Call of Duty: Modern Warfare 4 Evolved FPS Optimization & Full Breakdown Comparison
Call of Duty: Modern Warfare 4 Optimization and FPS breakdown. Get the best performance while keeping the highest quality.
This complete breakdown shows you all of the graphics options in the Call of Duty Modern Warfare 4 Open Beta. Everything was painstakingly tested and recorded both through multiplayer and campaign for the best results.
Some options have On, Cutscenes Only and Off – Using The latter 2 are the same when it comes to general gameplay, hence only 2 options are mentioned when there are 3 available.
Graphic Preset
Logically, Graphics Preset is going to be one of the largest non-upscaling boosts in performance, and of course, it is reflected here. Most of the performance boost comes when moving from Extreme down to Balanced, whereas the lower options don’t seem to have that much of an effect. I assume this is likely a shift from a heavy GPU limitations to possibly CPU limitations, and as this is just one powerful switch to rule them all - test each setting on your device!
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Native Anti-Aliasing and Upscaling
There is no way to turn off upscaling completely. However, there are a few native or near-native upscaling experiences. DLAA is going to give you the best quality on Nvidia graphics cards, however, it does come with a performance cost. Suprisingly, it’s a little bit more performant when it comes to average FPS than XeSS. If you’re looking for better performance and near-native resolution, choose Fidelity FX CAS or Filmic SMAA T2X.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
DLSS Upscaling
All of the upscaling techniques should have a similar performance curve, so I’ve only benchmarked DLSS. Your performance increases the more to the performance side in the settings you go. DLSS offers both transformer and CNN, so I’ve documented them both here. Transformer should give you a slightly better looking image ay a small FPS cost.
When playing at 2K or 4K, the lower quality options are OK to use. However, if you’re playing at 1080p, I wouldn’t go lower than quality.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Ray Tracing Reflections
Outside of uscaling and the graphics preset quality option; Ray Tracing Reflections has the largest performance impact. I wouldn’t recommend playing with it on at all on most GPUs unless you’re rocking the best the best.
The game lists this as: “a rendering technique that simulates realistic lighting and visual effects in games by tracing the path of light through a scene. It offers more accurate reflections compated to traditional rasterization methods.”
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Shadow Filtering
Shadow filtering has a suprisingly large FPS impact when you’re playing with high. Anything below this results in much sharper shadows. I assume blurrier shadows would be more realistic in most situations, however in a game like COD - Outside of the campaign FPS is king.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Terrain Quality
Terrain quality has a surprisingly large impact on FPS when it’s set to very high. However, there is an incredibly small difference between each of these options in terms of how the terrain actually looks - Set this to High and forget about it.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Texture Resolution
Texture resolution is almost always a freebie if you have more VRAM available, always crank this option up for a much better looking game at almost no FPS cost. Here I think most of the gain with very low comes from fewer explosions and maybe things going on in the background, than in the previous scenes. It should be +- the same across all of the options assuming you have enough VRAM available.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
World Motion Blur
World motion blur is disabled by default and I’d highly recommend you leave it disabled no matter what.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Shadow Quality
You would expect shadow quality to affect the blurriness of shadows, and it does. Lowering this option should increase your FPS quite dramatically, and it is proven true here yet again. As this is a twitch shooter, you want the best experience with the highest FPS, so crank this all the way down to Low or Very Low and forget about it.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Shader Quality
Shader quality is incredibly difficult to tell the difference in terms of looks and performance with. All these tests were done with this specific cutscene, so there was no user input at the time. There is a small performance boost in terms of 1% and 0.1% lows when lowering it from High to Medium. In terms of average FPS would assume it’s just run-to-run variance and leaving this option at Medium should be the best.
The game states: “Select the quality of the lighting treatment applied on some surfaces. This has a slight impact on the colorization of these surfaces.”
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
World Depth of Field
I would assume world depth of field is currently broken as there is no difference between these options.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Occlusion and Screen Space Lighting
This is an involved setting. The game states: “Select the level at which the Ambient Lighting interacts with different surfaces creating perception of depth using GTAO, MDAO and Global Illumination”.
Low: Basic occlusion lighting with the GTAO technique. Medium: Elevated occlusino lighting using GTAO with the addition of Bent Normals. High: Better lighting quality & detail with MDAO technique. Ultra: Best lighting quality possible with the Global illumination technique
A lot of talk for little difference in terms of visuals. Off is not documented in the prompt, but is an option you can choose. My Lows for High during testing seem a little off, but overall there shouldn’t be too much performance difference between these from what I can see… Choose Medium or High and leave it there.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Detail Quality
“Select the quality of objects and small ground elements such as ground foliage, rocks, glass and various decals. Small to no impact visually and FPS-wise, you can lower this for slightly better FPS.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Static Reflection Quality
This required a game restart to change, and visuals-wise I don’t see much of a difference for a noticable performance boost. Lower this and forget about it.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Particle Resolution
Hard to get to the same spot perfectly being blown in this campaign section - however this option doesn’t seem to have much effect in terms of visuals and performance… Something I did notice is the pixelated mosaic effect appearing from some, I assume, heat sources/waves stays the same through all of these options. Possible more particles with this higher, small performance boost from the lower end.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Water Quality
There isn’t a great place to test this, so I picked the largest body of water to do so. The options do specifically mention “light on the ocean floor”, all we have are lights in a pool. Still, performance noticably increased turning this off, with minimal quality impact. We’ll have to wait for larger bodies of water or the sea to see the real difference in performance and looks.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Shading Quality
Again, an incredibly small difference. Performance change should be negligible.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Weapon Depth of Field
This option blurs or unblurs your weapon. It doesn’t really make an impact FPS, however gameplay-wise I find this option turned off makes ADS a little easier.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Screen Space Reflect
Screen space reflections are quite plentiful, and well optimized being such old tech. Each step you go down removes a few small reflections for a small FPS boost. I wouldn’t turn it off entirely, but if you need every last FPS sure. Otherwise, if it’s on just leave it on High, there’s not much difference between them.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Deferred Physics Quality
The “physics quality of water and ground deformation”. I didn’t see much difference in terms of ground deformation when shooting it from a vehicle, nor much difference in the bodies of water we can see. There should be a performance boost setting this to Medium, but I’m not too sure why my lows were so low when benchmarking High - they should be a lot more even.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
In-Game Video Quality
In-game video quality should affect the quality of screens in-game, however, I didn’t really see that much of a difference from the screens that we do see.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Weapon Motion Blur
Similar to Weapon, Death of Field doesn’t have an impact on gameplay.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Bullet Impacts
Removes bullet marks with little to no performance change.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Weather Grid Volumes Quality
“Select the quality level of the weather effects applied to dynamic objects”. Can’t really be tested. I assume this will mainly come into play in things like DMZ where there is supposed to be dynamic weather and more, for now in Multiplayer and the single campaign mission we can’t really see it in action. So here’s a fiery scene instead - It’s a good place I could test the options without changing position at all.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Screen Space Shadows
Affects more than just the “local surfaces such as the weapon and character” as stated.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Persistent Effects
Hard to tell the difference and requires a restart to take effect. Done in Campaign for maximum repeatability. Right after this screenshot a massive explosion occurs likely leading to major terrain deformation, as well as other explosions in the battle that ensues shortly. Huge drop in FPS so likely a lot of this behind the scenes too!
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Texture Filter Aniso
Almost no impact performance and visuals-wise.
Loading comparison…
Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.