In video games, we have a technique called “screen space effects”, meaning that assets will render more often in the middle of screen when compared to the edges. The idea behind these techniques is to save performance while boosting graphical fidelity on the middle of the screen (where the player looks the most).

In MW2, since the start of Season 3 everything i mention above has become the opposite, and here is what changed:

– Folaige draw distance has been reduce in the middle of the screen.
– Foliage draw distance has been increased on the corners/edges of the screen (even outside your fov)
– As a result, performance has tanked and you will experience more visual pop-in.

In the picture below I demonstrate how it is supposed to be done. (The left image is how MW2 does it): https://ibb.co/wS9XYbr

In the pictures below I show how this looks in-game. You can clearly see that draw distance is further on the edges of the screen.

https://ibb.co/xCtPtgf – middle of screen

https://ibb.co/BP8R4YM – edge of screen

https://ibb.co/2qPWYB4 – middle of screen

https://ibb.co/cbGHtSQ – edge of screen

Summary:

Your performance has tanked since Season 3 because graphical fidelity has been increased outside your field of view.

If Infinitely Ward switches to a tradition method , they can increase the graphical fidelity in the middle of the screen and boost performance as a result.

(EDIT: the pictures might not load due to the problems with the website, by refreshing the page several times it should load)

3 Comments

  1. waailasif3

    The Battlenet version of WZ performs better for some reason.

  2. turboS2000

    Sounds like u know more than the people making the game

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