Infinity Ward confirms that Modern Warfare 4 will launch with native PC support, multiple upscaling paths, DLSS 4.5 and ray‑reconstruction features, while abandoning PlayStation 4 and Xbox One. The announcement highlights specific GPU performance targets, supply‑chain timing for RTX 40‑series and RDNA 3 silicon, and the likely impact on the high‑end gaming market.
Infinity Ward pledges PC‑first optimization for Call of Duty: Modern Warfare 4, drops legacy consoles

Infinity Ward has positioned Call of Duty: Modern Warfare 4 as a PC‑first title. In a press release the studio listed three concrete technical commitments:
- Native PC engine build – the game runs on a freshly forked version of the IW engine that no longer carries the PlayStation 4/Xbox One compatibility layer.
- Multiple upscaling and frame‑generation paths – support for Nvidia DLSS 4.5, AMD FidelityFX Super Resolution 2.2, and Intel XeSS 2.0, each with a 144 Hz‑cap on high‑end GPUs.
- Competitive‑focused presets – a “FPS‑max” mode that caps ray‑tracing at 30 W and disables ambient‑occlusion for a stable 240 fps on RTX 4090 or Radeon RX 7900 XTX.
Technical specifications and performance targets
| GPU class | Target resolution | Target fps (max settings) | Upscaling path |
|---|---|---|---|
| RTX 4090 / RX 7900 XTX | 4K (3840×2160) | 60‑70 | DLSS 4.5 (Performance) |
| RTX 3080 Ti / RX 6800 XT | 1440p (2560×1440) | 120‑144 | FSR 2.2 (Ultra) |
| RTX 2070 Super / RX 5700 XT | 1080p (1920×1080) | 144‑180 | XeSS 2.0 (Performance) |
The studio also promised ray‑reconstruction for reflections, which reduces the per‑frame cost of traditional ray‑tracing by roughly 35 % on RTX 40‑series hardware, according to Nvidia’s internal benchmarks. Ambient‑occlusion and volumetric fog will be computed with a hybrid raster‑plus‑ray approach, delivering a 20 % uplift in visual fidelity over the previous generation while staying within a 10 ms frame budget on the top tier cards.
Supply‑chain timing and component availability
Infinity Ward’s roadmap aligns with the current semiconductor production cadence. The RTX 40‑series GPUs are in their second‑generation fab run, with yields stabilising around 70 % for the GA102 die. AMD’s RDNA 3 silicon is entering its mid‑year volume ramp, with the 7900 XTX reaching 80 % yield by Q3 2024. This convergence means that the majority of the performance envelope quoted above will be reachable for consumers buying new hardware in the Q4 2024‑Q1 2025 window.
The decision to drop PlayStation 4 and Xbox One also reduces the need for a legacy shader cache and lowers the memory bandwidth ceiling from 448 GB/s (PS4) to 616 GB/s (PS5). By eliminating that bottleneck, the engine can push GDDR6X‑wide memory accesses at 21 Gbps, which translates to a 12 % improvement in texture streaming on the PC build.
Market implications
- Higher entry price for high‑end rigs – With the performance targets tied to RTX 4090‑class cards, the average cost of a “max‑settings” gaming PC will sit near $3,200 (including CPU, motherboard, and 32 GB DDR5‑5600). This is a modest increase over the $2,900 baseline for a 2023‑era high‑end system, but it could push price‑sensitive buyers toward the “FPS‑max” 1080p preset.
- Shift in console sales dynamics – By limiting the console launch to PS5 Pro, Xbox Series X|S and the upcoming Switch 2, Infinity Ward is effectively nudging the install base toward the newer hardware. Early adoption rates for PS5 Pro are projected at 15 % of the total PlayStation ecosystem, which could translate to an additional 3‑4 million units sold in the first six months.
- Competitive advantage for GPU vendors – Nvidia’s DLSS 4.5 integration gives it a clear edge in the 4K‑max market, while AMD’s FSR 2.2 will be the primary driver for the mid‑tier segment. Intel’s XeSS presence is minimal, suggesting a potential market share loss of 2‑3 % in the high‑end gaming GPU segment for the next two quarters.
Outlook
Infinity Ward’s explicit focus on PC performance sets a benchmark that other AAA studios will likely follow, especially as the AI‑accelerator crunch limits the rollout of next‑gen silicon. If the promised frame‑rates and visual fidelity hold up in independent testing, Modern Warfare 4 could become the reference point for future PC‑first releases, reinforcing the trend toward hardware‑agnostic optimization rather than legacy‑console crutches.
For further technical details, see the official Infinity Ward announcement and Nvidia’s DLSS 4.5 documentation.

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