In the heart it is still call of Duty, but both from the point of view of tones and technology, Infinite Warfare it’s a nice change from the COD of past years. Playing the campaign on PlayStation 4 Pro still feels like the gaming equivalent of a Michael Bay-style Hollywood blockbuster, but now the core aesthetic of the game has evolved to match the franchise’s cinematic aspirations and that required a change. significant in rendering technology. But what has changed under the hood? And can the title withstand the 60fps action typical of the series?

We’ve already taken a look at the game at an advanced stage of production through two previous builds, that of the announcement of the title on PS4 Pro at PlayStation Meeting, based on an action fragment of the campaign and the multiplayer version seen at EGX. Single-player performance in particular worried us, ranging between 40 and 60 fps. Understandably, the multiplayer felt more solid, but the frame rate kept dropping in the explosive scenes and, in fact, seemed to be affected more than the standard PlayStation 4 version, according to the comparisons we made at the EGX fair without accurate measurements.

The good news is that the final version code is a huge improvement. Multiplayer is rock solid, while the campaign comes very close to it, as you can see for yourself in the video below. Similar to Titanfall 2 and Battlefield 1, the implementation of dynamic resolution scaling made a substantial difference here, reducing the rendering load in problem areas and keeping the frame rate high. The base PS4 and Xbox One versions use horizontal upscaling ranging from 980x1080p all the way up to Full HD, with additional super sampling provided by a time component. PS4 Pro uses a different solution, ranging from 1560p with the checkerboard upscaling method up to 4K at 2160p.

The solution works on several levels. First of all, frame rate consistency is now impressive, even in Infinite Warfare’s most over-the-top scenes. Secondly, the aesthetic lends itself beautifully to resolution scaling. On PS4 Pro it is virtually impossible to see changes in pixel count as they occur, while checkerboard artifacts only really seem noticeable when analyzing static images. In motion everything works fine and artifacts are hidden as part of the post processing pipeline, obscured in a sense by further effects. Not to mention the reduced motion resolution of all current 4K screens. Additionally, some of Infinite Warfare’s post-processing steps actually occur at native resolution. Such as the slight effect of film grain.

On PS4 Pro, the Infinite Warfare presentation reminds us of Crytek’s Ryse. While there are many parts in computer graphics, the emphasis is on bringing out a more natural cinematic aspect. This means that razor-sharp geometric edges are virtually nonexistent (making counting the pixel count much more challenging), while the clear texture details usually seen in game are not present here at all. On the other hand, the constancy of the frame rate is very solid and the graphic design is impressive: the light brings out the materials well and the post processing pipeline runs smoothly. The quality of Infinite Warfare is not defined by its pixel count and going from PS4 to Pro, we see a typical improvement (like going from a Blu-ray to a UHD BD, without HDR).

What we really liked a lot about the game, when you look at it from a technological standpoint, is seeing how different it is. Is there some kind of unspoken assumption about the ?? Call of Duty ?? engine? evolving over time, but it’s clear that each of COD’s three major studios, with each new release, is pushing the technology in new directions, to the point where Infinite Warfare and its immediate predecessor Black Ops 3 look very different from each other. The new COD looks like a profound evolution of Advanced Warfare (the post-processing elements seem to share a common basis, for example) but the reality is that since COD, now that the development cycle lasts three years, each developer of the game will use their own. technology to achieve specific goals.

In fact, with the arrival of Call of Duty: Modern Warfare Remastered, there is a lot of discussion about the actual existence of another studio in rotation for the development of COD: Raven Games. Again, MWR’s presentation feels quite different than any other COD from the past couple of years, with its own aesthetic that seems to have been built on Sledgehammer’s work in Advanced Warfare.

The end result is certainly a world apart from Infinity Ward’s work and that extends to its implementation on PlayStation 4 Pro. In addition to checkerboarding and dynamic resolution scaling, Raven opts for a fixed 2880×1620 presentation on PlayStation 4 Pro. , delivering an impressive look on 4K screens, albeit slightly soft, while 1080p display owners have a small benefit from downsampling (in fact, anti-aliasing wasn’t bad on base hardware). More impressive is the fact that Raven’s chosen resolution also ensures generally smoother performance on Pro. As always, full-screen blasts are to blame for frame rate drops on both PlayStation, but Pro in general is less affected.

Interestingly, all three of the major shooter franchises released recently employ similar technologies to deliver both improved image quality and tangible improvement on the PlayStation 4 Pro, even if the actual implementations are somewhat different. Titanfall 2, Battlefield 1 and now Infinite Warfare are all using a combination of dynamic resolution scaling and temporal supersampling to produce good results that are well balanced between Xbox One, PS4 and PS4 Pro. Respawn told us that dynamic scaler is It has now also been released on the PC version of Titanfall 2, an option we really want to see in more PC ports.

Meanwhile, Battlefield 1 and Infinite Warfare add the checkerboarding technique to push towards higher resolutions and, once again, the overall results are satisfying. It’s now clear that most cutting-edge titles won’t be able to hit native 4K on PS4 Pro, but there are still considerable advantages over standard PS4 hardware and we’re only at the beginning of the upgrade offered by the mid. -gen of Sony. At some point we will be forced to wonder how close these titles are to delivering the true 3840×2160 offered by PC hardware, but this is an analysis we’ll do another time.