COD4 engine running on Wii for COD5?

“There will be co-op for the first time in a Call of Duty. Also there will be vehicles and squad-based elements to the multiplayer. Formats: PC, PS3, 360 and Wii. The Wii version is being worked on by a separate team within Treyarch. [The mag] reckons it’ll be a much closer comparison between the next-gen and Wii versions than any other Wii game on the market.

“Jeez, they have the CoD4 engine running on the Wii apparently. They are using [the CoD4 engine] for all the next-gen ones too. The Wii Zapper will be supported.

http://www.videogaming247.com/2008/...s-in-multiplayer-every-format-apart-from-psp/

Possible, or fanboy bullshit? I for one won't believe it till I see it. Why reveal it in a magazine? If they got it running, they should parading around pics of it online by now. Besides, the engine doesn't mean the graphics will look comparable. They're probably talking about features and tools in the engine and not the graphics.

Edit - Seems like they got the graphics too. Interesting...

http://gonintendo.com/?p=45617#comments

Any thoughts? I ignored COD4 on the PC cause I'm sick of shooters right now (that and I was busy playing Crysis) so I didn't get a good look at COD4.
 
The COD4 engine's legacy can be traced back to Quake 3, so it's quite possible to get it running on the Wii. IIRC Treyarch used an earlier iteration of the Infinity Ward engine (pre-COD4) to ship COD3 on PS2 and Wii. Treyarch have a really strong GC/Wii tech team.
 
Interesting, I didn't know that. As for them having a strong GC/Wii tech team, I don't know. I don't recall COD3 being all that. What else did Treyarch make for the GC? I would help me understand them a little better.

Now I am a bit more interested in seeing the Wii version.

*prays for good wiimote controls*
 
Spiderman, Spiderman 2, Ultimate Spiderman (but NOT Spiderman 3, this was done by Vicarious Visions), COD 2:Big Red One and COD3.
 
The COD4 engine's legacy can be traced back to Quake 3, so it's quite possible to get it running on the Wii. IIRC Treyarch used an earlier iteration of the Infinity Ward engine (pre-COD4) to ship COD3 on PS2 and Wii. Treyarch have a really strong GC/Wii tech team.


Seriously? Last I heard the CoD2 engine was a heavily modified Doom 3 engine, so I think you're mistaken. They would probably build upon that instead of the COD1 engine.
 
Well, according to this link I found in CoD2's Wikipedia references, IW's CoD2 engine was created from the ground up. The CoD 1 engine was pretty clearly Q3-based, though.
 
An engine is just an engine ,people get it all wrong when they think engine=visual level/quality.Assets are another (bigger) part of the equation ,and assets don't belong to what is called an engine.

A game can look very good and have a bad engine ,or look like ass despite a veery good engine.Just because the important part of what make a game look good is in the hands of the art team ,....the assets.

Obviously ,the wii won't run the shaders it can't run and won't load the assets it can't geometry , and texture wise.
 
Seriously? Last I heard the CoD2 engine was a heavily modified Doom 3 engine, so I think you're mistaken. They would probably build upon that instead of the COD1 engine.

The engine (CoD2/4) structure and variabel namings are very much similar to QuakeIII engine.
 
Possible, or fanboy bullshit? I for one won't believe it till I see it. Why reveal it in a magazine? If they got it running, they should parading around pics of it online by now. Besides, the engine doesn't mean the graphics will look comparable. They're probably talking about features and tools in the engine and not the graphics.

It just like say Crysis game with its CryEngine2. You can play it at low, medium or (v)high setting. Each setting inteded for a specific PC perfomance group. Yet it still is the same CryEngine2 for all settings but the visual difference is large.
 
An engine is just an engine ,people get it all wrong when they think engine=visual level/quality.Assets are another (bigger) part of the equation ,and assets don't belong to what is called an engine.

A game can look very good and have a bad engine ,or look like ass despite a veery good engine.Just because the important part of what make a game look good is in the hands of the art team ,....the assets.

Obviously ,the wii won't run the shaders it can't run and won't load the assets it can't geometry , and texture wise.

You are both wrong and right at the same time :)
Replace engine with toolset. What Treyarch will reuse between the versions is not the lowest level of the renderer, but the asset toolchain, allowing them to use fundamentally the same levels (maybe simplified, maybe broken in parts) and the same assets (maybe just the lowest LODs) between versions.
 
I wonder what game engine sacrifices they had to make CPU wise. Obviously I'm sure they cut down on the physics-enabled objects for the Wii, but I'm interested about whether or not bullet penetration was preserved at all. Seems that would be more likely to be taken out unless it's crucial to the game, but honestly I'd rather have that present than ragdoll physics or physicallized objects throughout the level. Then we got to think about AI and what not plus the possibility of CPU assisted shaders if a decision to use them is made (like possibly in the Conduit). I'm very interested to see and hear what levels of thought went into the Wii version. Hope the MP would be good too.
 
You are both wrong and right at the same time :)
Replace engine with toolset. What Treyarch will reuse between the versions is not the lowest level of the renderer, but the asset toolchain, allowing them to use fundamentally the same levels (maybe simplified, maybe broken in parts) and the same assets (maybe just the lowest LODs) between versions.

I wasn't talking about COD in the first part .It was a much more general consideration.
Only the last sentence relates to COD ,and i say exactly that : Downgraded assets and shaders.They obviously wouldn't redo assets from scratch.
 
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It just like say Crysis game with its CryEngine2. You can play it at low, medium or (v)high setting. Each setting inteded for a specific PC perfomance group. Yet it still is the same CryEngine2 for all settings but the visual difference is large.

Yeah, I know, that's why I even doubted that the game would even look as comparable as they claim.
 
Yeah, I know, that's why I even doubted that the game would even look as comparable as they claim.
I don't think it's the graphics that we should be looking at but rather the CPU technology. If they can get bullet penetration to work in conjunction with all the other crap that'll be going on, I'll be seriously impressed. Honestly I don't expect much more than some simple bumpmapping on the characters when it comes to "advanced" graphics.
 
I fail to see how bullet penetration could be a cpu stressing feature .:)

The bullet,instead of being stopped by a colision is simply slowed down ,based on some material/object flag.
 
Only if that's how it actually works. If it actually makes visible holes in the object and debris, tis' a lot more taxing. Also, how much a bullet is slowed or whether or not it even penetrates is dependent on both material properties and thickness, so there are more computations involved as compared to Half-Life 1's Gauss gun. And in FPSes, there are often a lot of bullets flying around.
 
Well, according to this link I found in CoD2's Wikipedia references, IW's CoD2 engine was created from the ground up. The CoD 1 engine was pretty clearly Q3-based, though.

Im 90% sure that CoD2 has alot of Quake 3 in it as it had the same sound bug that happend occationally in all Q3 based games i have played for a longer amount of time.
 
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