- May 4, 2013
In the latest of Digital Foundry's 60 frames per second video blog posts, our focus shifts to the first next-gen title from Infinity Ward - Call of Duty: Ghosts.
Possibly the highlight of the meagre games showing at the Xbox One reveal last week, the footage was described as running "in-engine" on Xbox hardware - a careful choice of words which usually refers to video being rendered offline (i.e. not in real-time) at the studio's choice of resolution and detail level, albeit using the actual engine and in-game assets. To give you some idea of what "running on actual console hardware" can really mean, look no further than Naughty Dog's "render farm" of eight networked PS3s, used primarily for generating cut-scenes for The Last of Us. Perhaps it was a set-up similar to this that produced the Uncharted 3 60FPS video that Sony released a while back.
Surprisingly, for Call of Duty - a series where the 60FPS experience is a defining aspect of the gameplay, and indeed the success of the franchise - acquiring a full frame-rate version of the trailer proved to be difficult, with journos directed to the YouTube release which runs at half the frame-rate. We ended up grabbing a 1080i60 version from SpikeTV's coverage of the Xbox One reveal, deinterlacing the footage and scaling down to 720p60 (the Forza trailer was a locked 30FPS if you were wondering). The quality of the original transmission stream isn't exactly wonderful, and you can expect the final game to be operating at a higher resolution than what you're seeing resolved here - though what that actually is was a question Infinity Ward wasn't so keen on addressing directly when Eurogamer's Wesley Yin-Poole spoke with executive producer Mark Rubin.