Native Remaster: ultrawide views, a broader HUD, and local music

The native MW3 development host gained a faster rendering path, true ultrawide presentation, broader original HUD coverage, and file-backed music. These are development milestones; full-game fidelity and a portable release still need more work.

What changed

  • Rendering work keeps more of the scene on the GPU and avoids recurring rescale and readback work in the local enhanced profile.
  • The 3440 × 1440 view expands the world horizontally while preserving the vertical view and original zoom behavior. HUD elements retain their intended anchors; menus, movies, and maps keep their proportions.
  • Original targeting, damage displays, radar modes, weapon groups, objectives, messages, and HUD toggling received focused checks and fixes.
  • Local music playback now follows the original selection, volume, pause, continuation, and repeat controls. Users must supply their own music and game files.
  • Development launchers bring the local Remaster profile, graphics options, and prepared assets together.

What we checked

Both final native builds retained the bounded original-compatible reference results: 116 of 116 Training captures, 1,150 of 1,150 Mode 7 GPU draw-stream checks, and 116 of 116 Instant Action captures.

A repeat Training measurement on the development RX 9070 averaged 120.06 FPS at 3440 × 1440 with the current assets, music, FXAA, and 16× anisotropic filtering. An initial pass measured 102.43 FPS, and occasional frame spikes remain. These short measurements do not establish campaign-wide performance or compatibility across hardware.

What comes next

Remaining work includes more Training, weapons, physics, and AI comparisons; broader campaign and save/load coverage; additional model validation; and more exception and error-path work.

More modernization research

Replacement-model work continued for the Mad Cat, Vulture, and Thor, including distance-detail candidates that preserve the original distance selection. Encounter coverage, damage behavior, and broader visual validation remained open.

An initial static comparison also identified Pirate's Moon as a promising related engine target. Its addresses, data, dependencies, and lighting still require separate recovery and validation; the comparison did not establish native Pirate's Moon gameplay or a drop-in compatible executable.

Availability

Original media, replacement assets, music, generated game translations, and executables remain local. A clean checkout still requires the user's own installation and prepared development inputs. This update is not a portable game or public asset-pack release.

The source repository is currently private; GitHub links require collaborator access.