PHOTOGRAMMETRY, 1:1 SCALE & GRAPHICS TECHNOLOGY! - Modern Warfare - YouTube

Channel: TheFirstJoeL ∙ 1.8M views ∙ 4 hours ago .

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At the start of Call of Duty: Modern Warfare’s development over two years ago, Joel Emslie
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was reminiscing: “I’d seen Call of Duty¼: Modern Warfare¼
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Remastered and it had given me ‘all the feels’ again.”
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Despite the jump in visual fidelity of that title, Infinity Ward wanted the next Modern
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WarfareÂź to be different, with a much bigger jump in graphical quality.
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They loved Remastered, but the goal, from the inception of Modern Warfare, was “to
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make a visceral, real-looking game.”
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That prospect became a reality one day at Infinity Ward: “I was walking past an office,
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and someone was screwing around with photogrammetry.”
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What is photogrammetry?
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Dating back to the middle of the 19th century (in its simplest form), this technique uses
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photographs to make comparative and accurate measurements, usually in order to precisely
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show a location, scene, or object.
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Today, this results in the ability to construct highly-detailed 3D models.
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Or as Joel describes it; “take a thousand different photos of a particular room from
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different angles, feed it into a magic computer, and it’ll spit out a mesh [that looks real].
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Like a 3D version of a room, exact to the micron.”
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Initial photogrammetry results using the new game engine behind Modern Warfare were so
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impressive, that the studio began to galvanize into art teams with one overriding goal in
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mind.
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Joel explains: “During the past two years, the trick was to apply photogrammetry into
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the [Modern Warfare] environments without messing up all the game design.”
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Teams began to fan out to find examples of a wide variety of objects they could photograph:
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“We started going out and collecting data, around the [neighborhoods near the Infinity
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Ward] office at first.”
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Joel was particularly keen on detritus, rubble, and other scenery he knew would be needed
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for the game.
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In particular, he remembers taking “images of some bad-ass looking garbage on [State
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Route] 118.”
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During this formative period, Infinity Ward “created a team of people that educated
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[themselves], and learned, and understood photogrammetry techniques to try and push
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the effort.
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We even tried designing our own devices, like poles, to take shots from all kinds of different
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angles.
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We got really good at it.”
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With all of this visual data, the art teams began to construct environments using the
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new game engine, which was already well into production, before upping the quality of the
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graphics considerably using a tiling technique, adding additional detail for times when you’re
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close to an object (like a rotting red leather sofa, a crumbling wall, or the brick work
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of a London townhouse).
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“You get really close to walls, and when you see things up close, [you’re seeing]
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this detailed tiling technique where you can really notice the detail.
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You’re probably familiar with 16 or 32 pixels per inch; this will be 64 pixels per inch;
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almost as real as it gets.”
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Crumpled corpses are another way to increase the seamless believability of the environments.
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Joel tells us; “I like to get a bit experimental.”
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So they started to drop in “meat bags.”
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These bodies were “actually one of our in-house devs: There was a casting call one day, [asking]
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‘who wants to get dressed up as a dead corpse and lay in the scanner’?
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It actually doesn’t take a long time to scan, it’s just a camera snap, and 160-200
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cameras go off at once.
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It takes one shot, which then takes six hours to process.”
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Again, the results continued to impress: “When you pose a character, you don’t
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fully get the nuance of the skin, or gravity, essentially the realistic effects of gravity
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and physics at work.”
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It seemed that scanning developer-shaped meat bags allowed the team to drape and position
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expired remains with a new level of believability.
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The same was true with masonry and structures.
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Legacy techniques were mothballed, while the team took advantage of the abilities of that
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the new game tech allowed.
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Joel again: “We’d done this for years; environment artists [would] sometimes end
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up hand-placing every single brick [at a location].
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It looks good, but it doesn’t look as real.
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Not like this.”
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Instead, when twisted metal rebars, rusted piping, or other scenic necessities were needed,
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a quick field-trip was organized: “We went out to a quarry, stacked bricks, or went out
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to dilapidated wrecks and ruins, and we captured all this data, brought it in, and integrated
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it into our [in-game] environments.”
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Now the team goes anywhere, and scans anything they need.
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One example is an entire Russian tank.
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“This is
 fully scanned, we got underneath it, I’ve no idea how.
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I guess they lifted it up and scanned it.
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But it makes for a smoking hot prop.
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When you see these things rolling around, it’s just completely convincing.”
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As the scope of the possible ways to use photogrammetry grew, Joel tells us the team “started getting
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super-creative, and we heard about people using drones to scan [environment].
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We’d go out to an area to get a good example of an expanded environment, and we’d pop
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a drone up, and we would sweep coastlines, we would sweep deserts, mountains, and forests,
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and we would bring all this data back.”
