern Warfare.

Game Informer: We understand the Call of Duty series’ engine is always evolving. Can you explain what’s different here? Are things being rebuilt from scratch or is this just a big leap?

Michal Drobot:
We need to go back in time, before our previous release. At that time, the Infinity Ward team realized that the engine, in its form, could not really scale further as is. New features, or systems, were resulting in cumbersome bolt-ons, and not always playing very well with the rest of the existing tech. It is not even about so called tech debt (where a development team consciously decides to sacrifice robustness in favor of performance or bug fixes under time pressure), but rather some fundamental design decisions, that served their purpose well.

I was brought on board, along with many great engineers, with a task of taking care of long-term Infinity Ward engine rendering architecture – to make sure it will be able to scale and excel in the future. It became clear quite quickly that we needed to scrap or fundamentally rewrite pretty much everything rendering related and as you can imagine, this is not something you can do quickly, while shipping a game of this franchise’s scale. Certain parts of the engine went through a full rewrite for Infinite Warfare – such as the lighting engine, while others were retrofitted to somewhat still work with new pieces. That was the moment when you could see the big leap in quality, but we had so much more to do.

The initial plan was to hit infliction point at the 5-year mark, exactly for the launch of Modern Warfare. After Infinite Warfare, we focused on re-architecture of all the other systems, essentially rewriting them from scratch, while letting the production team prototype and rely on the foundation built for our last shipped title. Then we reached critical mass, when technology could finally evolve fast. It is fantastic when you see it. You wait for years, meticulously recreating some basic things in the engine, and then suddenly at a specific point, it all starts to work together, and you jump years ahead of what you could have achieved before. It is truly a revolutionary moment for the whole team. And Modern Warfare is the first fruit of that revolution.

What’s the oldest bit of code you’ve noticed in Call of Duty’s engine prior to this game?

It is more of an anecdote, but for many years we had this one rendering system responsible for setting some low-level data variables for draw calls (singular rendering subroutines). It was extremely efficient, but somewhat risky to extend and very rigid. It actually had a comment in code, that read something like "Please rewrite this right after ship." I believe it stayed in code for way more than a single project, until finally for Modern Warfare we had to man up and rewrite it for real. Basically, the amount of data we are pumping right now into each draw call was significantly beyond that system’s capabilities. Now it is way more flexible and much faster due to working better with new engine architecture.

Will this tech also be used by all other Call of Duty studios moving into the future?

We are currently 100% focused on Modern Warfare, therefore it is a bit too soon to talk about what comes next.

It seems odd to reinvent so much of Call of Duty’s tech right before the next generation of hardware, are you confident this technology will be future-proof?

Our technology horizon is quite far ahead and ever adjusting to whatever comes next. The whole point was to rely on highly scalable technology, where algorithms, hardware insight and quality engineering comes first, as opposed to being overly reliant on specific platform features. Obviously during the optimization phase for any shipping title, we do highly focused optimizations to make sure we are taking the best approach for specific hardware, but that is the final polish pass, not the foundation. With this approach, we are very confident in our engine's ability to adapt to any future hardware.

check the link for more.
 

Von Hugh

Member
Will this tech also be used by all other Call of Duty studios moving into the future?

We are currently 100% focused on Modern Warfare, therefore it is a bit too soon to talk about what comes next.

It seems odd to reinvent so much of Call of Duty’s tech right before the next generation of hardware, are you confident this technology will be future-proof?

Our technology horizon is quite far ahead and ever adjusting to whatever comes next. The whole point was to rely on highly scalable technology, where algorithms, hardware insight and quality engineering comes first, as opposed to being overly reliant on specific platform features. Obviously during the optimization phase for any shipping title, we do highly focused optimizations to make sure we are taking the best approach for specific hardware, but that is the final polish pass, not the foundation. With this approach, we are very confident in our engine's ability to adapt to any future hardware.

Haven't seen such non-answers in a long time aside from politicians.
 

KyoZz

Tag, you're it.
Interesting reading, I haven't played COD since World At War so I really hope this on is as good as it look.
 
Its a shame because they could use the old engine for make other games like 007 games.
The old quake engine still run like a dream in ps4.
Because they rewrote the engine in many ways. It was only Quake 3 at its core, but they've made substantial progress in the graphics department.

So it doesn't run on old-ass id Tech anymore?

It may have some traces of Id tech 3 in there, but wasn't Frostbite a revision of Refractor as well? That's a pretty good example.
 
