...
Q: Are the graphics the same throughout the platforms?
A: Yes. We focused on making the best first-person shooter on all the platforms.
Q: You don’t change the game for the PS 3 to make it look a lot better and take advantage of the horsepower?
A: The consoles each have their different strengths. For high-end graphics, they both really are targeting the same thing. We didn’t hold anyone back. We empowered each of the teams working on each platform to do the best work they could. There wasn’t any hand-cuffing.
...
Q: What should people notice about the graphics that is better than Call of Duty 2?
A: There is a lot of stuff we do that just feels right. People won’t know why. It’s smooth. Engaging. Intense. The guys are masters of this next-generation technology and procedures, with normal mapping. The tools out for next-gen are much better than when we started working on Call of Duty 2. There was a time when we almost outsourced some of the art because we couldn’t figure out how to do normal maps. I went out exploring options for normal maps and came back and the team had totally nailed it. We had it for Call of Duty 2. The characters for Call of Duty 4 look better but they are much less resource intensive. The characters models in Call of Duty 2 were 8,000 polygons. But in Call of Duty 4, they are 6,000. The normal maps give so much more detail and you don’t have to have it in the model. You can have a lot more going on on the screen. It’s 60 frames per second on both.
Q: So you can have a bigger environment?
A: You can have the characters much more detailed and have extremely detailed environments. The weapons can be extremely photorealistic. The AI is more robust. There is a lot more you can have going on at one time.
...