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That data would prove to be extremely important, as the size of the levels (or as Joel describes,
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the ‘sets’) of the game also grew: “We started to make this super-convincing far,
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mid, and close periphery areas to expand the ‘set’.
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It’s a big game.
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You can reach out with a 12x and snipe in on this stuff and glass it [from extreme range],
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as well as getting real close to it.
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You need to have all that detail; you have to see details on cement [scenery for example].
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We have some sets that just go on and on and on
”
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Even the most convincing townhouse, rebel stronghold, or mountain hideaway wouldn’t
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be worth painstakingly crafting together if the AI inhabitants weren’t rendered to the
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same quality.
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Joel and the art teams worked tirelessly to ensure believability across the board.
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“Putting it all together, and seeing our characters in the environment, we did a massive
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amount of [work] on our shaders and on our materials to make sure that
 this was a
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challenge.
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If we have an environment that’s as real [as a photograph], everything else has to
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be photographically real too.
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If you put in a made-up character in a realistic environment, they look completely inappropriate;
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it looks awful.
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We really had to work hard on that.”
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How hard?
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“We turned ourselves into a traditional Hollywood model shop.”
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More on that later.
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This standard, naturally, extends to the outfits and garb each entity in the game wears or
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carries on their person.
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Even the screen where you choose an Operator to play as in Multiplayer was painstakingly
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realized.
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“The [operators] and characters you work with are all standing in a photographic real
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environment.
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If you zoom in and zoom out you can see the environment parallax, it’s dimensional;
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it’s a photographic projection technique.
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This is a real space that we went to – a prop house – we got everybody out of the
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studio that day, and we got props, and we set-dressed, and we shot all of this, creating
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a realistic environment, but our goal is that every time we show you something, it needs
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to feel real.
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It can’t be just a character spinning in a black space, or some kind of low-res, crappy
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environment.”
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Breaking out real-life props and making photo-realistic in-game versions of them, leads to some truly
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impressive results.
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Take Operator Grinch, who wears the ghillie suit, for example:
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“I’ve been chasing after stuff like this for years.”
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Joel tells us, with a laugh: “I did the original ghillie suit,.
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I don’t get to [design] this, a character artist that I work with now totally kicked
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my ass, so they get to do it, and I get to kind of admire how badass that is.”
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It’s not only impressive to look at, but like the atmospheric environments, it’s
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also designed to aid gameplay.
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“What’s cool about this is; it’s concealment.
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You can crawl round, smith your gun a certain way, put some ghillie on it, and crawl around
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and use it properly.”
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As we watched another playable Operative (“Zane”) on-screen, we marveled at the utterly believable
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torso-length cape flapping and draping over the character’s body armor.
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Joel was quick to correct us: “That is not a cape, it’s a tactical poncho.”
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“I saw this thing a few years back and thought it was awesome, so we went after it, and found
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the right character for it.
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This is stuff I’ve been wanting to do for years that we couldn’t.
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At one point I was told I couldn’t do high collars or low jackets on characters, and
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now we can do a full poncho.
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This dude’s badass!”
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Joel brings up another character; an operative named Kreuger, wearing a helmet with camouflage
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“frogman” netting shrouding the entire face and shoulders.
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“We’ve been chasing this type of character design for I don’t know how long.
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I’ve tried, and failed miserably until now, when we’ve got it right.
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There’s so much happening to make this look right.
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The cloth and the netting on his hat have to look a certain way, to render a certain
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way, and you have to see through it.”
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Looking at the spots of mud, creases and divots in the leather, and stains on the material
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of individual items adorning each operative, it became clear that authenticity was paramount
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in adorning each character.
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Joel agrees: “With our character department, we turned ourselves into a prop house.
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We’ll actually take the shoes, go hiking in them, throw them in a pool, leave them
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there for a week, pull them out, distress everything.
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We’re down there with dremel tools, scraping things and making things look worn.”
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The physics engine also ensures hanging cloth sways in just the right manner, too.
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Finally, we took a look at the player’s gun bench, where loadouts are chosen, and
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weapons are augmented.
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“This is where you disassemble and arrange your stuff, where you trick out your weapons
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and do all the cool things that go along with that.”
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The bench, the scattered shells and bullets, and the weaponry on show
 it all looks real.
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The challenge I had when we started this?
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Give me a still [screenshot] of this and let me build something that looks like a [gun
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enthusiastic] magazine cover to see if we could fool people.
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I think we’re getting there.
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This is still pre-alpha.”
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“By the way, this is all on the PlayStation¼ 4.”
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How does Infinity Ward obtain such impressive visuals no matter what hardware is utilized?
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That’s down to the new game engine, overseen by Principal Rendering Engineer Michal Drobot.
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Join us soon for an in-depth overview of the tech present
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in
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Call of Duty: Modern Warfare.