Vulkan
Graphics

A modern graphics path for a classic world. Preserve the original presentation while exploring configurable improvements.

Explore the rendering paths

Illustrative project artwork

Two paths. One modern graphics API.

Rendering for the native host

Vulkan is the selected backend for native recompilation. The priority is to reproduce the original geometry, cameras, textures, lighting, fog, and HUD before validating optional enhancements. The experimental host has already rendered partial Training 1 scenes through this path.

Compatibility for the original executable

A separate D7VK-based wrapper keeps the original MW3 U.S. retail 1.2 executable running while translating its older graphics interfaces into a Vulkan rendering path. This work progresses alongside recompilation, with its own configuration and compatibility checks.

The wrapper’s success does not establish native recompilation fidelity. Each path is tested for the behavior it actually runs.

Keep the original view, or widen it.

The prepared wrapper profile supports higher-resolution 4:3 rendering and widescreen profiles with camera field-of-view correction. It also exposes multi-sample anti-aliasing and anisotropic filtering controls.

  • Resolution and aspect ratioChoose a 4:3 presentation or test corrected widescreen and ultrawide views.
  • Cleaner edges and texturesConfigure MSAA and anisotropic filtering through the wrapper pipeline.
  • Original presentation as a baselineCheck enhancements against the original view so improvements remain deliberate.

The original executable’s front-end screens remain at their fixed 640 × 480 resolution in the documented setup. Higher-resolution settings apply to the 3D world.

Working locally. Testing more broadly.

Development snapshot · 13 October 2026

The wrapper and launcher are reported operational in the prepared development profile. Work includes fixes for video initialization and an Instant Action backbuffer transition.

Compatibility work continues.

Sustained gameplay, scene transitions, configuration regressions, and behavior across graphics hardware still need validation. A portable setup and third-party notices are needed before a wrapper release.

Follow the graphics work.

Explore the project’s wrapper research and native rendering work on GitHub. The Launcher & Tools page explains how local profiles bring these settings together.

Explore on GitHub