Call of Duty: World at War

Publisher: Activision

Call of Duty: World at War is Treyarch’s controversial World War II shooter set on the Pacific and Eastern fronts, where you switch roles between an American Marine and a Russian soldier who survives Stalingrad and follows the push into Berlin at the end of the war.

World at War uses a beefed up version of the proprietary engine used in Call of Duty 4: Modern Warfare, which was developed by Infinity Ward and has easily been the most successful game in the series. It uses the DirectX 9.0 renderer exclusively and features true world dynamic lighting, HDR lighting, dynamic shadowing and depth of field amongst other things.

We used the full retail version of the game downloaded from Steam, which was patched to version 1.3.1080 and for our gameplay testing, we did a 90-second manual run through from the second mission in the game where you are part of a beach landing in the Pacific. It appears to be one of the more intensive parts of the game with lots of explosions, water, smoke and lighting effects thrown in for good measure.

All of the in-game settings were set to their maximum values, including texture details which were configured to 'Extra'. The 'Dual Video Cards' option was enabled for the multi-GPU configurations, but was disabled for all single GPU cards. Finally, anti-aliasing and anisotropic filtering were controlled from inside the game.

Gigabyte ATI Radeon HD 4770 512MB  Call of Duty: World at War Gigabyte ATI Radeon HD 4770 512MB  Call of Duty: World at War

Call of Duty: World at War

1,680 x 1,050 4xAA 16xAF, DirectX 9, Maximum Detail

  • Nvidia GeForce GTS 250 512MB
  • Gigabyte ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4850 512MB
  • Nvidia GeForce 9800 GT 512MB
  • XFX GeForce 9600 GSO XXX Edition 384MB
  • ATI Radeon HD 4830 512MB
    • 50.5
    • 33.0
    • 46.6
    • 28.0
    • 46.4
    • 28.0
    • 45.4
    • 29.0
    • 42.8
    • 28.0
    • 37.6
    • 21.0
    • 29.4
    • 25.0
0
10
20
30
40
50
Frames Per Second
  • Average
  • Minimum

Call of Duty: World at War

1,920 x 1,200 0xAA 16xAF, DirectX 9, Maximum Detail

  • Nvidia GeForce GTS 250 512MB
  • ATI Radeon HD 4850 512MB
  • Gigabyte ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4770 512MB
  • Nvidia GeForce 9800 GT 512MB
  • XFX GeForce 9600 GSO XXX Edition 384MB
  • ATI Radeon HD 4830 512MB
    • 58.8
    • 36.0
    • 51.9
    • 34.0
    • 49.3
    • 28.0
    • 49.2
    • 28.0
    • 48.1
    • 28.0
    • 42.0
    • 25.0
    • 41.8
    • 27.0
0
10
20
30
40
50
60
Frames Per Second
  • Average
  • Minimum

Call of Duty: World at War

1,920 x 1,200 4xAA 16xAF, DirectX 9, Maximum Detail

  • Nvidia GeForce GTS 250 512MB
  • ATI Radeon HD 4850 512MB
  • Gigabyte ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4830 512MB
  • Nvidia GeForce 9800 GT 512MB
  • XFX GeForce 9600 GSO XXX Edition 384MB
    • 44.1
    • 24.0
    • 41.9
    • 24.0
    • 40.0
    • 23.0
    • 39.8
    • 23.0
    • 36.2
    • 20.0
    • 35.9
    • 19.0
    • 22.4
    • 12.0
0
10
20
30
40
Frames Per Second
  • Average
  • Minimum

Call of Duty: World at War

2,560 x 1,600 0xAA 16xAF, DirectX 9, Maximum Detail

  • Nvidia GeForce GTS 250 512MB
  • ATI Radeon HD 4850 512MB
  • Nvidia GeForce 9800 GT 512MB
  • Gigabyte ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4770 512MB
  • ATI Radeon HD 4830 512MB
  • XFX GeForce 9600 GSO XXX Edition 384MB
    • 39.3
    • 20.0
    • 32.8
    • 20.0
    • 31.7
    • 17.0
    • 31.1
    • 16.0
    • 30.9
    • 16.0
    • 26.3
    • 15.0
    • 20.1
    • 11.0
0
10
20
30
40
Frames Per Second
  • Average
  • Minimum

It gets difficult to think of much to say about such similar results. It would be awesome if there was some more difference so we actually had some interesting numbers to talk to about but again the figures are practically identical.
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October 14 2021 | 15:04