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Digital Foundry: Hands-on with COD: Advanced Warfare multiplayer

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  • Digital Foundry: Hands-on with COD: Advanced Warfare multiplayer

    As played at this year's Gamescom and EGX on Xbox One, multiplayer in Advanced Warfare is a very different beast to the work-in-progress Seoul campaign mission shown at Microsoft's E3 event. Set across a broad rotation of maps, from the snowy Biolab complex to the futuristic gloss of Defender, it's clear changes were needed to boost multiplayer performance above the variable 30-60fps seen in solo play. But in the visual sense, what has changed in order to hit the all-crucial 60fps target, as demanded by the series' competitive players?
    Running at a native 1600x900 at both events (a boost from the E3-era 882p), little has changed to Xbox One's rendering setup for multiplayer, suggesting this number is a lock for all modes in the final release. That said, we catch one difference from its single-player mode: the HUD. While the Seoul campaign level flaunted a stylish HUD-free design, displaying ammo details on the gun itself, the multiplayer reverts to a more traditional overlay design.
    Opaque panels now line the screen's edges, showing the map, bullet counter and target points - rendered in the same pass as the actual gameplay. To our pixel count, these element are upscaled from the same 900p base resolution as the core gunplay - a mix-up for a series which, until now, delivered HUDs at the highest resolution possible, independent of the 3D rendering side. The net result is a more cluttered screen than the slick campaign-side design, but it's also practical choice, given the sheer amount of info needed here.
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