Talk:IW (game engine)
I have tagged the page as I notice that some information was copied and pasted from the COD4 article. 1313-EvilHomer (talk) 16:14, 13 June 2010 (UTC)
Ambiguity
editThe article states that Infinity Ward's engine uses code from id Tech 3, which was later released under the GNU General Public License; however, it does not make the distinction that Infinity Ward (obviously) must have obtained a separate, exclusive license as the GPL does not allow the use of code protected by it in a proprietary way. 108.25.60.29 (talk) 17:03, 17 September 2010 (UTC)
There is not only 1 id Tech 3 engine in existence, there are in fact 3: 1) the Arena engine, 2) the Team Arena engine, and 3) the ioQuake 3 engine. The id Tech 3 source code released under GNU GPL license is the Arena engine, whereas the engine licensed for commercial purposes, and used in Return to Castle Wolfenstein (and as such used in Call of Duty and United Offensive) and many, many other games, is the Team Arena engine. An example of a very basic difference between the two engines can be seen in the fact that the Arena engine did not have skeletal animation, whereas the Team Arena engine did. Infinity Ward paid the regular $10,000 to license the Team Arena engine from id Software for Call of Duty, but they paid out a substantial sum (rumoured to be in excess of $100,000) to id Software for full proprietary use of the code they used for the COD2 build of their IW Tech engine (which, going on standard numbering conventions would be the IW Tech 1.0 engine for COD2). —Preceding unsigned comment added by 82.26.8.229 (talk) 12:50, 26 December 2010 (UTC)
And to add on to that, there's the Heavy Metal: FAKK2 engine, which is the stock id Tech 3 modified w/ Ritual's UberTools GDK, which was also used in Medal of Honor: Allied Assault and Alice. Star Trek: Elite Force II uses the Team Arena engine modded w/ UberTools. Duo02 ~Please direct all praises/complaints here.~ 00:25, 13 March 2011 (UTC)
Modern Warfare 3 Engine
editIn the article it says that the "IW 5.0" engine is used for the game. Where is the proof? —Preceding unsigned comment added by 77.102.136.193 (talk) 09:06, 24 May 2011 (UTC)
- MW3 does not use the "IW 4.0" engine. It uses the "MW3 Engine" which would normally be called the "IW 5.0" engine (they did not do this however because Sledgehammer is working on the game alongside InfinityWard). Some changes I know of to the engine are:
- Improvements to the audio system such as bullet wizzbys
- Lighting Improvements
- Upgrades to the streaming technology to allow for larger levels yet still keeping the resolution the same as well as the framerate at 60fps
- Other improvements
- Source of this: http://www.reddit.com/r/IAmA/comments/hwkjy/iam_robert_bowling_creative_strategist_on_modern/ — Preceding unsigned comment added by 78.146.87.178 (talk) 15:55, 17 July 2011 (UTC)
MW3 Engine = IW 4.0
edithttp://callofduty.wikia.com/wiki/Game_Engine
It shows here that the MW3 Engine is simply a modified IW 4.0, officially it would be like IW 4.3, and is unofficially IW 5.0.
Now look at the differences between iD Tech 4 and iD Tech 5.
- Improvements to the audio system such as bullet wizzbys
- Lighting Improvements
- Upgrades to the streaming technology to allow for larger levels yet still keeping the resolution the same as well as the framerate at 60fps
- Other improvements
This is what is upgraded in MW3. These are upgrades not an entirely different engine. Lastly, take a look at this: http://n4g.com/news/746438/call-of-duty-modern-warfare-3-will-be-using-the-same-game-engine
--Schmeater (talk) 01:01, 17 September 2011 (UTC)
Every IW engine has been modified from the previous version. IW 3.0 is a modified IW 2.0. Barely any games delete all their previous work and start again. It is just a different version of the engine. Robert Bowling has officially stated that it would have been called the IW 5.0. It doesn't need to be a new engine to get an increase in version numbering.
In summary, it is the MW3 Engine...which would be the IW 5.0 engine had they continued with normal version incrementing. — Preceding unsigned comment added by 2.100.64.84 (talk) 17:46, 23 September 2011 (UTC)
Stable release/preview release
editIs the MW3 engine not the stable release now? The game is pretty much finished and should be on its way to the manufacturer. — Preceding unsigned comment added by 89.242.111.135 (talk) 17:01, 7 October 2011 (UTC)
Goldeneye
editI've looked into this a bit and found no credible evidence that the IW engine was used by Eurocom for GoldenEye_007_(2010_video_game). Dev team interviews like http://www.mi6-hq.com/sections/gegame2010/reloaded_producer_interview.php3?s=games&id=03002 and http://www.totalvideogames.com/GoldenEye-007/preview-15701.html both make mention of the engine being developed in house, with the latter specifying Dead Space as a starting point. As far as I can tell this originated as a rumor among gamers since the end product looked similar to COD games. I've removed the information from this page as it was unsourced and unreliable. — Preceding unsigned comment added by 96.251.10.43 (talk) 07:23, 12 April 2012 (UTC)
Incorrect facts
editSome minor quibbles with this article:
- True world dynamic lighting
Most of the lighting in the engine is in fact pre-baked, and not dynamic at all. Lightmaps are used for most surfaces.
