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Game engine developed by Infinity Ward

The IW engine is a game engine created and

developed by Infinity Ward for the Call of Duty series. The engine was originally based

on id Tech 3. Aside from Infinity Ward, the engine is also used by other Activision

studios working on the series, including primary lead developers Treyarch and

Sledgehammer Games, and support studios like Beenox, High Moon Studios, and Raven

Software.[1][2][3]

History [ edit ]

IW 2.0 to IW 3.0 [ edit ]

The engine has been

distinct from the id Tech 3 engine on which it is based since Call of Duty 2 in 2005.

The engine's name was not publicized until IGN was told at the E3 2009 by the studio

that Call of Duty: Modern Warfare 2 (2009) would run on the "IW 4.0 engine".[4]

Development of the engine and the Call of Duty games has resulted in the inclusion of

advanced graphical features while maintaining an average of 60 frames per second on the

consoles and PC.

Call of Duty 4: Modern Warfare was released using version 3.0 of the

engine. This game included features such as bullet penetration, improved AI, lighting

engine upgrades, better explosions, particle system enhancements and many more

improvements. Treyarch began using an enhanced version of the IW 3.0 engine for Call of

Duty: World at War.[5] Improvements were made to the physics model and dismemberment

was added. Environments also featured more destructibility and could be set alight

using a flamethrower. The flamethrower featured propagating fire and it was able to

burn skin and clothes realistically. Treyarch modified the engine for their James Bond

title, 007: Quantum of Solace.[6]

IW 4.0 to IW 5.0 [ edit ]

Call of Duty: Modern

Warfare 2 (2009) was released using the IW 4.0 engine, the only game to do so. The IW

4.0 engine featured texture streaming technology to create much higher environmental

detail without sacrificing performance. Call of Duty: Black Ops was not based on IW

4.0; rather, Treyarch further enhanced the version of IW 3.0 they had used in their

previous game. This version of the engine also featured streaming technology, lighting

enhancements, and support for 3D imaging. Call of Duty: Modern Warfare 3 (2011)

utilizes an improved version of the IW 4.0 engine. Improvements on the engine allowed

better streaming technology which allowed larger regions for the game while running at

a minimum of 60 frames per second. Further improvements to the audio and lighting

engines were made in this version.

Call of Duty: Black Ops II was developed using a

further iteration of the IW engine.[7] Texture blending was improved due to a new

technology called "reveal mapping" which compared tones between two textures and then

blends them together. Also, there were upgrades to the lighting engine which included

HDR lighting, bounce lighting, self-shadowing, intersecting shadows and various other

improvements. Call of Duty: Black Ops II took advantage of DirectX 11 video cards on

the Windows version of the game. The "zombie" mode was moved to the multiplayer portion

of the engine which will allow for much more variety within this part of the

game.[8]

IW 6.0 to IW 7.0 [ edit ]

Call of Duty: Ghosts features an upgraded version of

the IW 5.0 seen in Call of Duty: Modern Warfare 3 (2011). It was unknown whether or not

any engine features have been taken from Call of Duty: Black Ops II. Since the main

developer was Infinity Ward they returned to their original engine naming system and

called that iteration IW 6.0.[9] IW 6.0 was compatible with systems such as Xbox One

and PlayStation 4 so polygon counts, texture detail and overall graphical fidelity had

increased. IW 6.0 was also compatible with Microsoft Windows, Wii U, PS3 and Xbox 360.

The IW 6.0 engine featured technology from Pixar, SubD, which increased the level of

detail of models as one got closer to them.[10] Mark Rubin said about the HDR lighting

"We used to paint it in and cover up the cracks, but now it's all real-time".[11][12]

Ghosts used Iris Adjust tech which allowed the player to experience from a person's

point of view how their eyes would react to changes in lighting conditions

realistically. Other features included new animation systems, fluid dynamics,

interactive smoke, displacement mapping and dynamic multiplayer maps.[13]

Call of Duty:

Black Ops III used a highly upgraded version of the engine used in Black Ops II for the

PS4/Xbox One/PC/macOS version.[14][15] Call of Duty: Infinite Warfare's IW 7.0 featured

weightlessness system, game physics improvement, improved AI and improved non-player

characters behaviors.[16] For Call of Duty: Black Ops 4, Treyarch heavily modified the

engine used in Black Ops III to support up to 100 players, and introduced a new 'Super

Terrain' system.[17][18]

IW 8.0 to IW 9.0 [ edit ]

With Call of Duty: Modern Warfare

(2024) and Call of Duty: Warzone, Infinity Ward employed their Poland studio to rebuild

the engine completely.[19][20] Dubbed IW 8.0, the engine was created within five years,

and featured substantial upgrades such as spectral rendering, volumetric lighting and

support for hardware-accelerated ray tracing on the PC version.[21][22][23] Support for

Nvidia's Deep Learning Super Sampling (DLSS) was added later in April 2024.[24][25][26]

Activision stated that the new engine was also shared across the board for all Call of

Duty developers to use in future titles.[27] Call of Duty: Black Ops Cold War does not

use this new engine, but instead uses a highly modified version of the Black Ops III

engine.[28] Call of Duty: Vanguard was powered by the same engine used in Modern

Warfare and Warzone with enhancements from developer Sledgehammer Games.[29][30]

Call

of Duty: Modern Warfare II (2024) was developed on a highly upgraded version of the

engine first used in 2024's Modern Warfare.[31][32][33] Dubbed IW 9.0,[34] the engine

was co-developed by Infinity Ward, Treyarch, and Sledgehammer Games, and was planned to

be used in future installments of the series in a unified effort to ensure that every

studio was working with the same tools,[35][36][37] allowing them to create a single

cross-game launcher, known as Call of Duty HQ.[38] Call of Duty: Modern Warfare III

(2024) was also planned to use this engine and be integrated into the Call of Duty HQ

launcher.[39]

Sledgehammer Games engine [ edit ]

Call of Duty: Advanced Warfare

featured Sledgehammer Games' in-house custom engine with only a few lines of legacy

code remaining from the IW engine.[40] Majority of the engine in Advanced Warfare had

been built from the ground up.[41][42] Sledgehammer Games incorporated brand new

animation, physics, rendering, lighting, motion capture and facial animation

systems.[43][44][45] The developers reworked the audio engine which had also been built

from the ground up.[46] According to Sledgehammer Games audio director Don Veca, the

team was able to incorporate an audio intelligence system to the game.[47][48][49]

Call

of Duty: Modern Warfare Remastered and Call of Duty: Modern Warfare 2 Campaign

Remastered were developed on an advanced version of this engine with modifications from

Raven Software and Beenox, respectively.[50][51] Raven Software and Beenox introduced

enhancements to the original games including new models and animations as well as

rebuilt textures.[52][53] Call of Duty: WWII uses an improved version of Sledgehammer

Games' in-house custom engine from Advanced Warfare.[54] Sledgehammer Games eventually

replaced this engine with IW 8.0 for their next game, Call of Duty: Vanguard, in

2024.[55][56]

Games using IW engine [ edit ]

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