Call of Duty: Modern Warfare 4, developed by Infinity Ward, launched with early access available to players who pre-ordered, and its full release is scheduled for Friday 23rd October.
The game’s Nintendo Switch 2 port includes a Graphics menu that presents two distinct image reconstruction options: Nvidia’s AI-driven DLSS and Infinity Ward’s bespoke anti-aliasing solution labeled “Filmic SMAA T2X.” Digital Foundry published an early technical comparison outlining the practical differences between the two approaches.
Background and platform context
Infinity Ward has a long history with the Call of Duty franchise, and this latest Modern Warfare entry follows the studio’s multi-platform strategy that now includes a Switch 2 version.
The Switch 2 build exposes advanced rendering choices in its Graphics settings, giving players and technical observers direct control over the trade-offs between algorithmic upscaling and in-engine anti-aliasing.
What the two options are
Nvidia DLSS: DLSS (Deep Learning Super Sampling) is Nvidia’s AI-powered temporal upscaling and anti-aliasing framework.
It reconstructs higher-resolution frames from lower-resolution inputs using trained neural networks and temporal information, aiming to improve performance while retaining image detail.
Filmic SMAA T2X: Labeled in-game as Filmic SMAA T2X, this is Infinity Ward’s in-house implementation built on SMAA (Subpixel Morphological Anti-Aliasing) techniques with a temporal component.
The studio describes it as an anti-aliasing solution tuned for the game’s filmic presentation.
Early analysis and journalistic summary
Digital Foundry’s Tom Morgan provided an early technical analysis comparing the two modes.
Morgan’s findings, presented in an initial feature, examined the visual and temporal characteristics of DLSS against Infinity Ward’s Filmic SMAA T2X on the Switch 2 build.
In plain terms, the analysis highlights that the two systems represent different engineering philosophies — one leverages Nvidia’s neural reconstruction to boost effective resolution, while the other relies on a studio-tuned SMAA pipeline aimed at preserving the game’s intended filmic look.
How players can access the options
Players who already have access via pre-order early access can find the upscaling choices inside the game’s Graphics settings.
Choosing between DLSS and Filmic SMAA T2X will depend on whether the player prioritizes frame-rate headroom with AI upscaling or the studio’s native anti-aliasing aesthetics.
Image credit: Digital Foundry / Nintendo Life
For technical readers and developers, this Switch 2 implementation is a useful case study in how major studios integrate third-party upscaling tech alongside bespoke anti-aliasing solutions.
Digital Foundry’s deeper breakdown by Tom Morgan remains the primary source for frame-by-frame and temporal comparison data.