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INC

Member
Whys it so blurry on a pro tho....... hopefully a lock 60fps can be achieved otherwise pointless having native MnK support
 

Caffeine

Member
Its a shame because they could use the old engine for make other games like 007 games.
The old quake engine still run like a dream in ps4.
the problem with that is they don't have the 007 license anymore. and they did for a couple games. in fact no one has the 007 license to make games. I actually believe IW this time they always say new engine but this one really shows.
 

Fake

Member
Because they rewrote the engine in many ways. It was only Quake 3 at its core, but they've made substantial progress in the graphics department.
I know, but still. Leave CoD using the most advance engine while others project using the old engine.
 

With Call of Duty: Modern Warfare, Infinity Ward is showcasing impressive tech through a new engine that is able to deliver photorealistic character models and gorgeous scenery within gameplay. The engine has been slowly making itself apparent through Infinity Ward's recent games like Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered.

In fact, seeing the early parts of this engine through those games was one of the main motivating factors for current studio art director Joel Emslie's return to the studio. "I looked at Remastered and I looked at Infinite Warfare and I was like, ‘Man, the production value of this game," he says. "There’s so much potential and this new engine was five years in development. Parts of that engine were alive and well in Infinite Warfare, and you could see it.”

We spoke with Michal Drobot, principal rendering engineer at Infinity Ward Poland, about the tech his team created for Call of Duty: Modern Warfare.

Game Informer: We understand the Call of Duty series’ engine is always evolving. Can you explain what’s different here? Are things being rebuilt from scratch or is this just a big leap?

Michal Drobot:
We need to go back in time, before our previous release. At that time, the Infinity Ward team realized that the engine, in its form, could not really scale further as is. New features, or systems, were resulting in cumbersome bolt-ons, and not always playing very well with the rest of the existing tech. It is not even about so called tech debt (where a development team consciously decides to sacrifice robustness in favor of performance or bug fixes under time pressure), but rather some fundamental design decisions, that served their purpose well.

I was brought on board, along with many great engineers, with a task of taking care of long-term Infinity Ward engine rendering architecture – to make sure it will be able to scale and excel in the future. It became clear quite quickly that we needed to scrap or fundamentally rewrite pretty much everything rendering related and as you can imagine, this is not something you can do quickly, while shipping a game of this franchise’s scale. Certain parts of the engine went through a full rewrite for Infinite Warfare – such as the lighting engine, while others were retrofitted to somewhat still work with new pieces. That was the moment when you could see the big leap in quality, but we had so much more to do.

The initial plan was to hit infliction point at the 5-year mark, exactly for the launch of Modern Warfare. After Infinite Warfare, we focused on re-architecture of all the other systems, essentially rewriting them from scratch, while letting the production team prototype and rely on the foundation built for our last shipped title. Then we reached critical mass, when technology could finally evolve fast. It is fantastic when you see it. You wait for years, meticulously recreating some basic things in the engine, and then suddenly at a specific point, it all starts to work together, and you jump years ahead of what you could have achieved before. It is truly a revolutionary moment for the whole team. And Modern Warfare is the first fruit of that revolution.

What’s the oldest bit of code you’ve noticed in Call of Duty’s engine prior to this game?

It is more of an anecdote, but for many years we had this one rendering system responsible for setting some low-level data variables for draw calls (singular rendering subroutines). It was extremely efficient, but somewhat risky to extend and very rigid. It actually had a comment in code, that read something like "Please rewrite this right after ship." I believe it stayed in code for way more than a single project, until finally for Modern Warfare we had to man up and rewrite it for real. Basically, the amount of data we are pumping right now into each draw call was significantly beyond that system’s capabilities. Now it is way more flexible and much faster due to working better with new engine architecture.

Will this tech also be used by all other Call of Duty studios moving into the future?

We are currently 100% focused on Modern Warfare, therefore it is a bit too soon to talk about what comes next.

It seems odd to reinvent so much of Call of Duty’s tech right before the next generation of hardware, are you confident this technology will be future-proof?

Our technology horizon is quite far ahead and ever adjusting to whatever comes next. The whole point was to rely on highly scalable technology, where algorithms, hardware insight and quality engineering comes first, as opposed to being overly reliant on specific platform features. Obviously during the optimization phase for any shipping title, we do highly focused optimizations to make sure we are taking the best approach for specific hardware, but that is the final polish pass, not the foundation. With this approach, we are very confident in our engine's ability to adapt to any future hardware.

check the link for more.
That's worse than a Phil Spencer interview, it's so empty.
 

