github FrankHUN88453/CoD3Recomp v0.4.0
Call of Duty 3 - PC Port - 0.4.0

latest release: v0.5.0
pre-releaseone month ago

You need Xbox360 Call of Duty 3 (USA, Europe).iso file for install!

Still in development: bugs can and will occur.
Még fejlesztés alatt: hibák előfordulhatnak.

The first release since 0.3.0: a faster game, a picture closer to the console's, and two experimental options that make it faster still.

New

  • Faster on every level. The emulated kernel woke every waiting thread whenever anything was signalled (one of the game's locks is released some 50,000 times a second); now only the threads waiting for that object wake. The game's CPU use dropped from about 5.4 cores to 3.3, and the forest at 1080p without MSAA went from about 91 to 95–108 frames a second.
  • Native command lists (experimental), in the F11 menu, after a restart. The draws are made from the game's own Direct3D calls, and the console's GPU command stream is run only for what the GPU still has to do. With Watch memory writes (experimental) also on, the forest at 1080p without MSAA runs at about 180 frames a second. Tested on eight levels, the films and mission restarts; off by default until it has been played more.
  • Watch memory writes (experimental), in the F11 menu, after a restart: textures, vertex and index data that have not changed are known by their memory pages instead of being checked every frame.
  • Console depth precision (F11 menu, on by default): the depth is cut to the console's 24 bit float steps, which the game relies on. Turning it off gains frame rate with MSAA, but surfaces drawn nearly on top of each other can flicker.
  • F12 logs what you see: besides the screenshot it writes the next two frames into CoD3.log and a draw by draw picture file into screenshots\, so a fault can be traced from a player's report.

Fixed

  • Flickering strips on distant hills (the hill behind the tanks at the start of Saint-Lô): surfaces drawn nearly on top of each other now resolve the way the console's coarser depth makes them.
  • Dotted lines along the triangles' edges on the ground and the tree trunks with MSAA (and white speckles without it).
  • The picture was brighter and flatter than the console's: the game's gamma table for the display was ignored. The fogged hills no longer stand out pale against a too light sky.
  • Dark or light outlines around models and trees in front of smoke: every draw was half a pixel off from the console's pixel centres.
  • Ragged mud and dark ivy patches on the ground layers and decals: their depth offset was too small at a distance.
  • Shadow maps, the half size smoke and the bloom were drawn with the frame's MSAA, which showed nothing there and cost frame rate at high resolution.

Known issues

  • Thin stretched lines (spikes) can appear near the barbed wire and grass at the grenade training in Saint-Lô.
  • White glints can flicker on some metal and road surfaces in strong firelight (the hostage level).
  • Starting a new game over an existing save and backing out of the "overwrite" question can bring that question up again in the level, at the first checkpoint.
  • spmap from the console in the middle of a level leaves the player without weapon and HUD; start levels from the menus.

The first start after this update rebuilds the shader cache, so the first level takes longer to come up once.

Files

Everything is in CoD3-PC-Port-0.4.0.zip; unpack it into a folder and start CoD3.exe. To update, unpack it over the old folder: the settings, saves and installed game stay.

  • CoD3.exe — the game. On first start it asks for the ISO and installs from it.
  • CoD3.pdb — debug information, only needed to make a hang or crash report name its functions.
  • avcodec-62.dll, avutil-60.dll, swresample-6.dll — FFmpeg N-123653-gd1bcaab230-20260328 (shared, GPL v3), for the sound; its licence is ffmpeg-LICENSE.txt, its source is at ffmpeg.org.

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