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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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