- HDR lighting effects
The engine is not HDR. It's a full LDR system. There is however a small effect when walking through doorways to make the outside look a little brighter. That's not really HDR though.
- Realistic fire / Advanced weather effects
This is just a particle system - it's not part of the engine. The weather effects are hand-made by artists, the same as any other game engine. —Preceding unsigned comment added by Kayamon (talk • contribs) 10:12, 11 November 2010 (UTC)
- The IW engine does indeed use HDR lighting. However, the lighting is still done in gamma space rather than linear space, hence it doesn't have the physically correct look of games that have HDR gamma-correct linear space lighting, like Crysis 2 and Battlefield 3. This is because it is extremely difficult to achieve 60 fps on the 360 or PS3 if you're using FP RGB.
COD: Ghosts Engine Name
editWhat is the name of the next engine? Mark Rubin has said:
"It's just a complicated thing. I guess part of the problem is, we don't name our engine. We won't name our engine. We don't try to sell our engine to anybody else. We don't want to focus in on the engine too much."
Which isn't very helpful for both this page and also the idea that this is a "new" engine. It has only be referred to as the "Next-Generation Call of Duty engine" which is a mouthful. Following the naming convention for the past two games should it be the "Ghost Engine"? I've put both on the page for now. — Preceding unsigned comment added by BurkusCat (talk • contribs) 19:51, 8 June 2013 (UTC)
IW Engine not compatible with PS2
editThe IW Engine wasn't used for any type of PS2 Game, all Call of Duty games for PS2 were ported to other Engines (Asura Engine, Treyarch NGL), same goes for 007: Quantum of Solace, it was made by an other studio. — Preceding unsigned comment added by 87.154.249.70 (talk) 09:57, 28 August 2013 (UTC)
Ghosts doesn't actually have tessellation on Wii U
editThe Wii U version is mostly the same as the PS3 version, according to Digital Foundry. [1] Most notably, this includes the lack of tesellation, contrary to the information on this Wiki article. You can even see this in some of the screenshot comparisons. I'll fix that now.
Actually, the parts of the page pertaining to Ghosts are written in the perspective of last year when Ghosts wasn't out. It hasn't been properly updated since then. - Snip3rNife (talk) 13:42, 7 November 2014 (UTC)
Someone fix the engine version
editCall of Duty 2 is made with IW 2.0, not id Tech 3. Call of Duty 4 is made with IW 3.0. It is all messed up, so can anyone fix it right now? Colin Kim 21:32, 27 July 2015 (UTC)jinwk00
- That's already what the article says. Maybe you've misread something. -- ferret (talk) 22:16, 27 July 2015 (UTC)
External links modified
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External links modified
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Move discussion in progress
editThere is a move discussion in progress on Talk:Silent Storm engine which affects this page. Please participate on that page and not in this talk page section. Thank you. —RMCD bot 07:48, 19 September 2020 (UTC)
Isn't the IW Engine a derivative of Ritual Entertainment's ÜberTools fork?
editGiven that Infinity Ward was founded by former employees of 2015 inc, all of whom worked on Medal of Honor: Allied Assault, they would still had close business ties with Ritual Entertainment and thus would license their Ubertools fork of the id tech 3.66.215.37.0 (talk) 23:23, 28 June 2024 (UTC)
MWR and MW2CR engine - MWR engine is likely based off AW engine.
editOne of the notes in "Games using IW engine" states that MWR engine was significantly upgraded from original COD 4. Then in the MWR page Development section, it claimed it used the "latest iteration of the series' IW engine" (or IW 7.0) based of 2 sources. But this seems to be incorrect since MW2CR (and possibly MWR) were both upgraded from Advanced Warfare (then combined with some code from COD 4 and MW2 / or basically rewriting the code after looking at COD 4/MW2 source code aswell as new assets).
Both MW2CR and MWR have the fairly common "Out of Memory error" bug reported by some users on Steam Community, the error states that the hard disk is full when it's not. This happen when it fails to create a configuration data for some reasons (the config file itself is located in "players2" folder, which was first introduced with MW3 and later Advanced Warfare). And both games share the codename "H1" and "H2" in the game executable respectively. --KCmaxofficial (talk) 15:24, 2 November 2024 (UTC)