Gamernyc78

Banned
Whys it so blurry on a pro tho....... hopefully a lock 60fps can be achieved otherwise pointless having native MnK support

Blurry? Two v two beta was blurry to the point it was off putting but I have not seen this Vaseline blur in the new update, if anything it's sharp and crisp to me. Big difference.
 
I remember when CoD Ghosts was suposed to be the new thing
"our new engine is way ahead, now we can use dogs"
401059.jpg
 

Life

Member
OK lets just pretend there aren't any other games that look this good or better - and write an article about it.
 
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Caffeine

Member
I remember when CoD Ghosts was suposed to be the new thing
"our new engine is way ahead, now we can use dogs"
the reality they made hit detection too good and lowered ttk so people started camping. it was mw3 with a bunch of nvidia features slapped on that didnt talk well with the engine causing performance drops.
sledgehammer did the same but put some code in to talk with these features, and imported character models from unreal 4.
 

The_Mike

I cry about SonyGaf from my chair in Redmond, WA
Whys it so blurry on a pro tho....... hopefully a lock 60fps can be achieved otherwise pointless having native MnK support

Because the engine will probably be used the next yen years and has been made with better hardware in mind than Pro?
 

Psykodad

Banned
Blurry? Two v two beta was blurry to the point it was off putting but I have not seen this Vaseline blur in the new update, if anything it's sharp and crisp to me. Big difference.
Tried it out for a bit yesterday and it was extremely underwhelming graphically on a Pro, if you ask me.
If you would've told it was using the old engine I wouldn't even question you.
 

Cynn

Member
There’s two blur settings you can turn off: Weapon and movement.

Turn them both off immediately. It’s still not razor sharp but it’s 1000% better.
 

Joyful

Member
the game only looks good on pc once you disable the film grain, motion blur and depth of field (which seems to add grain as well?)
i had to edit txt files for this so i dunno how the console versions will look good without such ability
 
But do the fish react when you swim near them? That's the game breaker for me.

I still get the same texture streaming issues as I have since Black Ops. New tech doest mean shit when the same technical problems still plague the series.
 
I am guessing that they will unlock the higher texture quality mode on final release as this is what they did with Black Ops 4 and it's beta. The full game was noticeably sharper than the beta, like going up to 16x anisotropic filtering.
 

Arun1910

Member
Whys it so blurry on a pro tho....... hopefully a lock 60fps can be achieved otherwise pointless having native MnK support

Found on why the other day. Depth of Field.

On PC I went into the config and turned DoF off completely, and even looking at the character in the lobby screen is crisper.
 

Gavin Stevens

Formerly 'o'dium'
Never mind any of the tech, fuck it all up the arse. Unless on PC they give me a decent AA solution that doesn't make me look like I've smudged cum all over my screen, they can bugger off. Seriously, the game runs locked 60 with everything on max, and not a single AA solution, in any resolution (Including all the way up to 4k) looks decent to my eyes. I'm essentially losing all the clarity, just to make your post process pipeline look better.

Its a shame because I really enjoyed the beta as well.
 

The_Mike

I cry about SonyGaf from my chair in Redmond, WA
lol... impressive new tech?

looks like big vaseline film over the screen on the ps4pro....

The reason why it's blurry is because the Pro can't handle the engine. It's probably designed with next gen in mind.
 

Whitecrow

Banned
you need to disable depth of field, motion blur on everything including weapons. That fixes the blurryness completely!
Really? And who the hell defaults all those options to ON and destroy the image quality??
Well anyways, is too late now. But thanks for the clarification = )
 
Any destruction in this, even half as good as DICE's BF engine? If not they can fuck off, as it'll play the same as a 10 year old FPS, I couldnt care less about better textures, textures were good enough about 3-4 years ago.
 

Ulysses 31

Member
Any destruction in this, even half as good as DICE's BF engine? If not they can fuck off, as it'll play the same as a 10 year old FPS, I couldnt care less about better textures, textures were good enough about 3-4 years ago.
Nope, missile strikes do nothing but shake the screen a bit and cause some smoke but there's no debris being created or objects around the impact that move because of the shockwave.
 

Fake

Member
you need to disable depth of field, motion blur on everything including weapons. That fixes the blurryness completely!
Just for you know, turn off world blur, weapon blur and film grain 'reduce' the blurryness, but don't eliminate.
Will be less blurry for sure.
 
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