The development team is striving for more realism, and to do that they are building a brand the new engine from scratch. "One of the core philosophies of Infinity Ward has always been that gameplay drives tech," said Mark Rubin, executive producer at Infinity Ward, "and what we are creating is not tech for tech's sake. The textures, the shaders, the lighting, the particle simulation … all these things work to create a world that is immersive as possible." And even will all the new tech, Rubin said he is confident the team will still deliver 60 frames per second and low-latency controls.
While he was really happy with Modern Warfare 3 and how the game pushed that engine to its limits, Rubin said the new engine makes some refinements that improve on the look of the characters, the environment and the equipment. The company has hired several individuals with Hollywood CG experience, and these folks have been invaluable in creating improvements to the real-time rendering of the engine. These improvements include displacement mapping--which, in layman's terms, basically turns flat images into a high-definition environment that looks 3D--and SubD, an open-source project from movie studio Pixar that essentially smooths out the rough edges by increasing the number of polygons. The latter is particularly noticeable when looking close-up at a sniper scope or a character's hands.
The game is set for PC, PlayStation 3, Xbox 360 on November 5, and sometime after for PlayStation 4 and Xbox One. And all DLC will be available on Xbox One first for a limited time.
The environment of Ghosts rendered in the new engine.